"Big Game Hunters: Tactics" is a game I am currently working on where your objective is to capture all outposts before the enemy does. At the beginning you will choose one out of various characters who can fullfill different tasks in order to help your team achieve victory.
Captured outposts spawn additional minions who help you against your enemy. These minions are very powerful, as they can easily kill unaware heroes. Using them in order to storm an enemy outpost is very important in this game.
What has already been done?
There are already 7 Heroes with 33 more planned, there is a outpost capture system, a basic minion AI, a Hero-Pick System at the beginning, the win/loose conditions are finished, custom Cameras for each hero (fitting the current state of the hero) and much more.
What will your task be?
Your tasks will vary, but as I will keep on working with the trigger and terrain editor you will mostly create content using the Data Editor. We will discuss plans for characters, abilities, buildings and other things that will appear in the game. We will work as a team - and we'll decide everything as a team.
Ways of contact
After sending me a PM that you are interested in this position I will give you my Skype contact so we can talk about further details.
Iv start looking for partner to work on this project with me, who'll take data development
btw heres new camera's angle i used for most of main character's, its 40, looks much eiser to control ur character with angle like that, btw i play suck in videos cuz i don't hame game mouse =(
Can u post an example of one shot linear attack with missile that flyes towards target point? that impact effect when it hit unit or cliff or just disappears after 30 range
Heres one more video that shows how this camera state system works, also screenshot of trigger that stop default state update of camera target and changes values to perform new state, u can see in video how it works in action with simple buff that suppress turning.
Heres a little video of gameplay that shows how my camera mode's work, actually theres a uniq state for each ability state, character or type of character's transport and their abilities and states, so when u morph ur tank it become a arcade mini game when u are strafing and shooting, and when u morph it to siege u can play like a normal RTS, well u can see it in the video, also u it video shows that my camera solutions actually works. Im gonna use this camera states for all types of characters minions and abilities. So each player will see this game different ways, some characters will be more RTS stylish, some of them more ARCADE and I'm also planning to add some cool third person mode with cross chair, to few classes, not sure i could do this cross chair alone.
Heres a little video of gameplay that shows how my camera mode's work, actually theres a uniq state for each ability state, character or type of character's transport and their abilities and states, so when u morph ur tank it become a arcade mini game when u are strafing and shooting, and when u morph it to siege u can play like a normal RTS, well u can see it in the video, also u it video shows that my camera solutions actually works. Im gonna use this camera states for all types of characters minions and abilities. So each player will see this game different ways, some characters will be more RTS stylish, some of them more ARCADE and I'm also planning to add some cool third person mode with cross chair, to few classes, not sure i could do this cross chair alone.
as u can see at screen shots i want to use offset by point to pin my camera when i need to it follow unit, heres problem it shows only position of unit, and camera always in center, I need to move my character to bottom of screen so i need to use point offset with some functions, i dont understand witch functions i could use to synchronize that offset for autofollowing with auto-rotate values... Can anyone tell me what kind of functions i can use?
Added new variable (unit) to camera trigger, now it sets camera not on ur character but to target variable unit, so when u are in cargo with auto-rotation, it won't follow face point of cargo unit, but target unit that i triggerly set as transport unit that loads cargo
btw theres few screenshots of how u can make ur path thru my forests.
as u can see at screen shots i want to use offset by point to pin my camera when i need to it follow unit, heres problem it shows only position of unit, and camera always in center, I need to move my character to bottom of screen so i need to use point offset with some functions, i dont understand witch functions i could use to synchronize that offset for autofollowing with auto-rotate values... Can anyone tell me what kind of functions i can use?
btw i spent like 5 hours today to fix bunch of bugs, recreated alot of stuff, fixed all team bugs and bunch of UI bugs, damn there was alot of bugs with Custom UI, didnt work in multiplayer, i hope its totally done now, also fixed Last Target Panel, and recreated prestart function for character selection added bunch of arrays to variables, and created much more dialog items well visually it didnt changed, just work correct now
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Thats what I'm looking for, thanks Funky
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What am I searching for?
I am looking for a data specialist to help me out with this project: http://www.sc2mapster.com/forums/resources/project-workplace/76627-12-big-game-hunters-tactics/?page=2#posts
What is this project about?
"Big Game Hunters: Tactics" is a game I am currently working on where your objective is to capture all outposts before the enemy does. At the beginning you will choose one out of various characters who can fullfill different tasks in order to help your team achieve victory.
Captured outposts spawn additional minions who help you against your enemy. These minions are very powerful, as they can easily kill unaware heroes. Using them in order to storm an enemy outpost is very important in this game.
What has already been done?
There are already 7 Heroes with 33 more planned, there is a outpost capture system, a basic minion AI, a Hero-Pick System at the beginning, the win/loose conditions are finished, custom Cameras for each hero (fitting the current state of the hero) and much more.
What will your task be?
Your tasks will vary, but as I will keep on working with the trigger and terrain editor you will mostly create content using the Data Editor. We will discuss plans for characters, abilities, buildings and other things that will appear in the game. We will work as a team - and we'll decide everything as a team.
Ways of contact
After sending me a PM that you are interested in this position I will give you my Skype contact so we can talk about further details.
0
Iv start looking for partner to work on this project with me, who'll take data development
btw heres new camera's angle i used for most of main character's, its 40, looks much eiser to control ur character with angle like that, btw i play suck in videos cuz i don't hame game mouse =(
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I don't want my characters to open fog of war from their behind, cuz they don't really have eyes on their back. How i can do it with data editor?
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As a member of this forum i don't see a one reason to do it.
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http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html link is broken =(
Can u post an example of one shot linear attack with missile that flyes towards target point? that impact effect when it hit unit or cliff or just disappears after 30 range
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I need simpe ability that order user to turn 180, how i can do it using only data editor?
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Heres one more video that shows how this camera state system works, also screenshot of trigger that stop default state update of camera target and changes values to perform new state, u can see in video how it works in action with simple buff that suppress turning.
0
Heres a little video of gameplay that shows how my camera mode's work, actually theres a uniq state for each ability state, character or type of character's transport and their abilities and states, so when u morph ur tank it become a arcade mini game when u are strafing and shooting, and when u morph it to siege u can play like a normal RTS, well u can see it in the video, also u it video shows that my camera solutions actually works. Im gonna use this camera states for all types of characters minions and abilities. So each player will see this game different ways, some characters will be more RTS stylish, some of them more ARCADE and I'm also planning to add some cool third person mode with cross chair, to few classes, not sure i could do this cross chair alone.
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I found the solution, its in screenshots
Heres a little video of gameplay that shows how my camera mode's work, actually theres a uniq state for each ability state, character or type of character's transport and their abilities and states, so when u morph ur tank it become a arcade mini game when u are strafing and shooting, and when u morph it to siege u can play like a normal RTS, well u can see it in the video, also u it video shows that my camera solutions actually works. Im gonna use this camera states for all types of characters minions and abilities. So each player will see this game different ways, some characters will be more RTS stylish, some of them more ARCADE and I'm also planning to add some cool third person mode with cross chair, to few classes, not sure i could do this cross chair alone.
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Ok heres Camera system, and i got one issue
as u can see at screen shots i want to use offset by point to pin my camera when i need to it follow unit, heres problem it shows only position of unit, and camera always in center, I need to move my character to bottom of screen so i need to use point offset with some functions, i dont understand witch functions i could use to synchronize that offset for autofollowing with auto-rotate values... Can anyone tell me what kind of functions i can use?
0
Added new variable (unit) to camera trigger, now it sets camera not on ur character but to target variable unit, so when u are in cargo with auto-rotation, it won't follow face point of cargo unit, but target unit that i triggerly set as transport unit that loads cargo
btw theres few screenshots of how u can make ur path thru my forests.
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Ok heres Camera system, and i got one issue
as u can see at screen shots i want to use offset by point to pin my camera when i need to it follow unit, heres problem it shows only position of unit, and camera always in center, I need to move my character to bottom of screen so i need to use point offset with some functions, i dont understand witch functions i could use to synchronize that offset for autofollowing with auto-rotate values... Can anyone tell me what kind of functions i can use?
and to start i use these
btw i spent like 5 hours today to fix bunch of bugs, recreated alot of stuff, fixed all team bugs and bunch of UI bugs, damn there was alot of bugs with Custom UI, didnt work in multiplayer, i hope its totally done now, also fixed Last Target Panel, and recreated prestart function for character selection added bunch of arrays to variables, and created much more dialog items well visually it didnt changed, just work correct now
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thats it, im gonna work with camera at multipli states for each ability for each character personaly. thats the plan.
u can see simple example at screen shot
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@Crainy: Go
Shadowstorm´s TPS Engine not working nowadays =( can u post urs?