I totally forgot to mention what Rumpel wrote in the other thread: Many people randomly find themselves with reset stats at the beginning of a game. Most of the time they seem to be back in the next one, annoying nonetheless. I myself never encountered that problem, maybe somebody else could elaborate on it.
Yeah, I saw his post and I'm looking into it. It seems like a bank verification failure. If I can't fix it in the next patch, Ill make the weapons unlocked at default until I completely rewrite it. Skins will still require exp though.
Anti-matter and singularity charge are underpowered and I'm aware of it. I'm probably going to increase the radius of anti-matter and allow for a triggered detonation so you don't have to get a direct hit each time. Singularity Charge is awkward at the moment, and may completely redesign it, though it is extremely powerful at causing damage once it is stuck to someone. (By pulling asteroids in and giving them very large velocities)
I probably wont be changing tectonic launch because if you shoot it while flying towards a target, it has a very large knockback, and can be used in the same way as a boost is to save yourself from flying out. Its cooldown is also very short.
I dont have an issue with boost or displacement field. Because of battle.net latencies, it is difficult to aim boost sometimes, unless someone lets you get into a very close range. Displacement field allows you to get out of dangerous situations and juke other players, and I fear if I buff it it it might be used to just turtle until everyone else dies.
Sounds like that could work. Ties are already extremely rare however, and the bonus exp for winning is just split in the event of a tie at the moment. That could be fun though.
On a different note, I've been very busy with class lately and I'm sorry I havn't been updating the map for awhile. I'll get back into it soon hopefully.
The way I've made the physics work, I could fill the map with as many stars or objects I wanted and make them orbit in either predetermined paths or apply forces to them in real time. The physics 'engine' I made, if I can call it that, is pretty flexible. And yes, the stars across the maps have different masses, so their gravitational pulls vary accordingly. (Nemesis has the highest mass, but the Centauri System has 2 stars which together add to a greater mass than Nemesis, which is why the system feels more gravity oriented.)
The force applied applied from a collision with a star however only depends on your mass. In the orbital war game mode, this is constant, so it doesn't matter. In Super Smash Planets, damaged planets have less mass, and therefore fly farther when hitting a sun. Also, planets velocities are reset before being applied the repulsive force from the collision to avoid any possibility of flying through a portion of the star. These technicalities obviously differ from real physics, but it is in place to avoid planets from getting attached to suns or flying through them.
I have more terrain features planned, one of which supernova systems which periodically emit a force outward from the center, or have an outward force that grows over time. I test these features extensively to make sure they aren't frustrating to play on. I don't want to release a new system that is impossibly difficult, as that will make the game less about players fighting each other and much more about fighting gravity/external forces.
More planets are planned. Planet models are indeed easy to make, I just need time to draw the custom skins and link them up with their own sphere models. I however am more concerned at the moment with getting a few more weapon unlocks done to give each exp rank in game a unique reward.
Vortexes on the Nemesis map actually used to have a gravitational pull, but it was possible to slow down to near zero velocities near them and enter into an infinite looping back and forth between them that made you near invisible. For a quick fix I removed their gravity, and I intend to add it back when I implement a minimum exit speed for wormholes or some other negligible effect that prevents looping.
Also, I'm going to be busy with classes for the next week, so I wont have very much time to get the next content release ready until after then. If there are any bugs, report them to me and I'll try to fix them asap.
Version 2.9 is out. Major bugs are fixed and I've tweaked the balance on the secondary weapons. Also, I've released a video showcasing the map. Let me know what you guys think.
New weapons are game mode changes have been implemented in the latest version on Battle.net. Still, I haven't received any feedback on the map yet, and almost no one is playing it according to the popularity list. It'd be great if someone could try it with a few friends and tell me what they thought. I'm working on getting a video for the map out soon.
I still haven't gotten any feedback so far, but I'm still at work updating this project. Here's the planned changes for the next update this weekend.
Secondary Weapons which are fired by right clicking. These weapons are much more powerful than left-click asteroids, but have a recharge time before they may be used again. These weapons offer both defensive and offensive utility to help make the game more dynamic. Only 1 Secondary Weapon can be equipped per round. Additional weapons can be unlocked as you gain ranking in the game.
Complete redesign of the Orbital War game mode. Players now start with 100 HP and lose hp when hit by objects. At 0 HP, a planet will explode, applying a force to all objects around them. Last planet alive wins.
Unlockable star systems to play on. This might not make the update this weekend, but is still on my list regardless.
Performance improvements. I'm at work optimizing my galaxy code to run faster over battle.net. I'm considering upping the player count to 5 or even 6 depending on lag.
Hi guys! I recently published my new map, Battle Planets to Battle.net a few days ago, and made a post
similiar to this one on the Blizzard Custom Maps forum. Very few people have played it so far and I haven't gotten any feedback at all. It's a new style of game and I haven't seen anything remotely like it on battle.net so far. In the game, each player controls a planet and attempts to knock all other players planets out of the solar system. The game incorporates 2d physics, and multiple star systems and game modes are selectable in game.
Please tell me what you think!
Also, I would like to thank xcorbo for his planet package, as I use many of his models/textures in game.
Features:
2D physics simulations.
Multiple game modes and star systems to play on.
Brief interactive tutorial which only plays if there is a majority of new players in the game.
Unlockable Planet models.
5 Secondary Weapons.
Lag correction on shots to make battle.net delays less noticeable.
0
Yeah, I saw his post and I'm looking into it. It seems like a bank verification failure. If I can't fix it in the next patch, Ill make the weapons unlocked at default until I completely rewrite it. Skins will still require exp though.
0
Balance update to be finished hopefully today. I've started working on the map again.
0
@xSun: Go
Anti-matter and singularity charge are underpowered and I'm aware of it. I'm probably going to increase the radius of anti-matter and allow for a triggered detonation so you don't have to get a direct hit each time. Singularity Charge is awkward at the moment, and may completely redesign it, though it is extremely powerful at causing damage once it is stuck to someone. (By pulling asteroids in and giving them very large velocities)
I probably wont be changing tectonic launch because if you shoot it while flying towards a target, it has a very large knockback, and can be used in the same way as a boost is to save yourself from flying out. Its cooldown is also very short.
I dont have an issue with boost or displacement field. Because of battle.net latencies, it is difficult to aim boost sometimes, unless someone lets you get into a very close range. Displacement field allows you to get out of dangerous situations and juke other players, and I fear if I buff it it it might be used to just turtle until everyone else dies.
0
@xSun: Go
Sounds like that could work. Ties are already extremely rare however, and the bonus exp for winning is just split in the event of a tie at the moment. That could be fun though.
On a different note, I've been very busy with class lately and I'm sorry I havn't been updating the map for awhile. I'll get back into it soon hopefully.
0
I've just sent the map to Exaken who has an account on EU Battle.net so it should be published there soon. Sorry for the wait.
0
@Ardnived: Go
The way I've made the physics work, I could fill the map with as many stars or objects I wanted and make them orbit in either predetermined paths or apply forces to them in real time. The physics 'engine' I made, if I can call it that, is pretty flexible. And yes, the stars across the maps have different masses, so their gravitational pulls vary accordingly. (Nemesis has the highest mass, but the Centauri System has 2 stars which together add to a greater mass than Nemesis, which is why the system feels more gravity oriented.)
The force applied applied from a collision with a star however only depends on your mass. In the orbital war game mode, this is constant, so it doesn't matter. In Super Smash Planets, damaged planets have less mass, and therefore fly farther when hitting a sun. Also, planets velocities are reset before being applied the repulsive force from the collision to avoid any possibility of flying through a portion of the star. These technicalities obviously differ from real physics, but it is in place to avoid planets from getting attached to suns or flying through them.
0
I have more terrain features planned, one of which supernova systems which periodically emit a force outward from the center, or have an outward force that grows over time. I test these features extensively to make sure they aren't frustrating to play on. I don't want to release a new system that is impossibly difficult, as that will make the game less about players fighting each other and much more about fighting gravity/external forces.
More planets are planned. Planet models are indeed easy to make, I just need time to draw the custom skins and link them up with their own sphere models. I however am more concerned at the moment with getting a few more weapon unlocks done to give each exp rank in game a unique reward.
Vortexes on the Nemesis map actually used to have a gravitational pull, but it was possible to slow down to near zero velocities near them and enter into an infinite looping back and forth between them that made you near invisible. For a quick fix I removed their gravity, and I intend to add it back when I implement a minimum exit speed for wormholes or some other negligible effect that prevents looping.
Also, I'm going to be busy with classes for the next week, so I wont have very much time to get the next content release ready until after then. If there are any bugs, report them to me and I'll try to fix them asap.
0
@Exaken: Go
Yeah, this is on NA atm only. If someone could publish it on EU for me, that'd be nice. Just send me a PM.
0
This forum is pretty quiet O.o
0
Version 3.6 is out.
Bug Fixes
0
Version 2.9 is out. Major bugs are fixed and I've tweaked the balance on the secondary weapons. Also, I've released a video showcasing the map. Let me know what you guys think.
0
New weapons are game mode changes have been implemented in the latest version on Battle.net. Still, I haven't received any feedback on the map yet, and almost no one is playing it according to the popularity list. It'd be great if someone could try it with a few friends and tell me what they thought. I'm working on getting a video for the map out soon.
0
I still haven't gotten any feedback so far, but I'm still at work updating this project. Here's the planned changes for the next update this weekend.
0
Hi guys! I recently published my new map, Battle Planets to Battle.net a few days ago, and made a post similiar to this one on the Blizzard Custom Maps forum. Very few people have played it so far and I haven't gotten any feedback at all. It's a new style of game and I haven't seen anything remotely like it on battle.net so far. In the game, each player controls a planet and attempts to knock all other players planets out of the solar system. The game incorporates 2d physics, and multiple star systems and game modes are selectable in game.
Please tell me what you think!
Also, I would like to thank xcorbo for his planet package, as I use many of his models/textures in game.
Features:
Videos (Watch in HQ!)
Gameplay Trailer
Example Game (By Keyeszx)
0
I updated my earlier submission in light of your specifications (hopefully). Here are some pictures :3