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    posted a message on Barrou Climate

    Yeah I wouldn't bother trying to develop actual conversation recognition, you'll spend more time getting that to work satisfactorily than you will on the map itself.

    Posted in: Project Workplace
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    posted a message on Reaper Arena

    I really don't think that's true - it's not about affecting gravity, it's about adding a second source of directional acceleration based on which key is being held down. Gravity is a constant acceleration downwards, and the jetpack is a constant acceleration in whichever direction is being held, and those combine into one effective vector of acceleration. So at any given time the unit is moving at a certain velocity in a certain direction, and you modify that at a regular interval based on the current net acceleration. In a game about flying around with a jetpack, the physics feeling smooth is the most important part.

    Posted in: Project Workplace
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    posted a message on Reaper Arena

    Not bad, a couple suggestions:

    • Avoid using any floor textures and units on the "walls", it breaks the illusion. That siege tank for example is just disorienting because it reminds me I'm looking at a floor.
    • The physics feel extremely weird, it seems like you sort of hacked it together to act vaguely like gravity. Really you need to do it properly with some basic physics equations for acceleration from gravity and the jetpack.
    • Maybe use a different button to hover, being stuck against a ceiling I instinctively want to press down to go lower.
    • Upload Youtube videos as you work, nobody likes downloading maps blind to see what they are and it makes it look like a more professional project.
    Posted in: Project Workplace
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    posted a message on Turn-based Combat Game

    Tournament-style fighting is fine, but you should certainly have bigger maps and obstacles and such, and maybe even increase the scale of the whole game so it's more zoomed out with one "unit" being represented by multiple units in a square. See Civ5 combat.

    Posted in: Project Workplace
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    posted a message on AC130k - The Temple

    Obviously this will lag exactly as much as all the other maps lag, no more and no less. I assume mouse-look is clientside and independent of lag though? That would be the real dealbreaker. Input lag on movement and firing will probably be manageable when Battle.net isn't just horribly laggy all the time.

    Posted in: Project Workplace
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    I think the DotA genre obviously has a lot of potential and there certainly should be more SC2 maps like it. I think now's a great time to try new stuff and innovate though. Quite frankly the original DotA doesn't need a SC2 version, there's already HoN which has more features than DotA in Battle.net 2.0 ever will.

    Personally I would say ditch items entirely and replace them with mercenaries. That gives it more of an SC2 flavor, based more on micromanaging a task force than itemizing an RPG hero. Then some heroes can be frontline fighters that want minions to back them up, and others can be support heroes that fight primarily through their mercenaries(or just go pure support)? Just an idea.

    Also please add a 1v1 or FFA game mode for those of us who tend to rage out at bad teammates :P

    Posted in: Project Workplace
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    posted a message on FF13 Leagal Issues

    Putting aside the legal issues, I would really prefer if it kept the gameplay and ditched the franchise entirely. I beat FF13 already and don't feel a need to play it again. I think it would have more mass appeal in general if it were a really good original game rather than a straight up remake, even with straight up SC2 visuals.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    I don't think you should assume that the keyboard lag is insurmountable, it's just the same lag that applies to every player input on Battle.net right now. It won't be perfect but it'll be playable when the Battle.net lag is fixed. If you're making this to be reused by other developers it should definitely handle multiplayer properly.

    Posted in: Project Workplace
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    posted a message on Map Stealing

    People don't understand how publishing works yet, they probably had no idea they were locking the original author out by publishing the map.

    Posted in: General Chat
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    posted a message on Lag Attack

    Obviously it's a beta/server issue, it'll be fixed soon enough. The real question is whether or not mapmakers will be able to disable the delay on player inputs taking effect on your screen when there's lag - otherwise action maps could be totally ruined by even a little big of battle.net lag.

    Posted in: General Chat
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    posted a message on World of Starcraft - Public Engine Released
    Quote from SCMapper: Go

    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.

    Posted in: Trigger Libraries & Scripts
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    posted a message on World of Starcraft - Public Engine Released

    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.

    Posted in: Trigger Libraries & Scripts
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