I don't know the details, but opening an existing bank doesn't work unless you preload it at Map Initialization, Open Bank either finds an existing bank, or creates a new one, so are you sure that yours is finding an existing one without it being preloaded?
Uhm yea. At least when you're alone you don't have to preload.
I've attached my map, if you would like to see for yourself.
1) Start the map
2) write "-save" and it'll save some string ("HIHO") into a new bank.
3) Restart the map
4) write "-load" and it'll load some string and output it (you'll see it's "HIHO"). No preloading.
So either I'm getting something horribly wrong here or it works at least for 1 player.
PS: I'm European, so you might see some PARAM sh*t instead of the actual string.
@s3rius: Go
Because of the way you have your trigger set up, open bank is the first action in your trigger, if you try to throw it into a pick each player, if/else, or any kind of loop the map either doesnt compile or gets a runtime error if the banks arent preloaded.
Looking good man. I'm looking forward to this map!
How are you figuring out the balance though? The Protoss can defeat Terran and Zerg one on one, so any type of PvP will be unbalanced. I advise making the Protoss level slower than the Terran, and the Terran slower than the Zerg. You could also give Zerg and Terran cheaper upgrades in relation to the Protoss.
You really don't have to worry about high end players disregarded beginners. The way the Battle.net games are set, it's basically the Guild Wars party system. There's a seperate world, or in this case game, for each party. Add achievements and rewards for those who help out lower players.
I think it would be unwise to focus too much on the leveling aspect as long as the storage is local only. I would say make it just long enough that playing through all the content once gets you to level cap and anything after that focuses on replayability. That way the incentive to cheat is minor enough that people can resist the urge. It's true that carefully paced progression is all the fun of an MMO, but it's human nature for people not to know what's best for them and they will break the system if they figure out how. Unless Blizzard adds support for it(which they may well), it simply can't be a real MMO. My fingers are crossed though.
The data will be encrypted so the only abuse that could stem from xml data storage is people resetting their characters to previous versions, which was one of the problems of Save/Load codes, which banks surpass with unlimited data storage and hassle-free storage for the user.
I'm not using the data editor to keep track of my hero's stats, every detail about a character is kept in, and manipulated through, variables. The combat system will be completely trigger based as well so everything will be smooth, the only real data coming out of the data editor is different units with actors attached, as well as doodads.
That sounds pretty interesting. Sounds like a lot of trigger work. Actually it sounds like the original sc1 leveling system now that I think about it :)~
The data will be encrypted so the only abuse that could stem from xml data storage is people resetting their characters to previous versions, which was one of the problems of Save/Load codes, which banks surpass with unlimited data storage and hassle-free storage for the user.
They can also dupe items(if there's trading) and download other people's saves. How likely they are to do that depends on how long the level grind is and how popular the map is, but it could definitely be an issue, especially after their first character.
If you can build the Battle.net profile into the encryption that would fix the character trading, and duping could be fixed just by not having trading. Then maybe it wouldn't be a big deal. Not sure if you already mentioned that or not.
All of the banks will be saved with the players name as the ID, there won't be a trading system in place because this will be a pvp-endgame oriented game, the pve will basically be solo content that you try to accomplish alongside other members of your race, and trying not to get killed by opposing races doing the medium paced grind.
One way around trading is to initiate a trade it immediately saves after you finish the trade transaction to the server. That way if the player wants to trade, they are permanently losing that item. No rollbacks. You'd have to set up a trade system though couldnt just drop to the floor. Or you can make the only way to trade is for the player to sell the item to the vendor, in which the vendor then will have the item for sale at its store bought cost. Causing the player to have to have income, which is not tradable to acquire that item the player wants.
Just a few ideas that are rolling around in my head. I have a third idea in my head but thats going to be adaptation specific and you'll see it if we decide to use it :)
create a trade container for each player have option buttons appear off to the side somewhere one being initiate trade with selected player whenever you click on someone, click the initiate trade button have that button dissipate and the 2 players containers come up with a trade button. when the trade button is pressed add the items in container 1 to a unit group and items from container 2 to another unit group then destroy the items in the trade window and close the windows and hide the trade buttons. add each item in the unit group to their respective players and clear the unit group.
The issue isnt really with the conversion of items its with the players hero trading and then re-loading their hero next time they play with the item in hand again. They would have to not be able to quit without saving right after the trade. Which would remove the duplication feature. and if its for sale in a shop the person recieving the trade would still need to fork up significant resources to acquire the trade.
Over the past couple of days, especially on HiveWorkshop I have seen an obscene amount of Starcraft ORPG's emerge, every one looking eerily similar to the last, my project has fallen under the same description and I have lost all enthusiasm in continuing it with so much of the same being made by talented individuals in other communities, I will be releasing what I have so far of my project for public consumption with hopes of people learning, and not just slapping their name on things already built. I will be working on a new original project that will hopefully push boundaries in a more creative manner. Enjoy Guys, give credit where credit is due if you use my stuff! :)
That sucks :( I will definately take a look at your map and dont give up. Just because theres a ton of projects out there, claiming to be this or that. The high probability of them failing and not finishing is there. Plus even if they all seem the same, they are not. Think about wc3's rpg database. I pretty much played 90% of the finished ones on wc3, thats hundreds. And each and every one of them were entertaining in their own way. Some had lasting status (Generally the ones where you could save or evolve, in my book) Whatever the case they are all fun and will get played.
Over the past couple of days, especially on HiveWorkshop I have seen an obscene amount of Starcraft ORPG's emerge, every one looking eerily similar to the last, my project has fallen under the same description and I have lost all enthusiasm in continuing it with so much of the same being made by talented individuals in other communities, I will be releasing what I have so far of my project for public consumption with hopes of people learning, and not just slapping their name on things already built. I will be working on a new original project that will hopefully push boundaries in a more creative manner. Enjoy Guys, give credit where credit is due if you use my stuff! :)
Really? Did you NOT expect a ton of MMO-like RPGs to be created with the Galaxy Editor? If anything, I'd recruit those other ORPG mappers to join this project. This one has MUCH better ideas and is more thought-out then the stuff I've seen over at Hive Workshop. Heck, it might be a good idea for you to lend help to another RPG map maker trying to make something similar to this.
I knew ORPG's would be in the dozens, I didn't know so many of them would look exactly alike however, this community has been pumping out original work so far, but I have also seen other's that are cranking out the same stuff as me, just with a slightly different look, and people that I was helping over mIRC just utilized me for questions on how I did my stuff, and then proceeded to copy it, so I might as well feed the fire and give the engine to everyone so people will be forced to be more original, meanwhile I will pursue my own original project which is still too early to be named.
That sucks :( I will definately take a look at your map and dont give up. Just because theres a ton of projects out there, claiming to be this or that. The high probability of them failing and not finishing is there. Plus even if they all seem the same, they are not. Think about wc3's rpg database. I pretty much played 90% of the finished ones on wc3, thats hundreds. And each and every one of them were entertaining in their own way. Some had lasting status (Generally the ones where you could save or evolve, in my book) Whatever the case they are all fun and will get played.
It's true, you have to make yours stand out by being better, there will be tons of Fly-by-night RPG's but only a hand full that spent months on end creating. Starcraft 2 is new, there will be tons of claims that people are creating RPG's but the proof is in the pudding. When july hits i bet you there will be maybe 5 noteworthy RPG's and the rest will be garbage. Put the time in to make a great game and you will get a great return. i know as soon as i get home from work everyday i am working on my map.
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I don't know the details, but opening an existing bank doesn't work unless you preload it at Map Initialization, Open Bank either finds an existing bank, or creates a new one, so are you sure that yours is finding an existing one without it being preloaded?
@s3rius: Go Because of the way you have your trigger set up, open bank is the first action in your trigger, if you try to throw it into a pick each player, if/else, or any kind of loop the map either doesnt compile or gets a runtime error if the banks arent preloaded.
Looking good man. I'm looking forward to this map!
How are you figuring out the balance though? The Protoss can defeat Terran and Zerg one on one, so any type of PvP will be unbalanced. I advise making the Protoss level slower than the Terran, and the Terran slower than the Zerg. You could also give Zerg and Terran cheaper upgrades in relation to the Protoss.
You really don't have to worry about high end players disregarded beginners. The way the Battle.net games are set, it's basically the Guild Wars party system. There's a seperate world, or in this case game, for each party. Add achievements and rewards for those who help out lower players.
Good luck!
I think it would be unwise to focus too much on the leveling aspect as long as the storage is local only. I would say make it just long enough that playing through all the content once gets you to level cap and anything after that focuses on replayability. That way the incentive to cheat is minor enough that people can resist the urge. It's true that carefully paced progression is all the fun of an MMO, but it's human nature for people not to know what's best for them and they will break the system if they figure out how. Unless Blizzard adds support for it(which they may well), it simply can't be a real MMO. My fingers are crossed though.
The data will be encrypted so the only abuse that could stem from xml data storage is people resetting their characters to previous versions, which was one of the problems of Save/Load codes, which banks surpass with unlimited data storage and hassle-free storage for the user.
Did you figure out how to make your hero level up automatically without having to trigger each individual level up?
I'm not using the data editor to keep track of my hero's stats, every detail about a character is kept in, and manipulated through, variables. The combat system will be completely trigger based as well so everything will be smooth, the only real data coming out of the data editor is different units with actors attached, as well as doodads.
That sounds pretty interesting. Sounds like a lot of trigger work. Actually it sounds like the original sc1 leveling system now that I think about it :)~
They can also dupe items(if there's trading) and download other people's saves. How likely they are to do that depends on how long the level grind is and how popular the map is, but it could definitely be an issue, especially after their first character.
If you can build the Battle.net profile into the encryption that would fix the character trading, and duping could be fixed just by not having trading. Then maybe it wouldn't be a big deal. Not sure if you already mentioned that or not.
@Zek23: Go
All of the banks will be saved with the players name as the ID, there won't be a trading system in place because this will be a pvp-endgame oriented game, the pve will basically be solo content that you try to accomplish alongside other members of your race, and trying not to get killed by opposing races doing the medium paced grind.
One way around trading is to initiate a trade it immediately saves after you finish the trade transaction to the server. That way if the player wants to trade, they are permanently losing that item. No rollbacks. You'd have to set up a trade system though couldnt just drop to the floor. Or you can make the only way to trade is for the player to sell the item to the vendor, in which the vendor then will have the item for sale at its store bought cost. Causing the player to have to have income, which is not tradable to acquire that item the player wants.
Just a few ideas that are rolling around in my head. I have a third idea in my head but thats going to be adaptation specific and you'll see it if we decide to use it :)
@xandramas: Go
create a trade container for each player have option buttons appear off to the side somewhere one being initiate trade with selected player whenever you click on someone, click the initiate trade button have that button dissipate and the 2 players containers come up with a trade button. when the trade button is pressed add the items in container 1 to a unit group and items from container 2 to another unit group then destroy the items in the trade window and close the windows and hide the trade buttons. add each item in the unit group to their respective players and clear the unit group.
bam. trade.
The issue isnt really with the conversion of items its with the players hero trading and then re-loading their hero next time they play with the item in hand again. They would have to not be able to quit without saving right after the trade. Which would remove the duplication feature. and if its for sale in a shop the person recieving the trade would still need to fork up significant resources to acquire the trade.
@xandramas: Go
save the char inventory after the trade is complete
Over the past couple of days, especially on HiveWorkshop I have seen an obscene amount of Starcraft ORPG's emerge, every one looking eerily similar to the last, my project has fallen under the same description and I have lost all enthusiasm in continuing it with so much of the same being made by talented individuals in other communities, I will be releasing what I have so far of my project for public consumption with hopes of people learning, and not just slapping their name on things already built. I will be working on a new original project that will hopefully push boundaries in a more creative manner. Enjoy Guys, give credit where credit is due if you use my stuff! :)
That sucks :( I will definately take a look at your map and dont give up. Just because theres a ton of projects out there, claiming to be this or that. The high probability of them failing and not finishing is there. Plus even if they all seem the same, they are not. Think about wc3's rpg database. I pretty much played 90% of the finished ones on wc3, thats hundreds. And each and every one of them were entertaining in their own way. Some had lasting status (Generally the ones where you could save or evolve, in my book) Whatever the case they are all fun and will get played.
Really? Did you NOT expect a ton of MMO-like RPGs to be created with the Galaxy Editor? If anything, I'd recruit those other ORPG mappers to join this project. This one has MUCH better ideas and is more thought-out then the stuff I've seen over at Hive Workshop. Heck, it might be a good idea for you to lend help to another RPG map maker trying to make something similar to this.
I knew ORPG's would be in the dozens, I didn't know so many of them would look exactly alike however, this community has been pumping out original work so far, but I have also seen other's that are cranking out the same stuff as me, just with a slightly different look, and people that I was helping over mIRC just utilized me for questions on how I did my stuff, and then proceeded to copy it, so I might as well feed the fire and give the engine to everyone so people will be forced to be more original, meanwhile I will pursue my own original project which is still too early to be named.
It's true, you have to make yours stand out by being better, there will be tons of Fly-by-night RPG's but only a hand full that spent months on end creating. Starcraft 2 is new, there will be tons of claims that people are creating RPG's but the proof is in the pudding. When july hits i bet you there will be maybe 5 noteworthy RPG's and the rest will be garbage. Put the time in to make a great game and you will get a great return. i know as soon as i get home from work everyday i am working on my map.