Attached is a proof of concept map.
Hey all, Hydro here. I'm bringing in a proof-of-concept, yet conceptual, map project.
Straight-off, it's a vertical/horizontal shooting game system I'm working on, which presently is tooled for single-player use. That said, it's inspired by Blizzard's Lost Vikings and the Touhou project games (which it also borrows heavily from).
In it's current state, the map is just a square of terrain that has enemies spawning on it periodically, and the player can run around shooting stuff.
At this time of posting, some key features are:
- 8-way movement
- Complete keyboard input
- triggered player and bullet movement
- holding Shift for "precision" (slow) movement
- upgrading attack in the spirit of Galaga, Lost Vikings, and Touhou combined
- bombs (and deathbombing)
- powerups, including +power, +1up, +points, +bomb
- custom leaderboard containing gameplay-relevant info
- i dunno
All in all, the map is a bit primitive and quite a improvisation, seeing as how I made it on a whim and kept updating it for some time.
At the same time, I also consider it approaching it's implementation stage; that is to say, soon enough, I can consider the system "finished" and I can start trying to modify it for a more practical map-game.
At this point in its development, I would really like input from testers on the system and map in general. This would include a whole slew of things, from bug reports to suggestions to whatever; even whether or not you found it fun running around shooting stuff (one person collected 100 power when upgradable weaponry wasn't even implemented; LOL).
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old post
To test, download it, open it up with GE, and hit CTRL+F9/test button; solo-play only.
I'm uploading this map because I want to show
off keyboard input and shotting Zerglings.
Use arrow keys to move your Ultralisk. Use Z to shot Zerglings. Marines spawn every 4 seconds as long as there are fewer than 10 Marines in play.
Moreover, I need help with optimizing timings and triggers. As it is, I doubt the keyboard input is very optimized. Furthermore, collision detection is rudimentary and unreliable, perhaps due to how the movement system for Zerglings work.
Anyway, take a look at the map; it takes less than a minute to actually test it out. Tell me what you think of it, and the concept of a shoot'em up in SC2 in general.
If I did something stupid, forgive me. I'm still learning GE.
Below are some issues I would like help with.
Big Issues
-unreliable collision detection (Zerglings sometimes shoot right through the Marines)
-Zerglings/Ultralisk will run up to nearby enemies to use their autoattack; how do I disable this? (Results in "homing Zerglings")
-Ultralisk/Zergling can move up on to the border cliffs; quick fix is to use water/space to surround the play area +UPDATE: HOW TO FUCKING LAY DOWN WATER
-cliff walking: HOW THE HELL DO I KEEP MY UNITS IN THE PLAY AREA?
-FINAL STAGES, GO!
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LATEST ATTACHMENT DOWNLOAD
at the bottom of this post
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Change Log (oldest first)
UPDATE 11:27 PM August-19-10 > --
-increased missile collision accuracy
-implemented the bomb (costs 1 vespene)
-implemented "tips" for new players
-changed all projectile units to be fliers
-made all projectile units to be invulnerable on spawn
-implemented a rudimentary leaderboard
-made changes to the camera settings
-Marauder spawning
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UPDATE 11:42 PM August-19-10 > 4:13 AM August-20-10
-changed Marauder stuff
-reworked scoring system
-reworked shoot system
-implemented "precision" movement (hold shift)
-bomb now destroys enemy projectiles
-use ESC to regain 3 vespene (debug purposes)
-added Zealots and Immortals, which give bombs and lives respectively upon death
-implemented lives
-some balancing with shooting Zerglings
-changed Ultralisk size/collision
-added walk/stand animations for the Ultralisk
-reworked bomb so that it doesn't also instantly destroy normal units
-bomb uses a function to determine speed of blast
-1.2s cooldown to bomb
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UPDATE 4:54 AM August-20-10 > 5:23 AM August-20-10
-fixed bomb
-changed Ultralist collision
-changed unit scores around again
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UPDATE 7:34 PM August-20-10 > 8:42 PM August-20-10
-added on resurrect invulnerability (2s)
-fixed bomb AGAIN
-fixed walk/stand animations a bit
-(a previous update: enemies wander)
-converted all timers to Game Time
(screenshots update)
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UPDATE 9:14 PM August-20-10 > 12:35 AM August-21-10
-implemented "death bombing" (PHOBOS IS COOL)
-SCVs (points), Probes (powerups), Drones (bombs), and Mini-Ultralisks "Minilisks" (lives) have been implemented
-running over any of the above units will give you the associated bonus
-Zealots drop Drones on death instead of giving a bomb
-Immortals drop Minilisks on death instead of giving a life
-added metadata
-some more tweaks to everything
-corners of the play area forbid ground movement now
-changed up movement process (now faces, and then moves)
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UPDATE 3:40 AM August-21-10 > 10:33 AM August-21-10
-increased powerup pickup radius
-decreased Zergling impact radius
-Immortals and Zealots may drop more powerups at once now
-POWERS IMPLEMENTED
*at 10 Power, you shoot 1 Zergling to each side, high angle
*at 20 Power, you shoot 1 more Zergling to each side, low angle
*at 30 Power, you shoot 1 Hydralisk straight instead of 1 Zergling straight, and you don't shoot Zerglings to sides at low angle
*at 40 Power, you shoot 1 Zergling at each side, low angle, again
*at 50 Power, you shoot 1 Hydralisk at high angle instead of Zerglings
*at 62 Power, you shoot 1 Overlord toward random enemy's location; stops only for its timer;does not fire unless there is at least 1 enemy in play
*at 74 Power, you shoot 2 Overlords total
*at 87 Power, you shoot 1 extra homing Overseer; stops only for its long timer; can pick up powerups; max 3
*at 100 Power, you can run over enemies
-increased grace period
-increased death bomb window slightly (0.2s)
-fixed death bombing a bit
-some stuff I forgot
-when collecting power, there is a 1/10 chance for a x10 bonus
-hints made less empirical so that I don't have to change them all of the time
-fixed animation again
-bombs will cause powerups in the blast to go towards you
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QUICKFIX 10:49 AM August-21-10
-start at 0 power you bitch
-removed pathing stuff
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UPDATE forgot > 12:52 AM August-24-10
-powerups spin on the spot
-powerups play walk animation when being dragged
-tweaked speed at which powerups are pulled
-some trigger optimizations
-fixed Zergling firing on 20-29 power
-shortened lifespan of all Overderps
-reworked power-up system
-modifed some bullet properties
-some bullet/powerup properties moved into data editor (e.g. invulnerability, no supply, etc.)
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UPDATE 1:08 AM August-24-10 > 11:45 AM August-24-10
-more trigger optimization
-shortened CD on bomb
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UPDATE forgot > 11:58 PM September-10-10
-Bombs to Infestors (Minifestors), instead of Drones
-Drones, RGB: 25HP, 50HP, 100HP
-No more random Probes with +10; Observers are +10 power now
-drop rates adjusted for Observers
-fixed retard Probe (sort of, not really)
-death-bomb window set to 0.3s
-reworked death-bombing and respawning mechanics
-changed a setting in creation of bullets, and changed some pathing properties
-fixed the bomb removing normal units (should only be enemy projectiles)
-more optimizations
-on bomb, all powerups and missiles in entire map are magnetized/removed
-removed bullets (through bomb) grant 1 score each
-miscellaneous data editor changes
-now tracks number of SCVs collected
-reworked power levels
*0 (1 ling)
*8 (2 lings)
*18 (side lings)
*28 (far side lings)
*42 (centre hydra)
*60 (side hydras)
*80 (lord 1)
*102 (lord 2)
*128 (seer)
-removed normal HP regen
-on death, 25% of current power is lost
-updated hints
-Stalkers spawn too now
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QUICKFIX 1:24 AM September-11-10 > 1:41 AM September-11-10
-fixed Stalkers not dropping any Drones
-bullets travelling into untraversable ground are destroyed (possible bug: bullets sometimes don't connect. Please report if you notice this.)
Screenshots (oldest first)
UPDATE 7:34 PM August-20-10 > 8:42 PM August-20-10
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Post has been edited 38 time(s), last time on Sep 11 2010, 5:42 am by Sand Wraith.