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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from TrenixPL: Go

    @redmarine: Go

    Was I even right with the Issue Order trigger?

    Yep. Since I had to figure out a way to make them move around I used the issue order action.

    EDIT: I didn't use the AI actions. I made the AI from scatch(as near scratch as you can get with GUI).

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from TrenixPL: Go

    @redmarine: Go

    What you mean by coded? I'm not asking you exactly how you did this step by step, I'm just asking what you used. Did you use triggers? If so, exactly what type of triggering, AI and AI Advanced? Just would like to know where to start if I'm going to be making a map like this. Also, a tutorial or even a brief explanation of job priorities would be nice. If not, just briefly explain, like Unit -> Issue Order. Something tells me you used the Queue for the Issue Order trigger.

    Using the before and after existing orders will queue the order that's most valuable. For example, digging would done before existing orders making it first priority. Claiming land and walls will be after existing orders since they're more secondary jobs. If not that, you probably just use a variables with if then statements. As you trigger events, variables get set and the highest variables will be triggering the jobs. Am I even close?

    Coded as in using triggers.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    @TrenixPL: Go

    In Crush Company I used action definitions to assign AI to units.Inside the AD you can create a while loop that ends only when the unit dies. Then you add a waiting time (about 0.5 secs) and you can add all your actions. To specify that a unit is assigned to a job you can add them behaviors after you give them the order, then you remove the behavior when they finish.

    I think he did something like that ;)

    Nope. It's all coded. I haven't actually touched the data editor other than for making the tile.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from TrenixPL: Go

    Would definitely like to know how designed this map. I was thinkin' about not exactly making a clone of dungeon keeper, but something along the lines of controlling creatures and having them think for themselves as you design your base. What you did really surprised me, I'm not the best map maker so I really hope someone with experience could make this possible.

    Dungeon Keeper was just so intense. There was this form of progression that no other RTS could even compete with. Even Starcraft 2 isn't as good as Dungeon Keeper and it dates back to 1997. I mean, you were to control a small army that you must literally raise. You level them up, feed them, give them a place to live, and even pay for them. If you didn't make them happy, you didn't have an army. Players ran into conflicts for gold and once you were breached by another player, you're stuck with him until one of you dies.

    You could take over a players land, walls, and even rooms. Eventually, you can even take over their portal which would spawn more creature for you to control. Basically this game is by far the best strategy game I've ever played. If this game wasn't for just single player, I'd be playing it constantly. Would really like to see how you did some triggers and even models. Which makes me question, did you design them yourself?

    I only made the triggers. I got the resource from Helral who got it from someone else.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from JLogan: Go

    @redmarine: Go

    Looks like tile selecting is prepared beforehand... Can i dig exactly where i want in game proccess, or this action is not available right now?

    Ehm, what? The digging process is entirely controlled by a system. It gets two points, location of click and release, and then it marks every block within those points as selected. It is by no means pre-defined.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    @redmarine: Go

    But still 16k doodads aren't heavy? Did u test it with a slower computer?

    There aren't any issues and even if there were I wouldn't be interested in remaking the map for PCs that aren't within the normal system requirement boundaries. It's just not feasible with such a map.

    Quote from Alrik1989: Go

    I like this, one week ago I told some colleagues of mine that I was thinking of trying a remake of DK in Sc2 xD

    Do it. I'm not in a hurry and will progress quite slowly so some competition would be nice.

    Quote from Wolf1322: Go

    You realise of course that you've just enabled folk to make Dungeon Keeper / Evil genius type games with this now. Seriously, you have made my day, I look forward to seeing what you do with it, and what the rest of the community can do with it too. Great job.

    I guess. :)

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    I'm still worried about performances. How is it with 128x128 actors?

    Performance is fluid and no hiccups. Kinda the reason why I chose to go with pure actors after a couple of tries with units.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from BudSMoken: Go

    Nice Work,

    How did you make the blocks change shades of red when you claim them, and the floor? Are you changing block units?

    I simply call the actor to change its color.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)

    Just want to let you guys know that I might have to change the game a 'little' bit in order to not infringe on the copyright. Like making custom textures etc.

    Quote from taffer03: Go

    Bringing back some nostalgia :P

    If you do decide to continue and complete this project will it be the verse mode like in DK2 so you could go against 3 or so other players or will you make a mini campaign :)

    Well, I'm going to take it quite slowly. Good news for you is that it is indeed multiplayer compatible from scatch so you will indeed be able to play it on Battle.net

    Quote from CloudMax: Go

    Awesome dude :D It have improved alot since i saw it last time, heh. No more supply depots as walls, yay! :P

    I played dungeon keeper gold about 2 weeks ago now, and it is just as awesome as it was when i were a kid.

    Yeah, it has changed quite dramatically since then. That's for sure.

    I'll post some more info whenever I get around to do more.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from RileyStarcraft: Go

    This is awesome. I was thinking about doing something like this a few weeks ago before I got absorbed in my current project. Are you planning on making a real game out of this?

    Nice knowing that I ain't the only one trying to remake such an awesome game.

    Well, my initial plan was to remake most of the core mechanics in a sense that it was playable. I'm not entirely sure if I'll have time for that but if I do I'll ofc, continue the project. If I don't, well, I'll just release the map and let people do whatever they'd like with it. (Not like I wouldn't do it anyway)

    I'll continue to work on it but we'll just have to see.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)

    So, I went on the Battle.net forums the other day and I saw some guys discussing the possibility of a Dungeon Keeper port in this epic long thread. Cool, went there, and ... sadness since none of them could figure it out. So... I took the liberty to do it myself! And now, a month later or so, tadaa! I made a proof of concept map (or video).

    Embed Removed: https://www.youtube.com/v/M3NOFFEcL1o?fs=1

    Hm, discussion value... Will I get sued for using intellectual property owned by EA?

    Credit to Helral for the tile model.

    Posted in: Project Workplace
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    posted a message on Need help converting a sound file.

    @Xolsom: Go

    I should have known it was an archive. I appriciate your help. Thanks!

    Posted in: Off-Topic
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    posted a message on Need help converting a sound file.

    PROBLEM SOLVED. ------ DISCLAMER: Couldn't find any technical support or sound section so this place seemed to be the closest fit.

    Alright, I'm working on this Dungeon Keeper project and I'm trying to figure out how to convert the sound related to the keeper like digging, etc.

    This file is so ancient that I couldn't find a single converter for it, I did, however, manage to find a player such as Winamp (odly enough vlc didn't work) to play it.

    If anyone is interesting in helping me out here is the file (401 KB sound file):


    Posted in: Off-Topic
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    posted a message on How to destroy actors?
    Quote from RileyStarcraft: Go

    Did you try sending an actor message "Destroy"?

    Okay. It seems like there is an issue with my system that should delete these actors. Thanks a lot for helping me figuring that out.

    Posted in: Miscellaneous Development
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    posted a message on How to destroy actors?

    The issue here is that I'm trying to remove specific actors and the doodad entirely from the map, however, I can't seem to be able to do that via triggers. Anyone able to help?

    Some more information regarding what I'm trying to do.

    I'm massing actors all across the map (4096) and saving them to a actor variable with two array indexes. An example of this would be: Actor[x][y], x = horizontal and y = vertical and I'm storing them systematically.

    I'm using a custom model for the actor but it doesn't seem to make a difference. I've tested with other actors but none worked.

    Posted in: Miscellaneous Development
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