You realise of course that you've just enabled folk to make Dungeon Keeper / Evil genius type games with this now. Seriously, you have made my day, I look forward to seeing what you do with it, and what the rest of the community can do with it too. Great job.
But still 16k doodads aren't heavy?
Did u test it with a slower computer?
There aren't any issues and even if there were I wouldn't be interested in remaking the map for PCs that aren't within the normal system requirement boundaries. It's just not feasible with such a map.
You realise of course that you've just enabled folk to make Dungeon Keeper / Evil genius type games with this now. Seriously, you have made my day, I look forward to seeing what you do with it, and what the rest of the community can do with it too. Great job.
Aw man hope someone can something like Evil Genius with this system. Would rock. Just need to figure out how to make it appear as if these blocks are inside a mountain that disappears when you hover over it.
Looks like tile selecting is prepared beforehand... Can i dig exactly where i want in game proccess, or this action is not available right now?
Ehm, what? The digging process is entirely controlled by a system. It gets two points, location of click and release, and then it marks every block within those points as selected. It is by no means pre-defined.
Would definitely like to know how designed this map. I was thinkin' about not exactly making a clone of dungeon keeper, but something along the lines of controlling creatures and having them think for themselves as you design your base. What you did really surprised me, I'm not the best map maker so I really hope someone with experience could make this possible.
Dungeon Keeper was just so intense. There was this form of progression that no other RTS could even compete with. Even Starcraft 2 isn't as good as Dungeon Keeper and it dates back to 1997. I mean, you were to control a small army that you must literally raise. You level them up, feed them, give them a place to live, and even pay for them. If you didn't make them happy, you didn't have an army. Players ran into conflicts for gold and once you were breached by another player, you're stuck with him until one of you dies.
You could take over a players land, walls, and even rooms. Eventually, you can even take over their portal which would spawn more creature for you to control. Basically this game is by far the best strategy game I've ever played. If this game wasn't for just single player, I'd be playing it constantly. Would really like to see how you did some triggers and even models. Which makes me question, did you design them yourself?
Would definitely like to know how designed this map. I was thinkin' about not exactly making a clone of dungeon keeper, but something along the lines of controlling creatures and having them think for themselves as you design your base. What you did really surprised me, I'm not the best map maker so I really hope someone with experience could make this possible.
Dungeon Keeper was just so intense. There was this form of progression that no other RTS could even compete with. Even Starcraft 2 isn't as good as Dungeon Keeper and it dates back to 1997. I mean, you were to control a small army that you must literally raise. You level them up, feed them, give them a place to live, and even pay for them. If you didn't make them happy, you didn't have an army. Players ran into conflicts for gold and once you were breached by another player, you're stuck with him until one of you dies.
You could take over a players land, walls, and even rooms. Eventually, you can even take over their portal which would spawn more creature for you to control. Basically this game is by far the best strategy game I've ever played. If this game wasn't for just single player, I'd be playing it constantly. Would really like to see how you did some triggers and even models. Which makes me question, did you design them yourself?
I only made the triggers. I got the resource from Helral who got it from someone else.
I only made the triggers. I got the resource from Helral who got it from someone else.
Is the AI designed through the Data Editor or the triggers? In addition, you mentioned the workers are given a priority for each task. Is this also designed through triggers? If so, I would really like a brief explanation of it. Being that Starcraft 2 introduced the Data Editor, I'm having much trouble about how I wanna design certain behaviors and which feature I should use to make it possible.
In Crush Company I used action definitions to assign AI to units.Inside the AD you can create a while loop that ends only when the unit dies. Then you add a waiting time (about 0.5 secs) and you can add all your actions.
To specify that a unit is assigned to a job you can add them behaviors after you give them the order, then you remove the behavior when they finish.
In Crush Company I used action definitions to assign AI to units.Inside the AD you can create a while loop that ends only when the unit dies. Then you add a waiting time (about 0.5 secs) and you can add all your actions.
To specify that a unit is assigned to a job you can add them behaviors after you give them the order, then you remove the behavior when they finish.
I think he did something like that ;)
Nope. It's all coded. I haven't actually touched the data editor other than for making the tile.
Nope. It's all coded. I haven't actually touched the data editor other than for making the tile.
What you mean by coded? I'm not asking you exactly how you did this step by step, I'm just asking what you used. Did you use triggers? If so, exactly what type of triggering, AI and AI Advanced? Just would like to know where to start if I'm going to be making a map like this. Also, a tutorial or even a brief explanation of job priorities would be nice. If not, just briefly explain, like Unit -> Issue Order. Something tells me you used the Queue for the Issue Order trigger.
Using the before and after existing orders will queue the order that's most valuable. For example, digging would done before existing orders making it first priority. Claiming land and walls will be after existing orders since they're more secondary jobs. If not that, you probably just use a variables with if then statements. As you trigger events, variables get set and the highest variables will be triggering the jobs. Am I even close?
What you mean by coded? I'm not asking you exactly how you did this step by step, I'm just asking what you used. Did you use triggers? If so, exactly what type of triggering, AI and AI Advanced? Just would like to know where to start if I'm going to be making a map like this. Also, a tutorial or even a brief explanation of job priorities would be nice. If not, just briefly explain, like Unit -> Issue Order. Something tells me you used the Queue for the Issue Order trigger.
Using the before and after existing orders will queue the order that's most valuable. For example, digging would done before existing orders making it first priority. Claiming land and walls will be after existing orders since they're more secondary jobs. If not that, you probably just use a variables with if then statements. As you trigger events, variables get set and the highest variables will be triggering the jobs. Am I even close?
Performance is fluid and no hiccups. Kinda the reason why I chose to go with pure actors after a couple of tries with units.
@redmarine: Go
But still 16k doodads aren't heavy?
Did u test it with a slower computer?
I like this, one week ago I told some colleagues of mine that I was thinking of trying a remake of DK in Sc2 xD
You realise of course that you've just enabled folk to make Dungeon Keeper / Evil genius type games with this now. Seriously, you have made my day, I look forward to seeing what you do with it, and what the rest of the community can do with it too. Great job.
There aren't any issues and even if there were I wouldn't be interested in remaking the map for PCs that aren't within the normal system requirement boundaries. It's just not feasible with such a map.
Do it. I'm not in a hurry and will progress quite slowly so some competition would be nice.
I guess. :)
@Wolf1322: Go
Oh god, Evil Genius yes! Its the closest we ever got to DK3.
You can still play this when it'll come out :D
Aw man hope someone can something like Evil Genius with this system. Would rock. Just need to figure out how to make it appear as if these blocks are inside a mountain that disappears when you hover over it.
@redmarine: Go
Looks like tile selecting is prepared beforehand... Can i dig exactly where i want in game proccess, or this action is not available right now?
Ehm, what? The digging process is entirely controlled by a system. It gets two points, location of click and release, and then it marks every block within those points as selected. It is by no means pre-defined.
@redmarine: Go
OMG!!!! ur a legend!!! i want this map!!!
any chance of a tutorial? hehe would love to know how u did it cause dungeon keeper is the best!
Would definitely like to know how designed this map. I was thinkin' about not exactly making a clone of dungeon keeper, but something along the lines of controlling creatures and having them think for themselves as you design your base. What you did really surprised me, I'm not the best map maker so I really hope someone with experience could make this possible.
Dungeon Keeper was just so intense. There was this form of progression that no other RTS could even compete with. Even Starcraft 2 isn't as good as Dungeon Keeper and it dates back to 1997. I mean, you were to control a small army that you must literally raise. You level them up, feed them, give them a place to live, and even pay for them. If you didn't make them happy, you didn't have an army. Players ran into conflicts for gold and once you were breached by another player, you're stuck with him until one of you dies.
You could take over a players land, walls, and even rooms. Eventually, you can even take over their portal which would spawn more creature for you to control. Basically this game is by far the best strategy game I've ever played. If this game wasn't for just single player, I'd be playing it constantly. Would really like to see how you did some triggers and even models. Which makes me question, did you design them yourself?
I only made the triggers. I got the resource from Helral who got it from someone else.
Is the AI designed through the Data Editor or the triggers? In addition, you mentioned the workers are given a priority for each task. Is this also designed through triggers? If so, I would really like a brief explanation of it. Being that Starcraft 2 introduced the Data Editor, I'm having much trouble about how I wanna design certain behaviors and which feature I should use to make it possible.
@TrenixPL: Go
In Crush Company I used action definitions to assign AI to units.Inside the AD you can create a while loop that ends only when the unit dies. Then you add a waiting time (about 0.5 secs) and you can add all your actions.
To specify that a unit is assigned to a job you can add them behaviors after you give them the order, then you remove the behavior when they finish.
I think he did something like that ;)
Nope. It's all coded. I haven't actually touched the data editor other than for making the tile.
What you mean by coded? I'm not asking you exactly how you did this step by step, I'm just asking what you used. Did you use triggers? If so, exactly what type of triggering, AI and AI Advanced? Just would like to know where to start if I'm going to be making a map like this. Also, a tutorial or even a brief explanation of job priorities would be nice. If not, just briefly explain, like Unit -> Issue Order. Something tells me you used the Queue for the Issue Order trigger.
Using the before and after existing orders will queue the order that's most valuable. For example, digging would done before existing orders making it first priority. Claiming land and walls will be after existing orders since they're more secondary jobs. If not that, you probably just use a variables with if then statements. As you trigger events, variables get set and the highest variables will be triggering the jobs. Am I even close?
Coded as in using triggers.
Was I even right with the Issue Order trigger?
Yep. Since I had to figure out a way to make them move around I used the issue order action.
EDIT: I didn't use the AI actions. I made the AI from scatch(as near scratch as you can get with GUI).