• 0

    posted a message on Game Idea: CAPITALISM: Are you ready to start your buisness?

    Here is some concept pics I created.

    All those barracks I am actually using as a tool for measuring distances and street spacing. They will be removed at some point.

    1 2 3

    Posted in: Project Workplace
  • 0

    posted a message on Game Idea: CAPITALISM: Are you ready to start your buisness?

    thanks for some feed back

    1st of all. In regard to the complexity. I plan on starting with a simple set of trigger rules then moving on from there. For example, a NPC will ask itself the following "Trigger Questions" every turn.

    1. Where is the closest 3 shops that have what i want to buy?

    2. Which is cheapest?

    3. A Probability (roll of the dice which one i will choose

    these 3 factors will generate a score. Which ever shop gets the highest score is where the NPC will go to shop.

    I will then increase complexity as the game develops.

    I love the factory idea... A way to take your resources and build better items that are worth more from raw materials. Good idea. If you played teams.. your teammate could gather metal, and you could gather wood. Together you could sell swords with wooden handles on the market.

    As far as Offensive abilities... I want the game to stay more along the lines of managment and not micro. As far as someone to attack other shops...... thats a fine line to cross. I would perfer you attack them economically. I will have to think about that,

    Posted in: Project Workplace
  • 0

    posted a message on Game Idea: CAPITALISM: Are you ready to start your buisness?

    Wow... im not asking any hard technical questions or triggering or anything... just wondering if it would be a map worth making...sigh

    Posted in: Project Workplace
  • 0

    posted a message on Game Idea: CAPITALISM: Are you ready to start your buisness?

    LOL guys... I am ready to start a new map idea and I need feedback and what you think.

    The name of the map is "Capitalism" are you ready to start your buisness?

    The game has a simple objective: Put all the other players out of buisness.

    Game Idea and setup; The map will be a small city with several streets and places to build along those streets. You start with enoug money to open 1 Shop and hire 10 workers.

    When the game starts you can purchase a LOT of your choosing to start your buisness and place your barracks or shop. There are many items you will be able to sell for example. Roots, Meats, Metals, and novelties. As a buisness owner, you will purchase workers to auto gather things to sell from the surrounding forest and city. Some of the more rare items may be dangerous places to send gathers but well worth the money if they return

    The map has hundereds of Non Player units that roam the streets and city . The way you get people to come in to your shop is to pay for advertising. You actually purchase signs that cause units to have a greater probability of walking to your shop and purchasing items. When a NPC comes near a shop, triggers and luck will dertermine if it walks in.

    Every 5 minutes or so new LOTS will open up for auction. Some lots are in better places with more NPC's or near competitors you want to steal buisness from.

    Sales. You can have sales. You set the price of the goods you gather. You can then have sale signs that intice NPC's to come to your shop. You may also trade with other players and buy items from thier shops with your saleman unit to sell at your own for a profit. For example. Meat may be expensive in the city but cheap on the outskirts. Also if your shop is close to someone elses who is selling mandrake root for 30 minerals and has alot of buisness, maybe you should sell your mandrake root for 20 minerals, even better if you got it for 15 from the Stock Market 5 minutes ago lol.

    The game isnt just about when and where to place your shop, but how to invest in advertising and workers and when to buy and when to sell.

    Advertising is a doodad sign that can be placed anywhere on the map ( for a fee of course)

    UpKeep. It takes money to keep a shop open. By stealing other peoples buisness the UPKeep will ultimatley cause them to close thier shop, mortage it or move locations.

    The STOCK MARKET. This will be a global market that everyone can buy from. It someone flood the market with beef, the price of beef will fall and you may want to buy it low so you can sell it later in the game when demand comes high.

    Workers. You purchase workers to auto gather. They roam the forest and villages or herd cattle. Market conditions and weather and town events can change what is selling and what is not. Hell even pure luck. Some NPC may randomly purchase 200 pounds of beef from one of your stores if you get lucky.

    NPC's : These are the engine of this game. They auto spawn and have certain items they are looking to buy or maybe sell. They wander the city and look for sales or just happen to walk in to the closest shop. I will control this with a trigger system and random variables. They are what makes everyone money. They may tend to want different items depending on events or wherer they spawn. Some of them have alot of money to spend and some of them are broke. When an NPC spends its money, it is removed from the game... There will be 100-200 of these people living throughout the map.

    Here are some of the Roots you will be able to sell:

    BELMART: The dark green leaves of the belmart bush can be used to con coct a prevetative medicine against disease and poisons

    BLACK LOTUS: The pollen of the black lotus is used in the preparation of an extremely potent inhaled poison

    GULMOND: The leaves of the gulmond bush, found mostly in the Svellt Valley to the east of the Orcish Lands, are famous for increasing strength and endurance.

    ILMEN LEAF: This is a weak halluci nogen imported from the south. The leaves are usually smoked and their vapors are said to calm even berserkers.

    KAIRAN: This fern plant only grows under water. It is extremely rare and is collected mostly along the shores of Nine Eyes Lake, though it can on occasion be found in other Lakes and ponds

    KUKRIS: A deadly poison of almost immediate effect. It is extracted from a southern clinging root and is ex tremely expensive

    MANDRAKE: This common root often grows in approximate man shape and is the base of many magic potions It can be found mostly in forest areas and wet grasslands.

    MENCHAL: This cactus from the edge of the deserts is a po tent antidote to various poisons.

    OLGIN ROOT: The roots of the this moss species build up a resistance against all kinds of poison and disease. Unfortunately, olgin root is very rare and thus extremely expensive

    also Items like BEEF, CORN, Metals, Maybe even weapons or potions.

    I know it will be a large project but I think it might be fun... thoughts?

    Posted in: Project Workplace
  • 0

    posted a message on Who was is that made the floating island map?

    Somewhere on SC2 mapster there was a cool map with floating islands that were able to rise and fall.

    For some reason i cant remeber who it was and wondered if anything was going to happen with the idea, if not may i get a copy of the map to work on it further.

    Posted in: Terrain
  • 0

    posted a message on Project VECTOR (TPS)

    Whatls the point in making a game that can not be played on Bnet?

    Posted in: Project Workplace
  • 0

    posted a message on [Video] Diablo Camera & Movement

    @progammer: Go

    Guys,

    Instead of filling the whole map with dummy units do this..... 1. Create a dummy type unit like you already have.

    2. makes it collision size alot smaller, like .2 or .3. 10 times smaller than a marines collision

    3. Make a ring of 15-20 dummy units around your mouse cursor (or a unit directly under the mouse cursor for initialization) but make sure you calculate how many dummy units you need to make such that there is no gaps in the ring. rememeber circle geometry from high school, lol.

    4. whenever your mouse cursor moves out of the ring, it will highlignt one of the dummy units.

    5. immediatley move the dummy ring units so that they make a ring around the unit that was highlighted and set the MousePosition variable to the highlighted unit. (before you move it to its new spot obviously) this will serve as mouse movement detection and require no grid of dummy units.

    I havnt tried this yet but i just smoked some decent kush and it sounds like a solid system

    Posted in: Tutorials
  • 0

    posted a message on Dungeon Keeper (Proof of Concept)

    Nice Work,

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

    Posted in: Project Workplace
  • 0

    posted a message on [Tutorial] Lagless WASD System using Data Editor

    this system is faster and it is not just psycological. i would say aroun 150-200 ms faster if not more

    Posted in: Tutorials
  • 0

    posted a message on Legend of Zelda!

    @Mreaper: Go

    dude, if you run into a unit limit, instead of creating the entire map, just create once screen size worth, and when link hits the edge of the screen, destroy the units and create the units for the next screen. just make a Unit Array [10,000] and Unit Type Array [10,000} that contains the Units location and type. You could then just increment a index pointer by 500 every time you go to the next screen

    although you would have to initialize the arrays using a galaxy script

    this would also dramatically increase the graphical performance

    Posted in: Project Workplace
  • 0

    posted a message on How To Play YouTube Video in your map.

    everyone saw the rock roll video.......

    How in the hell do you do this? Can someone give a brief tutorial?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Tutorial] Lagless WASD System using Data Editor

    @TECGhost: Go

    this isnt warcraft 3 this is sc2. get over it. This is in fact very flexible, you just have to take the time to understand it

    Posted in: Tutorials
  • 0

    posted a message on Ways I can reduce lag?

    Shaders Shaders Shaders Shaders.....

    Shaders are what casues the most stress on graphics. Some units use alot more then other. 500 SCV's uses a hell of alot more shaders then 500 supply depots.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Custom Map Blizzard STRIKE

    How can I not be at the boiling point? First they try to shove this Real ID down our throats until guys like me spoke up and raised hell and finally got it changed. And this popularity system is just another ignorant idea in a series of igorance.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Custom Map Blizzard STRIKE

    @crazyfingers619: Go

    Not only will your map not be #1, it wont be number 2 or 5 or 25 You wont be able to get enough players to actually play it...... it will sit dormant at the bottom of a list.

    No, I do not wish to wait 6 - 9 months before Blizzard catches on.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.