Oh, how did I not notice there was another video? Looks awesome man :)
Thanks, guys. Sorry for the lack of updates, not making much progress lately. My motivation for mapping tuned town a little, but it will come back, it always does :)
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The drawings are based on triggers I suppose?
Yes
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Are you also using some triggers for the abilities?
If you are not I would love to know how you can vary the size of the explosion area or the length of the beams with data. No need to get into specifics, just the basic idea :)
I would call it "trigger-assisted data". The actors ect are done in data, of course, and most of the animation handling is done in data as well, but specifying the area and setting the scale of the models is done via trigger. I wouldn't know, how to do something like this in pure data.
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And does this recoloring work for every model or did you have to specifically prepare the models somehow to be able to do that?
It required specific preparations. Zolden modified the models for me, so if you want to learn, how to modify the models, you can ask him.
Recoloring the models is done via setting the Team Color. You can set diffuse team color and emissive team color, and the models and textures are modified in a way, that changing the diffuse affects some parts of the model, while changing the emissive changes other parts. Additionally, I implemented multiple texture variants, which I switch by using Texture Select By Id, so I can change 3 "sets" of body parts individually, allowing for the customization shown in the video.
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Küken, the only SC2 mapper who starts off every map with a 'the sims' engine.
I decided to change the casting system a little. Drawing an entire circle every time you want to use a spell felt a little tedious over extended periods of time. So I changed the system to always use a straight line to determine the target area. Left-click will interpret the line as a line, while right-click will use the line as diameter of a circle.
There will still be different effects, if the line originates at the hero or the circle is around the hero, so we still have 4 different abilities per set. This way, we get rid of some of the tedious-ness of the previous system while still having the same targeting options. However, the whole "drawing" aspect wouldn't be that distinct anymore.
I worked on the attackers for the last couple of days. I want them to be kind of unique in both visual appearance and playstyle. I want them to interact with each other and not just run up to the hero to attack it. I want them to evolve and get new abilities over time to keep the game interesting.
As a general theme, I went for sort of shiny, colorful, crystal-infused critters, potentially with some cybernetic elements. Lore-wise, the animals would be corrupted or powered by some of the legendary powerful protoss crystals or something like that. I am not THAT good with textures, so some of them might look a little awkward, but well, see for yourself :).
Not sure, how to name the attackers yet, so for now, I will go by the name of the base model:
Feederling
Your basic cannon fodder, a few of them spawn with every wave. Sort of an introductionary unit to test your skills on. Later on, it will add some utility, for example it can sacrifice itself to heal a more powerful unit, or it can be used by other units for their abilities.
Scantipede
Probably your basic ranged attacker. No special abilities so far, except whats mentioned for the next unit.
Lyote
Fast attacker, combos with the Scantipede. If he gets low on health, he will mount a nearby scantipede and probably fire some plasma shots while mounted.
Ursadak
Beefy ranged attacker, develops a huge set of cybernetic cannons later on, which can fire a dangerous mortar barrage.
Infested
Strong melee attacker. Can snatch a nearby feederling and attach it to its arm. If it has a feederling attached, the infested can launch it at enemy heroes.
Lava Critter
work in progress
Also some of my plans for the game:
The goal of the game will be to protect some sort of main building as long as possible (like any other defense map :D)
You will also gain points for killing enemies and reaching certain waves. These points can be spend on visual improvements of your hero, you will probably be able to unlock the previously showcased customization options, new skins, probably attachments or the possibility for cycling colors.
Points will be gained for all players always, so there is no point in "stealing" kills from other players.
You can farm points in a single-player game, but multiplayer will award more points.
Heroes will have 3 sets of draw abilities with 4 sub-abilities each. These will follow a specific theme in most cases, like explained in an earlier post.
There will be some incentive to promote the use of different spell sets, so you don't end up just spamming one ability all the time. Not sure, what exactly, probably either separate cooldowns or resources for each set or some sort of bonus for using different abilities. I am open to suggestions.
Additionaly, there will be instant-cast abilities useable via hotkey. These will usually be utility spells, defensive buffs or something similar, or abilities to get out of a sticky situation ("oh shit" buttons) and probably be limited by a cooldown.
Heroes will start with 1 set of abilities and 1 instant-cast. They will level up over time and unlock the other abilities. Levels do not carry over to a new game.
The game will start with an introductionary round, which will only spawn feederlings. These feederlings will not be able to reach the main building at this point, there will be a protective layer, which kills them when they come too close. This "noob barrier" will be deactivated, once the introduction round is over.
During the introduction round, players will have the possibility to follow a quick tutorial on basic hero controls, something like "Move your hero here, draw a circle there, kill those enemies by drawing a line on them".
While new players attend the tutorial and learn to handle their hero, experienced players can use the time to farm the already spawning feederlings for points, but if all the players are new and do the tutorial, no harm is done.
The tutorial as well as the introduction round will be cancelable at all times. Cancelling the tutorial ends the tutorial for that player, and he will be able to join farming the feederlings. Cancelling the introduction round will only work, if every single player does it. As soon as all players cancelled the round, the "noob barrier" will be removed and the second wave of enemies will spawn, most likely consisting of feederlings and 1 to 2 other unit types
The waves will get stronger as the game progresses. New, stronger units will spawn, the basic units will develop additional abilities, get new weapons or they will interact with new units and become stronger that way, as already mentioned earlier.
There will probably be unique attack waves, boss encounters, special events, something like that. However, no concrete plans yet.
Ursadaak looks a bit too blue to my eyes, but I guess it fits rest of the creatures themes pretty well.
Yes, I thought the same thing. As mentioned, I am not that great with making or changing textures in photoshop/gimp. If someone talented would like to improve on that, feel free to contact me :)
I like the interaction between the monsters. It's something I never seen before. (Maybe just at supermario broz, where Mario was able to throw turtle's shell). Btw, federling's shell look almost like the turtle shell from nes mario broz. How about to use the sound of shell hitting a monster (from mario) as a sound for impact of throwed federling attack?
Also, that attack look spectacular. But who could ever doubt that you're good with abilities.
Monsters' colors feel a bit strange, but maybe they organically fit your map's color scheme.
I like the interaction between the monsters. It's something I never seen before.
Me neither, thats why I went for it.
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How about to use the sound of shell hitting a monster (from mario) as a sound for impact of throwed federling attack?
Not sure about copyright issues there. I could take a similar sound and make sure I am allowed to use it.
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Also, that attack look spectacular. But who could ever doubt that you're good with abilities.
:p
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Monsters' colors feel a bit strange, but maybe they organically fit your map's color scheme.
Yeah, I am worried about that too. As said, i am not too good with textures, so it might probably change in the future. Also, if I don't like the style in the long run, I might just swap it entirely at some point, we will see.
Thanks, guys. Sorry for the lack of updates, not making much progress lately. My motivation for mapping tuned town a little, but it will come back, it always does :)
Yes
I would call it "trigger-assisted data". The actors ect are done in data, of course, and most of the animation handling is done in data as well, but specifying the area and setting the scale of the models is done via trigger. I wouldn't know, how to do something like this in pure data.
It required specific preparations. Zolden modified the models for me, so if you want to learn, how to modify the models, you can ask him.
Recoloring the models is done via setting the Team Color. You can set diffuse team color and emissive team color, and the models and textures are modified in a way, that changing the diffuse affects some parts of the model, while changing the emissive changes other parts. Additionally, I implemented multiple texture variants, which I switch by using Texture Select By Id, so I can change 3 "sets" of body parts individually, allowing for the customization shown in the video.
I am not sure, what you are referring to ;)
Alright, time for a little update:
I decided to change the casting system a little. Drawing an entire circle every time you want to use a spell felt a little tedious over extended periods of time. So I changed the system to always use a straight line to determine the target area. Left-click will interpret the line as a line, while right-click will use the line as diameter of a circle.
There will still be different effects, if the line originates at the hero or the circle is around the hero, so we still have 4 different abilities per set. This way, we get rid of some of the tedious-ness of the previous system while still having the same targeting options. However, the whole "drawing" aspect wouldn't be that distinct anymore.
I worked on the attackers for the last couple of days. I want them to be kind of unique in both visual appearance and playstyle. I want them to interact with each other and not just run up to the hero to attack it. I want them to evolve and get new abilities over time to keep the game interesting.
As a general theme, I went for sort of shiny, colorful, crystal-infused critters, potentially with some cybernetic elements. Lore-wise, the animals would be corrupted or powered by some of the legendary powerful protoss crystals or something like that. I am not THAT good with textures, so some of them might look a little awkward, but well, see for yourself :).
Not sure, how to name the attackers yet, so for now, I will go by the name of the base model:
Feederling
Your basic cannon fodder, a few of them spawn with every wave. Sort of an introductionary unit to test your skills on. Later on, it will add some utility, for example it can sacrifice itself to heal a more powerful unit, or it can be used by other units for their abilities.
Scantipede
Probably your basic ranged attacker. No special abilities so far, except whats mentioned for the next unit.
Lyote
Fast attacker, combos with the Scantipede. If he gets low on health, he will mount a nearby scantipede and probably fire some plasma shots while mounted.
Ursadak
Beefy ranged attacker, develops a huge set of cybernetic cannons later on, which can fire a dangerous mortar barrage.
Infested
Strong melee attacker. Can snatch a nearby feederling and attach it to its arm. If it has a feederling attached, the infested can launch it at enemy heroes.
Lava Critter
work in progress
Also some of my plans for the game:
rofl ursadaaks shall conquer the world. Ursadaak looks a bit too blue to my eyes, but I guess it fits rest of the creatures themes pretty well.
Yes, I thought the same thing. As mentioned, I am not that great with making or changing textures in photoshop/gimp. If someone talented would like to improve on that, feel free to contact me :)
I like the interaction between the monsters. It's something I never seen before. (Maybe just at supermario broz, where Mario was able to throw turtle's shell). Btw, federling's shell look almost like the turtle shell from nes mario broz. How about to use the sound of shell hitting a monster (from mario) as a sound for impact of throwed federling attack?
Also, that attack look spectacular. But who could ever doubt that you're good with abilities.
Monsters' colors feel a bit strange, but maybe they organically fit your map's color scheme.
Me neither, thats why I went for it.
Not sure about copyright issues there. I could take a similar sound and make sure I am allowed to use it.
:p
Yeah, I am worried about that too. As said, i am not too good with textures, so it might probably change in the future. Also, if I don't like the style in the long run, I might just swap it entirely at some point, we will see.
I can see this in-game texture changing thing being really good for things like cortex roleplay. Or rpgs. Or any other custom game.
epic job man really awesome :D