I'm able to do them and import in photoshop, the problem is the graphical idea on how to make them zergish... I can't just copy them from DK, they don't fit into the starcraft world.
BTW I was able to prepare a nice amount of room previews using char doodads ;)
Tomorrow I'll make some screenshoots and I'll share them in this thread, now I'm going to sleep.
Looks great!
But do they autoajust the doodads(I think you used doodads) on the size of the room so if you have a 3*5 it will create a room for that size with appropriate looking doodads etc..?
Looks great!
But do they autoajust the doodads(I think you used doodads) on the size of the room so if you have a 3*5 it will create a room for that size with appropriate looking doodads etc..?
They are just previews but yes, they will need to auto adjust.
First i'm searching the dodoads to use btw ;)
You haven't used any zerg eggs so far. What's about using them as library? (since those eggs (or Larvaes?) contain all DNA required to hatch every single zerg unit?)
I am a bit curious how you want to get the rooms to work. Do you always save all information for each tile and then iterate through all surrounding ones once a tile changes its properties?
Mmmmm eggs! How did I forgot about them? Considering that queens are my warlocks that should be great!
I was thinkig about using blue mushrooms but they suck ;)
Now treasury and casino are left, what's enough funny for a zerg to spend money into? :O
Rooms are still in dev but I'm going to store an Id for each tile that links to a rooms array.
Then I can read all room properties from there.
The calculations on tile links to rooms are done only on room changes for optimization reasons ;)
Then I'll store border tiles too in a unit group so I can cycle on them to get the nearest room to a unit when needed.
(fuck, my english sucks even more when I need to explain these things ;))
Nice work man, Dungeon Keeper needs some love. However, I'm not sure why you're favoring Dungeon Keeper 2 over the regular Dungeon Keeper. Dungeon Keeper 2 was pretty bad for many reasons. One of them you've already added to your mod, the whole stunning on drop. Even the combat pit was pretty lame in my opinion. If it was one thing that Dungeon Keeper 2 did better than the regular Dungeon Keeper, is that they added casinos. Otherwise, the regular Dungeon Keeper is the one you should be bringing back, not Dungeon Keeper 2. Regardless, I'm just glad you're bring back an old game.
Nice work man, Dungeon Keeper needs some love. However, I'm not sure why you're favoring Dungeon Keeper 2 over the regular Dungeon Keeper. Dungeon Keeper 2 was pretty bad for many reasons. One of them you've already added to your mod, the whole stunning on drop. Even the combat pit was pretty lame in my opinion. If it was one thing that Dungeon Keeper 2 did better than the regular Dungeon Keeper, is that they added casinos. Otherwise, the regular Dungeon Keeper is the one you should be bringing back, not Dungeon Keeper 2. Regardless, I'm just glad you're bring back an old game.
I prefer Dungeon Keeper 2 because it had more features, more rooms, creatures, etc. Balancing can always be tuned so I don't think it's a problem ;)
BTW I liked the pit and the stun on drop :O
I prefer Dungeon Keeper 2 because it had more features, more rooms, creatures, etc. Balancing can always be tuned so I don't think it's a problem ;)
BTW I liked the pit and the stun on drop :O
Of course this is your game and you can do what you like. So if you like it, I guess it's really up to you. I'm just saying, as a Dungeon Keeper fan, Dungeon Keeper 2 was a failure when compared to the original. As for the stun on drop, it was just bad. The idea was to weaken the opponent who's dropping their creatures into the fight. Adding a stun to it was just a poor design. As bullfrog split up, most made their way into the Muckyfoot company which they made a Dungeon Keeper-like game called Startopia.
There is where they affectively fixed the whole picking up and dropping of creatures. They did this by removing that ability and instead clicking to put targets on enemies they'd like to attack. More times you click, the more and the more likely your creatures will attack em. Guess what I'm saying is, you should check out Startopia for an improved version of Dungeon Keeper. Don't get me wrong, the sector idea for startopia was just horrible.
Of course this is your game and you can do what you like. So if you like it, I guess it's really up to you. I'm just saying, as a Dungeon Keeper fan, Dungeon Keeper 2 was a failure when compared to the original. As for the stun on drop, it was just bad. The idea was to weaken the opponent who's dropping their creatures into the fight. Adding a stun to it was just a poor design. As bullfrog split up, most made their way into the Muckyfoot company which they made a Dungeon Keeper-like game called Startopia.
There is where they affectively fixed the whole picking up and dropping of creatures. They did this by removing that ability and instead clicking to put targets on enemies they'd like to attack. More times you click, the more and the more likely your creatures will attack em. Guess what I'm saying is, you should check out Startopia for an improved version of Dungeon Keeper. Don't get me wrong, the sector idea for startopia was just horrible.
I took a look to startropia and I really don't like this game xD
BTW the DK combat system is really better, I love the fact you don't have direct control on your minions, it makes the game really different from other strategy games.
Giving direct orders would make the game too similar to stacraft, don't you think? ;)
I've played a game before that had a similar AI. It was different, but you couldn't control your guys directly. In fact, they kind of did the job depending on how well it pays, how far they have to go, and how difficult the challenge was. They kind of made their own choices. You had almost no control over the game. It was more like you influenced them. How am I supposed to complete a quest with 100 guys in my way and 12 heroes who do whatever they want!?! I quit after awhile, but it had good concept. This is like a mix of that game and Starcraft strategy. I LIKE IT! The perfect balance. :)
You can always come up with your own rooms and unit types. Your own spells as well of course. I wouldn't recommend completely mimicking every aspect of the game, instead use it as more of a draft for a better one.
I agree. I'd like to make a suggestion that'd RLY boost this mod. Make a new spell that creates a "Man made" room block. Like a big castle, fort, tower, keep sort of "Man made" block of ground. For example, enemies are about to attack and there's a tunnel that you dug, you use your spell and BLOCK IT!!! That'd be rly cool! :) Or do they already have that...
OH OH OH! Also...you can make your workers dig holes on each floor. Ex: You want a lave pit design, but you need holes. So you make your workers dig AGAIN to make a big square pit. Do they have that too...
@yukaboy: Go
Having multiple levels of height would make it overly complex tho, and it would take away from some of the current mechanisms, unless you make all the drones capable of climbing to any block height. Or better yet have them build ramps (wedge shaped blocks) to allow or deny access to certain height levels. MADNESS!
@Bibendus: Go
I'm surprised you haven't found "Mineral Cart" yet, and the high yield version. It has multiple levels of "fullness" too, by changing the model's variation index. The treasure chest doesn't look too bad. If you let me take a look at your models that you wanna use, i might be able to "zergify" them.
@yukaboy: Go Having multiple levels of height would make it overly complex tho, and it would take away from some of the current mechanisms.
@Bibendus: Go I'm surprised you haven't found "Mineral Cart" yet, and the high yield version. The treasure chest doesn't look too bad. If you let me take a look at your models that you wanna use, i might be able to "zergify" them.
in-editor screen ->
I found them but they are not zergish. I'm going to use the standard minerals that you can find in melee but I need a meaningfull texture that claims the tile as a treasury :|
I'm able to do them and import in photoshop, the problem is the graphical idea on how to make them zergish... I can't just copy them from DK, they don't fit into the starcraft world.
BTW I was able to prepare a nice amount of room previews using char doodads ;)
Tomorrow I'll make some screenshoots and I'll share them in this thread, now I'm going to sleep.
As promised here they are some rooms previews.
I still need treasury, library and casino!!!
Need help on that!
Lair
Hatchery
Training Room
Workshop
Guard Room
Prison
Torture Chamber (Infestation Chamber)
Combat Pit
Graveyard
Temple
Here are the missing rooms, I need help finding models for them
Treasury
http://www.couchathletics.com/frontpage/grog/dk2/treasure.jpg
Library
http://vbalakove.ru/main/poster/p_1276811740_1276811772.jpg
Casino
http://necrobones.com/dk2/images/casino00.jpg
Looks great!
But do they autoajust the doodads(I think you used doodads) on the size of the room so if you have a 3*5 it will create a room for that size with appropriate looking doodads etc..?
I know only 1 model. There is a treasure chest somewhere in there. (Like the banana, apple, basketball, etc models) You can use that. :)
They are just previews but yes, they will need to auto adjust.
First i'm searching the dodoads to use btw ;)
It quite sucks lol, it's something like 2 polys :D
Maybe I could just change the terrain texture and place minerals as it fills.
Oh and your "Casino" screenshot is "HTTP 403 Forbidden" :(
The link works for me :O
You haven't used any zerg eggs so far. What's about using them as library? (since those eggs (or Larvaes?) contain all DNA required to hatch every single zerg unit?)
I am a bit curious how you want to get the rooms to work. Do you always save all information for each tile and then iterate through all surrounding ones once a tile changes its properties?
@madmaxII: Go
Mmmmm eggs! How did I forgot about them? Considering that queens are my warlocks that should be great!
I was thinkig about using blue mushrooms but they suck ;)
Now treasury and casino are left, what's enough funny for a zerg to spend money into? :O
Rooms are still in dev but I'm going to store an Id for each tile that links to a rooms array.
Then I can read all room properties from there.
The calculations on tile links to rooms are done only on room changes for optimization reasons ;)
Then I'll store border tiles too in a unit group so I can cycle on them to get the nearest room to a unit when needed.
(fuck, my english sucks even more when I need to explain these things ;))
Edit:
Here is the library
Nice work man, Dungeon Keeper needs some love. However, I'm not sure why you're favoring Dungeon Keeper 2 over the regular Dungeon Keeper. Dungeon Keeper 2 was pretty bad for many reasons. One of them you've already added to your mod, the whole stunning on drop. Even the combat pit was pretty lame in my opinion. If it was one thing that Dungeon Keeper 2 did better than the regular Dungeon Keeper, is that they added casinos. Otherwise, the regular Dungeon Keeper is the one you should be bringing back, not Dungeon Keeper 2. Regardless, I'm just glad you're bring back an old game.
I prefer Dungeon Keeper 2 because it had more features, more rooms, creatures, etc. Balancing can always be tuned so I don't think it's a problem ;)
BTW I liked the pit and the stun on drop :O
Of course this is your game and you can do what you like. So if you like it, I guess it's really up to you. I'm just saying, as a Dungeon Keeper fan, Dungeon Keeper 2 was a failure when compared to the original. As for the stun on drop, it was just bad. The idea was to weaken the opponent who's dropping their creatures into the fight. Adding a stun to it was just a poor design. As bullfrog split up, most made their way into the Muckyfoot company which they made a Dungeon Keeper-like game called Startopia.
There is where they affectively fixed the whole picking up and dropping of creatures. They did this by removing that ability and instead clicking to put targets on enemies they'd like to attack. More times you click, the more and the more likely your creatures will attack em. Guess what I'm saying is, you should check out Startopia for an improved version of Dungeon Keeper. Don't get me wrong, the sector idea for startopia was just horrible.
I took a look to startropia and I really don't like this game xD
BTW the DK combat system is really better, I love the fact you don't have direct control on your minions, it makes the game really different from other strategy games.
Giving direct orders would make the game too similar to stacraft, don't you think? ;)
@Bibendus: Go
I've played a game before that had a similar AI. It was different, but you couldn't control your guys directly. In fact, they kind of did the job depending on how well it pays, how far they have to go, and how difficult the challenge was. They kind of made their own choices. You had almost no control over the game. It was more like you influenced them. How am I supposed to complete a quest with 100 guys in my way and 12 heroes who do whatever they want!?! I quit after awhile, but it had good concept. This is like a mix of that game and Starcraft strategy. I LIKE IT! The perfect balance. :)
Looks awesome, very impressive.
You can always come up with your own rooms and unit types. Your own spells as well of course. I wouldn't recommend completely mimicking every aspect of the game, instead use it as more of a draft for a better one.
Wonderful job :)
Just an idea but why don't you use the creep to represent claimed territory ?
@Fullachain: Go
I agree. I'd like to make a suggestion that'd RLY boost this mod. Make a new spell that creates a "Man made" room block. Like a big castle, fort, tower, keep sort of "Man made" block of ground. For example, enemies are about to attack and there's a tunnel that you dug, you use your spell and BLOCK IT!!! That'd be rly cool! :) Or do they already have that...
OH OH OH! Also...you can make your workers dig holes on each floor. Ex: You want a lave pit design, but you need holes. So you make your workers dig AGAIN to make a big square pit. Do they have that too...
This is MADNESS!
@yukaboy: Go Having multiple levels of height would make it overly complex tho, and it would take away from some of the current mechanisms, unless you make all the drones capable of climbing to any block height. Or better yet have them build ramps (wedge shaped blocks) to allow or deny access to certain height levels. MADNESS!
@Bibendus: Go I'm surprised you haven't found "Mineral Cart" yet, and the high yield version. It has multiple levels of "fullness" too, by changing the model's variation index. The treasure chest doesn't look too bad. If you let me take a look at your models that you wanna use, i might be able to "zergify" them.
in-editor screen ->
I found them but they are not zergish. I'm going to use the standard minerals that you can find in melee but I need a meaningfull texture that claims the tile as a treasury :|
Man don't you see I already use creep to claim territory? :D
LOL! I didnt xD sry :p