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    posted a message on Dynamic Command Card + In-Game Unit Generation

    @FunkyUserName: Go

    That's really cool to know. I may utilize the actor swap, and make unit production more trigger-focused than data editor focused.

    Originally what I tried designing was a bunch of train commands on one command card, and tried overlapping them so they could be shown/hidden as necessary.

    Unfortunately, I later realized (after I already had 4 tiles, stacked with 4 train commands each!), that every single one of them was considered part of the same overall Train ability I created. I also realized that, even if I were to split up each individual train command into their own ability, it would be too much to fit onto the production facility's ability limit (31).

    My main reasoning for wanting to swap training commands on the command card was to display a new icon and tooltip; however, I feel like it might be significantly better (albeit less appealing) to use a static icon for all units, with a dynamic tooltip instead, and spawn custom units through the sole use of triggers instead. I am unsure about how to work with the level system just yet, so I don't particularly know how I could make that work in an intuitive manner.

    Posted in: Triggers
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    posted a message on Renaming Individual Units (Revisited)

    @BigDonRob: Go

    That's an extremely clever way of approaching it - I'll look into doing that!

    Thank you very much for your ideas. I think using a blank behavior and unit info will be the closest, most appealing, and easiest to implement solution to renaming on an individual unit basis. I believe this should easily allow for player input to change without a lot of hassle.

    Thanks to both of you for your input!!

    Posted in: Triggers
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    posted a message on Renaming Individual Units (Revisited)

    Hello!

    I've been searching about for this topic quite a bit, and I've found a few resources - albeit a bit vague.

    A good reference I've found to start from is here.

    In this thread, my question is tackled sorta - but I'm curious as to how exactly to implement either of the solutions provided:

    Should be possible with a global unit array and by hooking up layout files, specifically GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneUnit/NameLabel

    If not you could hide the default unit label and create your own with dialogs and recreate the same functionality.

    I'm curious about what he means by using a dialog to emulate this. Is it possible to actually overlay text in the position of the unit name, cleanly? I've heard this doesn't work when different resolutions are involved.

    I'm also unsure about what was meant by using a global unit array and layout files. I'm not well-versed with either and it'd be super awesome if someone could clarify how I could use them to achieve this.

    My end goal is to be able to give nameless units a particular name up until a trigger decides for a new name to be given (from a player), which will be applied ONLY to future units of that type that are produced, not every single unit. I've seen upgrades be referenced as a method for doing this, sorta, but I'm unsure if it will be as practical given I need to allow for limitless name changes.

    Posted in: Triggers
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    posted a message on Dynamic Command Card + In-Game Unit Generation

    Oh, okay! Since I cannot find a way to change unit models in-game, would you think that it would be better to have training abilities made for many different units, and show/hide them as necessary to show a visual change? Also - would showing/hiding these changes be possible in the same command card slot? (So, hide one train command for a marine, for a stalker train command in the same place)

    I also found a potential method of "modifying" information stored in the tooltips, through data referencing. I'll look into this a little bit.

    Posted in: Triggers
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    posted a message on Dynamic Command Card + In-Game Unit Generation

    Hello!

    I am currently working on a special map that involves fully player-custom unit design and I need to find a way to create dynamic production facilities, that create new units when triggered. I'm curious if it is possible to change the name and icon of each button as well, to match the changing unit, though I am not convinced this is possible. Would changing the build time, resource, and supply costs be possible, though?

    My current theory is to somehow make a special, custom train ability for each slot in the production facility, and bind it to a unit that can be changed in real-time somehow in-game. Is this possible?

    If so, what would be a way to let players create custom units? (I can get into the nitty-gritty of the details on my own - I'm just trying to figure out how I can modify unit properties, save these changes somehow, and update it to production facilities seamlessly in-game)

    If you have any input on either of these things, I'd really appreciate it!

    Thank you!

    Posted in: Triggers
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    posted a message on Map Combination - Diplomacy & Merchants

    Hello!

    I've recently been brewing over ideas for a potential map to start working on. Key things I've been trying to emphasize on are:

    • Simple Concept
    • Replayability
    • Lots of interaction, with minimal skill to pick up and play
    • Sense of Progression

    My idea is to combine two popular game styles - Diplomacy/Civilization and Merchants RPG elements - into a single experience.

    http://i.imgur.com/aIdxuIg.jpg:8

    The idea is that you will have a fairly standard Diplomacy/Civilization game, where you advance your nation, secure your borders and war with one another; combined with purchasing their weaponry from arms manufacturers. This would create a dynamic experience that encourages interaction, new strategies, and more.

    Nations: Macro-manage nations, claiming control points / cities, building infrastructure, interacting with other players, and spending resources.

    Arms Manufacturers / Companies: Compete with one another to create cost-effective weapons to supply to nations, to further personal development/tech, and advance their own private agendas. Companies will get the opportunity to FULLY customize units they design on the fly, and these changes will automatically affect nations and their gameplay with minimal work involved.

    Design Challenges

    Implementing this concept is going to require the following things (to my knowledge):

    • A large, appealing map for diplomacy/civilization style play
    • Automatically updating the command card for nations' SCVs/construction units and buildings, listing units and structures offered by arms manufacturers to maximize user friendliness. This may not be directly possible, and may require making the illusion of such happening. This?
    • Creating a system for arms manufacturers to create and customize units, implementing cost management

    http://i.imgur.com/XpNNTtT.jpg:6

    What I Need From You

    What do you think of this idea? I'm really curious to hear what everyone has to say - I've been trying to find a cool niche to home in on, based on my experience with arcade games so far.

    Are you interested in...

    • Designing the map terrain?
    • Helping with automatic command card updating?
    • Interface design? [For arms manufacturers]
    • Helping with custom weapon design modules?
    • Suggesting new ideas, such as weapons/buildings that arms manufacturers can create/customize?

    ...if so, I'd really, really appreciate your help in getting this idea off the ground!

    If you would prefer to contact me personally (not in this thread), please don't hesitate to message me on Skype: likaithewolf

    Thanks guys! I look forward to hearing from you all!

    -

    Extra notes regarding gameplay, technical

    • Arms manufacturers will have a seemingly boundless amount of options for their units, such as different flags (armored, psionic, etc.) that they can apply, as well as many different weapons built into the game, that can be modified in behavior (attack rate, damage, extra/less damage to certain types).
    • Manufacturers can try to stuff a unit full of tons of buffs and abilities, but this will diminish its cost-effectiveness, and require nations to invest more in their technology, and pay significantly more to acquire them. (Diminishing returns)
    • Manufacturers can customize unit design, decals, unit model, unit weapon, buffs, abilities and more - for added cost.
    • Manufacturers (assuming a maximum of 3) will be able to sell up to 4 custom units for each category (infantry, mech, air) - to be constructed out of their specific buildings. This will provide nations with a near-full command card of units to choose from when they click on their barracks, factory, or starports.
    • Manufacturers will also be able to design custom buildings, which provide players with defensive capabilites, buffs or abilities, such as sensor towers, custom turrets/fortresses, or buff towers that provide passive bonuses to allies, or debuffs to enemies.
    • Manufacturers can customize the name and tooltip design for each unit they create. All of these changes are automatically made to nations, and requires no interaction on their part. Changes will immediately be available to them from their production facilities, streamlining gameplay.
    • Possibly allow manufacturers to SAVE their unit designs locally, so they can pick from previously-made designs on the fly!

    http://i.imgur.com/d9Q2353.jpg:8

    EDIT 9/5/16: Removing Arms Dealers, and designating customization ability to each individual nation.

    Posted in: Map Suggestions/Requests
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