Finally I made the basic stuffs for my complex space strategy game.
I renamed it from Warring Factions to The Final Frontier as it sits better for the map...
So I made a new video about it and I need testers!
Also I am moving the map from experimental phase as it turned out I can make it just under the 2mb trigger size limit.
If you want to test the map, than add me on EU to friends: Goa.558 and write to me.
New video about research and ship designing:
(videos made on low quality starcraft 2 settings, but the videos still looks nice, if you choose high quality and full screen as they are well encoded)
old video about colony management, shipyard and map generator:
Looks very cool, reminds me of space empires. I would test with you but I am on the US server. Anyway good luck I hope you eventualy release it on US as it looks very fun (much better than nexus wars!).
Dang, I want to know how long it took to make the game.
Reminds me alot of Spore, where there are a ton of galaxies and planets that you can colonize and attack.
there are about 10k line trigger and I am working on it since start of july. Of course I didnt worked on it at every day and if I would start it over probably I could decrease the trigger line to about 8k. I would say I have about 70-120 hour of work in it, if I include that I usually browsing on the net mean while.
All I can tell now, It's look EXTREMELY overworked. The type of a map you will play with friends only. Otherwise, random people will keep leaving it after brief look over all the messy stuff.
I've made a Space Empires map on SC:BW back in a days, but there was no such flexibility with units and random star systems, etc. You really should chop a lot off to make it widely popular, if you really want that.
All I can tell now, It's look EXTREMELY overworked. The type of a map you will play with friends only. Otherwise, random people will keep leaving it after brief look over all the messy stuff.
Although I have to say, without playing it and judging solely by the videos, that looks very complicated. lol Is it easy to pick up and play?
I didnt worked on look out yet, I just wanted to make sure I can do all the stuff I want under the limits the editor.
I will add dialog backgrounds and images for stuffs (like ship images in the shipyard). Also I will add detailed description of each dialog and probably I will add a tutorial. Also I will add game settings, like you will able to set all the dialogs transparency and things like that (which will be saved to the next game so you will need to set those only once, bank rocks.D). And I hope the testers will help me to make the dialog text more clear for everyone.
However this wont change the fact that the game is complex. So if people wont pick up I may add mode for beginner and advanced mode.
Also this is 14 player map with long game play, so it has no chance under the current popularity system, so I wont be releasing for this crap system and I wont be releasing it until its not well balanced and well made, so people cant say it looks ugly, unbalanced or bugy and dont play it anymore.
Wanna know what'd be REALLY cool? What'd be neat to see in middle betas is complete control of ship building. Example: You decide to build a cruiser. You go to the cruiser button and it doesn't start building yet. Instead, it takes you to a cool model viewer UI with complete overview of what the cruiser will look like through default. Then, you can decide how much Hp, shields, armor, damage, etc it has. The more you put, the more it costs. Then, you can choose the model design for each ship. (Each ship type {Fighter, cruiser, transport, corvette, etc.} has it's own list of models) If you don't know how to view models in the UI, ask Programmer. He just made a model viewer recently and that'd be really cool in this game. That'd make a really great way to customize ships. MAYBE! I have another idea! Maybe you can make that a way to customize Command Ships (Capitol Ships) which act as heroic ships. That'd be cool. Consider my thoughts. :D
This game looks like it has deep gameplay, but it has almost no immersion factor. The player spends nearly all of his time clicking dialogs without any graphical indication that he is making progress. It would be nice to let the player zoom in on the planet, so he can see resources being mined, buildings popping up, vehicles driving around, etc. Part of what makes sc2 modding awesome is the abundance of high definition graphics available to you without requiring you to have a lot of technical experience. Think of how you can take advantage of that; if you can't think of anything, your game is probably better off using ASCII art.
Yes, this map looks very neat, and I can tell you've put a lot into it. My opinion reflects that of MaskedPoptart....too many dialogs is really hazardous to use. Especially since dialog response time on Bnet tends to be a bit slow. The result is having to click through multiple dialogs is annoying at best.
I remember I played a Golems map in which you would pick your spawn unit, golems, special units, and everything else via dialogs. I stopped playing the map for that reason alone.
The dialogs were fast in your video, probably cause you were doing single player, but on Bnet, much like WASD controls, there is a delay and lag that is noticeable.
Also this is 14 player map with long game play, so it has no chance under the current popularity system
Well, that one is making sense. I believe you'll be able to polish it a lot before Blizzard would FINALLY fix that pop system into a normal drop-down sort dialog with name-search line... that the actual reason why I'm not even half into releasing any projects.
Wanna know what'd be REALLY cool? What'd be neat to see in middle betas is complete control of ship building. Example: You decide to build a cruiser. You go to the cruiser button and it doesn't start building yet. Instead, it takes you to a cool model viewer UI with complete overview of what the cruiser will look like through default. Then, you can decide how much Hp, shields, armor, damage, etc it has. The more you put, the more it costs. Then, you can choose the model design for each ship. (Each ship type {Fighter, cruiser, transport, corvette, etc.} has it's own list of models) If you don't know how to view models in the UI, ask Programmer. He just made a model viewer recently and that'd be really cool in this game. That'd make a really great way to customize ships. MAYBE! I have another idea! Maybe you can make that a way to customize Command Ships (Capitol Ships) which act as heroic ships. That'd be cool. Consider my thoughts. :D
you have already complete control of your ship stats...
I am planning to add images to dialogs now so you can see the ship and the parts you add to them. Also I am adding that the stronger your ship, the model scale are bigger and maybe I will add new models too if your ship really strong. However I dont want to give the model control to the players. (its better that you can recognize ship stats from model...)
(I already looked into Programmer viewer.D)
Yeah, I might make a command ship if you make a fleet and it will have special abilities according to fleet lvl...
This game looks like it has deep gameplay, but it has almost no immersion factor. The player spends nearly all of his time clicking dialogs without any graphical indication that he is making progress. It would be nice to let the player zoom in on the planet, so he can see resources being mined, buildings popping up, vehicles driving around, etc. Part of what makes sc2 modding awesome is the abundance of high definition graphics available to you without requiring you to have a lot of technical experience. Think of how you can take advantage of that; if you can't think of anything, your game is probably better off using ASCII art.
Well you have the ships graphics and I will add more objects in the space. Problem with zooming in the planet that than I would need to take down the map size to have place for the planets (even If I make only 14 for each player.) But if the maps will ever get higher space than 256x256 than I will do it.
Yeah I could further decrease the model sizes but its already really decreased...
I will also add lots of images to the dialogs, I might add that they will change as you progress or the planet models might change to as you progress.
Yes, this map looks very neat, and I can tell you've put a lot into it. My opinion reflects that of MaskedPoptart....too many dialogs is really hazardous to use. Especially since dialog response time on Bnet tends to be a bit slow. The result is having to click through multiple dialogs is annoying at best.
I remember I played a Golems map in which you would pick your spawn unit, golems, special units, and everything else via dialogs. I stopped playing the map for that reason alone.
The dialogs were fast in your video, probably cause you were doing single player, but on Bnet, much like WASD controls, there is a delay and lag that is noticeable.
Well dialogs not lag at all if I have 4-5 player. (I couldnt test it with more players yet)
I tried to use as few dialogs as I could and in the video you saw all the dialogs (except transporting dialog...). Also if you set the ship design for build for example, after choosing the ship design your shipyard dialog will be opened again, so I tried to save your time everywhere I could.
If the Golem map was lagy than he might messed up something in the triggers...
Well WASD and dialogs are 2 different thing...
Well you have the ships graphics and I will add more objects in the space. Problem with zooming in the planet that than I would need to take down the map size to have place for the planets (even If I make only 14 for each player.) But if the maps will ever get higher space than 256x256 than I will do it. Yeah I could further decrease the model sizes but its already really decreased... I will also add lots of images to the dialogs, I might add that they will change as you progress or the planet models might change to as you progress.
You're just need to make units small enough to have an effective control over the map. You're just triggering it to have 3 zoom in/out variants for Galaxy Sector, Star System and Tactical camera variants. As a judgement over your Vid's, it seems your ships are not quite tough enough to have a tactical feel over starship battles. There could be longer acceleration rates and slowing weeapon types, but combat in space should take some time to make tactical decisions.
As about planets, they just need some different textures depending on their abundancy type. Adding some local features like nebulae/asteroid belts (using fog/wind doodads with tweaked parameters) will help to navigate map easier.
For a couple of other major ideas, I'll leave them for myself as I've wished to implement them in my SC2 version of Space Empires project later, although I could cooperate with this one somehow, to not make endless copies of the same map concept.
You're just need to make units small enough to have an effective control over the map. You're just triggering it to have 3 zoom in/out variants for Galaxy Sector, Star System and Tactical camera variants. As a judgement over your Vid's, it seems your ships are not quite tough enough to have a tactical feel over starship battles. There could be longer acceleration rates and slowing weeapon types, but combat in space should take some time to make tactical decisions.
As about planets, they just need some different textures depending on their abundancy type. Adding some local features like nebulae/asteroid belts (using fog/wind doodads with tweaked parameters) will help to navigate map easier.
For a couple of other major ideas, I'll leave them for myself as I've wished to implement them in my SC2 version of Space Empires project later, although I could cooperate with this one somehow, to not make endless copies of the same map concept.
problem low scales is that you will get datas like 0.01 movement speed. but I will try to get scales lower as even with current scales the map can be too small.
you are right about acceleration, I will decrease it.
I already made model of all usable doodad, I will add them soon to the map generator. About nebulae, I dont know what fog can be good.
Making the same map is pain.D
I want to thank to all the testers who are helping me, the map getting more and more balanced and less bugy.
Also after some testing, It become obvious that map lacks in battle motivation.
So any idea is welcomed, how to motivate people to make units even early on.
My idea is to add capturable stuffs, which gives bonus vision, has some attack dmg and also give other bonuses like mineral income. I was going to add this anyway, but now I see the maps really needs it. Any idea welcomed what should these units do (I already searched the models), also should it be capturable by staying near it or killing x% of its hp.
And I managed to reach the trigger size limit again. But I freed up about 5% trigger space.
Released! check my new post or the map's page.
Finally I made the basic stuffs for my complex space strategy game.
I renamed it from Warring Factions to The Final Frontier as it sits better for the map...
So I made a new video about it and I need testers!
Also I am moving the map from experimental phase as it turned out I can make it just under the 2mb trigger size limit.
If you want to test the map, than add me on EU to friends: Goa.558 and write to me.
map's page here in sc2mapster
the map based on this browser based game
New video about research and ship designing:
(videos made on low quality starcraft 2 settings, but the videos still looks nice, if you choose high quality and full screen as they are well encoded)
old video about colony management, shipyard and map generator:
Looks very cool, reminds me of space empires. I would test with you but I am on the US server. Anyway good luck I hope you eventualy release it on US as it looks very fun (much better than nexus wars!).
Dang, I want to know how long it took to make the game.
Reminds me alot of Spore, where there are a ton of galaxies and planets that you can colonize and attack.
there are about 10k line trigger and I am working on it since start of july. Of course I didnt worked on it at every day and if I would start it over probably I could decrease the trigger line to about 8k. I would say I have about 70-120 hour of work in it, if I include that I usually browsing on the net mean while.
This reminds me of that Sins of a Solar Empire game. I still need to get that game so I can download the star wars mod for it. This looks great.
@Hookah604: Go
Wow, that looks awesome. Very original.
Although I have to say, without playing it and judging solely by the videos, that looks very complicated. lol Is it easy to pick up and play?
All I can tell now, It's look EXTREMELY overworked. The type of a map you will play with friends only. Otherwise, random people will keep leaving it after brief look over all the messy stuff.
I've made a Space Empires map on SC:BW back in a days, but there was no such flexibility with units and random star systems, etc. You really should chop a lot off to make it widely popular, if you really want that.
I didnt worked on look out yet, I just wanted to make sure I can do all the stuff I want under the limits the editor. I will add dialog backgrounds and images for stuffs (like ship images in the shipyard). Also I will add detailed description of each dialog and probably I will add a tutorial. Also I will add game settings, like you will able to set all the dialogs transparency and things like that (which will be saved to the next game so you will need to set those only once, bank rocks.D). And I hope the testers will help me to make the dialog text more clear for everyone.
However this wont change the fact that the game is complex. So if people wont pick up I may add mode for beginner and advanced mode. Also this is 14 player map with long game play, so it has no chance under the current popularity system, so I wont be releasing for this crap system and I wont be releasing it until its not well balanced and well made, so people cant say it looks ugly, unbalanced or bugy and dont play it anymore.
Wanna know what'd be REALLY cool? What'd be neat to see in middle betas is complete control of ship building. Example: You decide to build a cruiser. You go to the cruiser button and it doesn't start building yet. Instead, it takes you to a cool model viewer UI with complete overview of what the cruiser will look like through default. Then, you can decide how much Hp, shields, armor, damage, etc it has. The more you put, the more it costs. Then, you can choose the model design for each ship. (Each ship type {Fighter, cruiser, transport, corvette, etc.} has it's own list of models) If you don't know how to view models in the UI, ask Programmer. He just made a model viewer recently and that'd be really cool in this game. That'd make a really great way to customize ships. MAYBE! I have another idea! Maybe you can make that a way to customize Command Ships (Capitol Ships) which act as heroic ships. That'd be cool. Consider my thoughts. :D
This game looks like it has deep gameplay, but it has almost no immersion factor. The player spends nearly all of his time clicking dialogs without any graphical indication that he is making progress. It would be nice to let the player zoom in on the planet, so he can see resources being mined, buildings popping up, vehicles driving around, etc. Part of what makes sc2 modding awesome is the abundance of high definition graphics available to you without requiring you to have a lot of technical experience. Think of how you can take advantage of that; if you can't think of anything, your game is probably better off using ASCII art.
Yes, this map looks very neat, and I can tell you've put a lot into it. My opinion reflects that of MaskedPoptart....too many dialogs is really hazardous to use. Especially since dialog response time on Bnet tends to be a bit slow. The result is having to click through multiple dialogs is annoying at best.
I remember I played a Golems map in which you would pick your spawn unit, golems, special units, and everything else via dialogs. I stopped playing the map for that reason alone.
The dialogs were fast in your video, probably cause you were doing single player, but on Bnet, much like WASD controls, there is a delay and lag that is noticeable.
Makes me want to go play EVE Online again or Sins of a Solar Empire. I love those giant macro/thinking games.
Looks cool!
Well, that one is making sense. I believe you'll be able to polish it a lot before Blizzard would FINALLY fix that pop system into a normal drop-down sort dialog with name-search line... that the actual reason why I'm not even half into releasing any projects.
@Hookah604: Go
I recognized the eve online music.
I know it looks currently bad. Its only the raw project, I wasnt focusing on lookout yet.
you have already complete control of your ship stats... I am planning to add images to dialogs now so you can see the ship and the parts you add to them. Also I am adding that the stronger your ship, the model scale are bigger and maybe I will add new models too if your ship really strong. However I dont want to give the model control to the players. (its better that you can recognize ship stats from model...) (I already looked into Programmer viewer.D) Yeah, I might make a command ship if you make a fleet and it will have special abilities according to fleet lvl...
Well you have the ships graphics and I will add more objects in the space. Problem with zooming in the planet that than I would need to take down the map size to have place for the planets (even If I make only 14 for each player.) But if the maps will ever get higher space than 256x256 than I will do it. Yeah I could further decrease the model sizes but its already really decreased... I will also add lots of images to the dialogs, I might add that they will change as you progress or the planet models might change to as you progress.
Well dialogs not lag at all if I have 4-5 player. (I couldnt test it with more players yet) I tried to use as few dialogs as I could and in the video you saw all the dialogs (except transporting dialog...). Also if you set the ship design for build for example, after choosing the ship design your shipyard dialog will be opened again, so I tried to save your time everywhere I could. If the Golem map was lagy than he might messed up something in the triggers... Well WASD and dialogs are 2 different thing...
You're just need to make units small enough to have an effective control over the map. You're just triggering it to have 3 zoom in/out variants for Galaxy Sector, Star System and Tactical camera variants. As a judgement over your Vid's, it seems your ships are not quite tough enough to have a tactical feel over starship battles. There could be longer acceleration rates and slowing weeapon types, but combat in space should take some time to make tactical decisions.
As about planets, they just need some different textures depending on their abundancy type. Adding some local features like nebulae/asteroid belts (using fog/wind doodads with tweaked parameters) will help to navigate map easier.
For a couple of other major ideas, I'll leave them for myself as I've wished to implement them in my SC2 version of Space Empires project later, although I could cooperate with this one somehow, to not make endless copies of the same map concept.
problem low scales is that you will get datas like 0.01 movement speed. but I will try to get scales lower as even with current scales the map can be too small. you are right about acceleration, I will decrease it. I already made model of all usable doodad, I will add them soon to the map generator. About nebulae, I dont know what fog can be good. Making the same map is pain.D
I want to thank to all the testers who are helping me, the map getting more and more balanced and less bugy.
Also after some testing, It become obvious that map lacks in battle motivation.
So any idea is welcomed, how to motivate people to make units even early on.
My idea is to add capturable stuffs, which gives bonus vision, has some attack dmg and also give other bonuses like mineral income. I was going to add this anyway, but now I see the maps really needs it. Any idea welcomed what should these units do (I already searched the models), also should it be capturable by staying near it or killing x% of its hp.
And I managed to reach the trigger size limit again. But I freed up about 5% trigger space.
I will release the map in 1-2 day.
I need somebody who is trust able to upload the map on NA server and able to update it even daily.
I published the map on EU and soon it will be released on NA too.
you can see a new video about the guide here:
Also I made a full update on its page here: http://www.sc2mapster.com/maps/warring-factions/