You should be able to identify your opponent's build fairly early in the game, solely from observing their plays - much like the hints you get from scouting in Starcraft II.
I actually like your terrain, it is similar to "enfos" which was a nice hero line survival/wars game. I wouldnt suggest putting too much pressure on yourself with terrain; in the end it comes down to heroes killing summons.
I disagree and would recommend putting more effort into the aesthetical dimension of the project. While it is not crucial to the game experience, it significantly compliments the overall impression, and it costs a relatively low amount of time to produce good, performance minded terrain. A good terrain shapes a live atmosphere that fits the game, while at the same time improving the clarity of the gameplay.
Unless a smarter AI improves the game experience significantly (like it obviously does in melee co-op vs AI), there's no reason to do that extra work. As Tya notes, improved AI for Desert Strike, a player versus player oriented game type, would be pointless as it wouldn't improve the game experience.
I believe pretty much everyone does it by hand. I like to use a lot of custom functions when working with dialogs though; it really saves time and helps with the overall clarity of your code.
If you're using WikiCreole, which happens to be the standard on this forum, linebreak is achieved by adding \\ when you want to change line. A bit late answer, but I figured it may be useful.
I got hooked on modding for warcraft3 in 2007, I was 10 at the time. Started off with creating simple maps like TDs and hero arenas, and eventuelly got experienced enough to lead a rather ambitious RPG project for roughly a year. When starcraft2 came around I decided to switch game and has been here ever since. I think it's safe to say I like Blizzard's editor(s).
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@TacoManStan: Go
You should be able to identify your opponent's build fairly early in the game, solely from observing their plays - much like the hints you get from scouting in Starcraft II.
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I disagree and would recommend putting more effort into the aesthetical dimension of the project. While it is not crucial to the game experience, it significantly compliments the overall impression, and it costs a relatively low amount of time to produce good, performance minded terrain. A good terrain shapes a live atmosphere that fits the game, while at the same time improving the clarity of the gameplay.
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Happy New Year to all of you :)
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Looks really cool, looking forward to try this out with a couple of friends once it's in a more refined state.
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That's a lot of models to request. Don't expect anyone to do all that for free; there's already way too few modellers around.
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@anathemazerg: Go
You should post the map here when it's finished :)
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You'd need to provide a lot more information than what you currently have. Also, 12 days is a very tight timeframe.
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Unless a smarter AI improves the game experience significantly (like it obviously does in melee co-op vs AI), there's no reason to do that extra work. As Tya notes, improved AI for Desert Strike, a player versus player oriented game type, would be pointless as it wouldn't improve the game experience.
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This project looks very promising. Definitely has that Counter-Strike feel.
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@Crainy: Go
I am afraid a lot of people would simply refrain from participating if they dislike the chosen genre.
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I believe pretty much everyone does it by hand. I like to use a lot of custom functions when working with dialogs though; it really saves time and helps with the overall clarity of your code.
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If you're using WikiCreole, which happens to be the standard on this forum, linebreak is achieved by adding
\\
when you want to change line. A bit late answer, but I figured it may be useful.0
I got hooked on modding for warcraft3 in 2007, I was 10 at the time. Started off with creating simple maps like TDs and hero arenas, and eventuelly got experienced enough to lead a rather ambitious RPG project for roughly a year. When starcraft2 came around I decided to switch game and has been here ever since. I think it's safe to say I like Blizzard's editor(s).
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@abvdzh: Go
Additional footage can be found in his . Its gameplay seems very similar to Transistor as far as I can tell.
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@wargirlwargirl: Go
There has been several streams online showcasing the editor today. I am sure some are still around, if you want to have a look at it in action.