Invasion: Ares, A Work in Progress
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I don't plan on adding a hero that builds things. The closest I'll come to that is the Assault's Turret ability.
EDIT: Finished the "Cruise Missile" ability. Apparently deleting Mover overlays crashes my editor, but ultimately they had no affect on my missile animation, so that's good. For some reason, the missile wont show an impact animation or play a sound on impact, as well, even though it did a few tests ago. I must have changed something but I'm too tired to check now. I've also finished retexturing the Psionic Tactician (Prison Zealot). The changes aren't huge by any means, but I prefer how he looks now. I can't seem to find the Prison Zealot's blade texture in the Assets, and I want to edit it if possible, so if someone knows where that might be, let me know. This post was edited 1 time, last edit by DevliN: Apr 13 2011, 8:03 am. |
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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I know the normal dark templar's blade texture won't visibly change unless you change the emissive texture as well; maybe the prison zealot's emissive has the blades. Also, if you're going to be working with dds files at all, I suggest you install this: http://www.nvidia.com/object/dds_thumbnail_viewer.html
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
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Oh nice, that would make things easier. I've just been previewing them through the editor all this time.
EDIT: Still can't get an impact effect or sound to appear on the Cruise Missile ability, but I don't care too much about it so I'm moving on. I may have found a way to do my Leap ability afterall, but I've only thought about how to do it in theory rather than actually attempting to get it to work. Essentially it would work the same way as the Data-only version that I used before, except use Triggers to teleport and change opacity of the caster. I'm hoping it works, because I really don't want to scrap that ability. This post was edited 1 time, last edit by DevliN: Apr 14 2011, 8:20 pm. |
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Redid the teaser again. Best viewed at 1080p in full screen.
The only abilities seen in it are the Assault Commander's "Assault Rally" and "Incendiary Rounds" (though the animation for this didn't show for some reason), the Mech Operative's "Missile Array" and "Laser Cannon," and the Psionic Tactician's "Energy Bomb" and "Clone" (without the "clone" unit being created). This post was edited 1 time, last edit by DevliN: Apr 19 2011, 8:42 pm. |
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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Much more awesome video, plus dubstep <3
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
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Just finished the damn "Flight" ability for the Mech Operative. I tried every way I could think of to exploit it since it uses Triggers to move rather than the Data Editor. I may need some Trigger guru help when I'm done with the rest of the abilities to help come up with a better way of possibly doing it, but for now the ability works like a charm.
Tomorrow night I'm going to try to tackle the "F" ability system. I have it all laid out in my head and on paper, and I think it will work in theory. I just suck at Triggers, so it will take more time than usual since I have to learn it as I go along. My goal is to get a simple system working by the end of the weekend, so I can do a video for just the Mech hero (basically showing how it works, combined with more gameplay video of it in action). |
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What a caterpillar calls death a master calls a butterfly.
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The in game zooming in (on the characters) looks a little cheesy but it is well made. Good luck on your project and yay actual gameplay.
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
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Update:
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Update:
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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Is the custom HP bar for all units over the top of them instead of what SCII uses? Or just a bar for your chosen hero?
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
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SOMETHING STATUS GO
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It'll be like a party frame from WoW or any other MMORPG. You'll see your hero's health as well as the rest of your team's as part of the UI. I have the bars set up above the minimap, and I made them small enough so that they shouldn't be in the way or distracting. I was considering putting it on the hero units, but I have a feeling that may cause lag, and would ultimately become a nuisance. I'm anticipating that players will have killed about 1000+ enemy units by the time they destroy the 3 Barracks in the first tier, so I'm trying to prepare for the possibility of lots of lag.
Update:
EDIT: INCOMING BRAINSTORM! Im thinking about redesigning some of the Medical Tactician's abilities. I'm mainly considering making her abilities cost life to cast, so that she then has to regenerate life with other abilities to add to the challenge. As I'm going through these abilities for all the heroes, I'm actively trying to determine how to balance all the perks with some detrimental effect. The Mech Operative has a ton of AoE abilities to plow through large amount of groups, but is relatively slow and deals lower weapon damage. All of his abilities will also have relatively high energy costs. The Covert Operative also has lower weapon damage, but has an AoE debuff and a self-buff to increase damage done. His Tactical Strike will have a high cooldown to make up for its range. The Psionic Tactician does the most damage, but has the lowest health and constantly has to be on the move as the only melee fighter. Passive life leech helps, along with a teleport that creates a dummy taunting tank. His Void Discs ability will have a low cooldown, as it is a single-target ability. The Assault Commander is the fastest hero and relies heavily on his movement. All of his abilities require him to dive into the fight head first. He is able to call in help, though the minion units do significantly less damage. At a low coast and cooldown, however, this ability should be pretty effective. The Infantry Commander has the highest health mixed with his passive increased armor, and as such is effective as a tank. The Bull Rush ability will also taunt enemies in the area (and at a low cooldown and energy cost, this can be used over and over again), and when coupled with his Barrier ability, he can attempt to reduce as much incoming damage as possible. And then there's the Medical Tactician...
This post was edited 1 time, last edit by DevliN: Apr 27 2011, 8:15 pm. |
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Update:
I've also started writing an actual preview for the map (yes, a preview, like a short cinematic trailer). There will still be a short intro to the map in-game, but I still want to make this as an intro to the plot. I may ask if anyone wants to provide voice talent for it, as there are a couple speaking parts. It would require a very crisp mic and serious attitude, but the end result should be good. |
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Update:
Almost done with all the terrain. Here's a map image of how it looks currently. ![]() I also started playing around with the SC2Layout files, but I'm not sure if I want to do a custom UI for this or not. And I redesigned the Assault Commander's "Rocket leap" ability so it works now, but it doesn't look as clean as it used to. I'll keep it for now, but I know I'm not gonna like it later. |
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Update!
I've also started to rethink the plot to this game, as the more I read my description, the more I'm making the players villains. This was inherently based on Normandy Invasion, which was of course about invading Nazi-occupied France. Because I'm using a futuristic environment in a fictional town, it is more difficult to explain that and my original description makes it seem like players are invading some random military town. The trailer I'm working on will provide a better explanation and work as an opening to the game (since I don't really want a long opening cinematic in the map itself). |
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What a caterpillar calls death a master calls a butterfly.
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I would think that it would be more linear and less of split path type thing.
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
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What would be?
EDIT: Oh, you mean the final area? It will be split, sort of, but the paths will be more open. This is loosely based on Normandy, after all, so I'm trying to get the terrain to be similar to it in layout. This post was edited 1 time, last edit by DevliN: May 5 2011, 11:03 pm. |