So, I just came up with some ideas bringing some new (atleast I hope so!) gameplay mechanics to the genre. Basically this is about two Zerg Tribes on Zerus, which battle each other for essence. Each side periodically spawns units on two lanes, wich run into each other and try to kill the other side (well, just like in most other ToW games...).
Now about the new part: Each player starts with a larva (their "hero") which is pretty weak, but can absorb essence of enemy units. There are 5 different attributes that are absorbed, depending on which unit you absorb essence from.
Each attribute has two directions (like range can go for melee or ranged, armor for light or heavy). With this essence, the larva can evolve. Depending on the attributes absorbed, it can evolve into different unit types
Also each player has one Spawning pool, which can store unit types. Whenever you morph your larva, a weaker version of it's new form is saved in the pool (up to 5 forms can be saved at the same time).
Along with the periodic spawns, your pool spawns a few of those weaker units (all of the same type, changing has some cooldown).
I think this could open up great strategic gameplay, since you always have to adapt to what your enemies spawn, but if you are new to the game, you can also just have some fun playing around collecting essence and build some random stuff.
So what do you guys think? Could a game like this have potential? Would you be interested in playing that? Or are there already enough boring ToW's on BNet?
Ok, so I just started looking into the UI editor and I have two questions:
1) I tried to make a custom health bar and I want it to show the current life and energy of the unit as numbers next to the bars(I tried adding an InfoPanel, but it says this is blizzard only).
How could I do that?
2) I managed to add player names to the health bars. Is it possible to color those names in the player's color?
The game is constantly being updated!
By now there are 136 cards ingame and it now also has a shop where you can buy boosters (you gain money at the end of each game).
Boosters can be purchased in 3 different qualities (higher quality costs more but has higher chances to get rare cards).
Triggering unit is the unit that entered the region and has nothing to do with a unit group loop.
In the group loop, replace triggering unit by "Picked Unit" (That's the current unit of the loop, so each unit in the group one time is the picked unit).
If you want only units by player 2 being killed, just replace the "Any Player" by 2.
To check the entering unit's owner add a condition "Owner of unit" with triggering unit.
Have not tested that, but did you try ordering them a smart command (can be found in presets)?
That one works like a right-click if i remember correctly.
Put a space between handle and score then you can use the "Word of String" function to identify both values no matter how long they are
(Handle would then be word #1 and score word #2).
The beta is out on EU for some time now and helped a lot fixing most major bugs.
Core systems are working fine, now it's about fixing card specific issues.
Currently there are 95 cards ingame, but this number is constantly growing.
After beta the players will be able to trade their cards and the AI will get some more work.
If you are interested in this game or wanna look for other players, join the Elemental Chains TCG group ingame :)
The beta version is available on EU Servers and currently contains about 100 cards.
Play it here: starcraft://map/2/138877
Watch the trailer!
The game
Basically this is a trading-card-game, somehow like magic/yu-gi-oh!/whatever. At the beginning you have no cards, but premade decks you can use to battle other players or the AI.
From playing you get cards which you can collect and build your own decks with.
The cards focus around 6 elements, which are
Destruction
Chaos
Nature
Energy
Frost
Life
Game Mechanics
Your deck has one main element of which you gain 10 power each round (a card requires power of it's element to be played).
Additionally there are resource cards that grant you additional power of their element each round, but your power resets each of your turns.
Both players start with a set amount of life and once their life reaches zero or they cannot draw any more cards, they have lost (and the other player has won, of course).
The Cards
There are currently 4 types of cards:
Resources grant you extra power each round. You can place up to 2 resources per round and they last until they get destroyed.
Creatures can attack enemy creatures, or if there are no enemy creatures which are able to defend, they attack the enemy life.
Spells can be played at different stages of the game and have different one-time effects.
Permanents can have passive effects and active effects. They last until they are destroyed and the active effects can be used as long as you have enough power for them.
When you use Follow Unit group with Camera you also have to unfollow the group if you want to follow another one (use the same action with Stop following as first parameter).
Why would you open a bank before you preload it?
Have you tried putting the preload bank actions in front of the open bank actions and of the wait as well?
As we are now able to name placed units in the arcade editor, I was wondering if there is any way to gain access to those names ingame? They don't seem to be localized and are saved in the maps "Objects" file, so can this file be opened/"imported" somewhere (maybe somewhere in the gameplay data or as a "layout")? Or is there some trigger for this to read this file or just get those names somehow else?
You can modify your terrain, change the map size, change texture sets and all those stuff at any time, so there's no need to create an entirely new map just because you don't like the terrain...?
And to answer your question: You have to publish the mod on bnet aswell and then add this bnet version as dependency.
You can do that, but you need to check the Option: Operator in your action first. You can then change the parameter's type to <Any Variable> (and you can specify a required type if you want), but you need to write the whole action in custom script then. Checking operator makes the action work like an inline function in c, so you need to directly refer to it's content by using #PARAM(param).
0
So, I just came up with some ideas bringing some new (atleast I hope so!) gameplay mechanics to the genre. Basically this is about two Zerg Tribes on Zerus, which battle each other for essence. Each side periodically spawns units on two lanes, wich run into each other and try to kill the other side (well, just like in most other ToW games...).
Now about the new part: Each player starts with a larva (their "hero") which is pretty weak, but can absorb essence of enemy units. There are 5 different attributes that are absorbed, depending on which unit you absorb essence from.
Each attribute has two directions (like range can go for melee or ranged, armor for light or heavy).
With this essence, the larva can evolve.
Depending on the attributes absorbed, it can evolve into different unit types
Also each player has one Spawning pool, which can store unit types. Whenever you morph your larva, a weaker version of it's new form is saved in the pool (up to 5 forms can be saved at the same time).
Along with the periodic spawns, your pool spawns a few of those weaker units (all of the same type, changing has some cooldown).
I think this could open up great strategic gameplay, since you always have to adapt to what your enemies spawn, but if you are new to the game, you can also just have some fun playing around collecting essence and build some random stuff.
So what do you guys think? Could a game like this have potential? Would you be interested in playing that? Or are there already enough boring ToW's on BNet?
0
@Ahli634: Go
Ugh... sorry, forgot to say I want those life and energy values as text (already got the bars, but I also want it to show a number next to that bar).
0
Ok, so I just started looking into the UI editor and I have two questions:
1) I tried to make a custom health bar and I want it to show the current life and energy of the unit as numbers next to the bars(I tried adding an InfoPanel, but it says this is blizzard only). How could I do that?
2) I managed to add player names to the health bars. Is it possible to color those names in the player's color?
0
The game is constantly being updated!
By now there are 136 cards ingame and it now also has a shop where you can buy boosters (you gain money at the end of each game).
Boosters can be purchased in 3 different qualities (higher quality costs more but has higher chances to get rare cards).
Watch the new trailer!
0
Triggering unit is the unit that entered the region and has nothing to do with a unit group loop.
In the group loop, replace triggering unit by "Picked Unit" (That's the current unit of the loop, so each unit in the group one time is the picked unit).
If you want only units by player 2 being killed, just replace the "Any Player" by 2.
To check the entering unit's owner add a condition "Owner of unit" with triggering unit.
0
Have not tested that, but did you try ordering them a smart command (can be found in presets)?
That one works like a right-click if i remember correctly.
0
@AstralCV: Go
Put a space between handle and score then you can use the "Word of String" function to identify both values no matter how long they are (Handle would then be word #1 and score word #2).
0
The beta is out on EU for some time now and helped a lot fixing most major bugs. Core systems are working fine, now it's about fixing card specific issues.
Currently there are 95 cards ingame, but this number is constantly growing.
After beta the players will be able to trade their cards and the AI will get some more work.
If you are interested in this game or wanna look for other players, join the Elemental Chains TCG group ingame :)
0
Hey guys,
The cardgame I am currently working on is now available on EU servers (more info).
Ingame you can find it here: starcraft://map/2/138877
I would be happy if some could test it and leave feedback here how you think about it, if you found any bugs or if you have any other suggestions :)
0
The beta version is available on EU Servers and currently contains about 100 cards.
Play it here: starcraft://map/2/138877
Watch the trailer!
The game
Basically this is a trading-card-game, somehow like magic/yu-gi-oh!/whatever. At the beginning you have no cards, but premade decks you can use to battle other players or the AI. From playing you get cards which you can collect and build your own decks with. The cards focus around 6 elements, which are
Game Mechanics
Your deck has one main element of which you gain 10 power each round (a card requires power of it's element to be played). Additionally there are resource cards that grant you additional power of their element each round, but your power resets each of your turns. Both players start with a set amount of life and once their life reaches zero or they cannot draw any more cards, they have lost (and the other player has won, of course).
The Cards
There are currently 4 types of cards:
Some example cards:
Screenshots
Battling the AI:
Deck Editing:
0
When you use Follow Unit group with Camera you also have to unfollow the group if you want to follow another one (use the same action with Stop following as first parameter).
0
Why would you open a bank before you preload it? Have you tried putting the preload bank actions in front of the open bank actions and of the wait as well?
0
As we are now able to name placed units in the arcade editor, I was wondering if there is any way to gain access to those names ingame? They don't seem to be localized and are saved in the maps "Objects" file, so can this file be opened/"imported" somewhere (maybe somewhere in the gameplay data or as a "layout")?
Or is there some trigger for this to read this file or just get those names somehow else?
0
You can modify your terrain, change the map size, change texture sets and all those stuff at any time, so there's no need to create an entirely new map just because you don't like the terrain...?
And to answer your question: You have to publish the mod on bnet aswell and then add this bnet version as dependency.
0
You can do that, but you need to check the Option: Operator in your action first. You can then change the parameter's type to <Any Variable> (and you can specify a required type if you want), but you need to write the whole action in custom script then.
Checking operator makes the action work like an inline function in c, so you need to directly refer to it's content by using #PARAM(param).