Invasion: Ares, A Work in Progress
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Here is something to help you with your Plot thing
http://www.escapistmagazine.com/videos/view/extra-credits/2545-Narrative-Mechanics in other words... the less text the better |
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Awesome, sounds like you only used from normandy what would still make sense to in sc2. I'll definitely beta test. And by that I mean I'll test the finished game with you, people typically take that that statement as "I'll help you test a heroes spells on a blank map, just to see if they glitch"
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SOMETHING STATUS GO
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![]() I redesigned the hero selection screen (yes, that is in-game). Clicking on a hero's name will change the middle dialog to display all the unit's abilities. Hovering over the Q, W, E, R, T, F images will give a detailed explanation of what the ability does. When a hero's info is displayed, a "Select" button appears underneath (and disappears for all players when the hero is chosen). When a hero is chosen, a numbered image representing the player who chose the hero will appear next to the her's picture. In this case, player 1 has chosen the Mech Operative, so the "1" appeared next to the unit. Compared to the original selection screen, this is a vast improvement. EDIT: Also, I noticed an error in the right name images, and have fixed it already. This post was edited 1 time, last edit by DevliN: May 7 2011, 10:03 pm. |
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SOMETHING STATUS GO
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Update:
As a side note, the show I'm working on goes on break in about 3 to 4 weeks, so I'll have a ton more time to work on this and finish it. I'm excited about that because only being able to work on this for a couple hours each night doesn't really let me get as much done as I could if I had more time to experiment and whatnot. Therefore I'll have a better idea of a "Beta" ETA in about a month. |
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SOMETHING STATUS GO
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Update!
The following list is reference for me to see which abilities are done and which aren't. Blue means it works as intended, Yellow means it works but has some glitches, and Red means it is not done or needs to be redone. MECH OPERATIVE
COVERT OPERATIVE
INFANTRY COMMANDER
MEDICAL TACTICIAN
ASSAULT COMMANDER
PSIONIC TACTICIAN
Based on that it looks like I have so much more missing than I thought. Certain things, like Cloak and Smoke Screen, I've been putting off as they are incredibly simple to create and not as time-consuming as some of the others. I also started to redesign the UI. The final release of this will have a custom UI on it, and hopefully it'll work well. That's not a high priority for me at the moment, so I'll be spending most of my available time on getting these abilities done. This post was edited 5 times, last edit by DevliN: May 18 2011, 6:39 am. |
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What a caterpillar calls death a master calls a butterfly.
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Wow amazing how much work is put into a game nowadays. Like many have said; Easy to play impossible to master. In other words simple and clean and anything advanced should be subtle.
![]() ![]() ![]() ![]() ![]() ![]() 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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Damn, sorry DevliN - hadn't seen this thread for ages and totally forgot about it. I was under the impression it was only Ahli who was doing an SC2 map...
Got some catching up to do from when I last read the thread, but basically, I'm available to help you with anything data editor related. Ahli's diablo map is essentially a triggered-led combat system and he knows what he's doing so I'm not much use other than testing ...I'd definitely suggest going for a custom user interface. My pshop skills suck, but SC2 players will know what A, S, M, H, right click, left click do. You could vastly simplify the UI to remove the command card and entire bottom 'bar'. Moving the unit wireframe to the left hand side where the minimap is, and relocating the minimap to top-right or top-left allows you to combine your custom health display near to the wireframe which always looks cool. You could then display the (five?) abilities along the bottom left of the map with their corresponding hot-key over them, and maybe with 'cooldown' bars, protruding up from them. The bars reduce as the ability cooldown reduces - no bars = ability is good to go. You are acquainted with Helrals tutorials on SC2Layout files, it's been a while since i've touched them but if you want to delegate tasks ...(I can create test maps to better explain how this will work / look) On to individual problems: Hero Raynors' Snipe actor, duplicated about 20 times with minor offsets will create a flurry of bullets / railgun type effect. [Data editor] Might be over simplifying matters, but Zealot Charge comes to mind. Unless you mean this ability applies a passive speed buff to caster, and 'blinks' to the target unit? In which case you need a: Effect - Target (copied from blink) Triggering a 'Set' containing the 'Apply Behaviour' (speed buff on self) as well as the actual original Blink effect (to target unit). Hmm, are you triggering this one? You can create a shit hot leap ability using a Launch Missile effect with a parabolic mover (akin to the Infested Terran Egg spawning that an infestor does), using the unit actor as the actual projectile actor. You can further make it more shit hot by including transfer behaviours which cause incoming missiles/effects to follow the missile-actor-projectile as it flies, allowing the jumping unit to take damage mid-air, otherwise it works as a nice 'dodge' ability to avoid incoming damage since it launches instantly. Also: Tut tut tut tut... Get them done and out the way > feel immensely awesome for making a lot of progress on your map. That's my map-making rule 101. Anyways, back to reading the last 4 pages in more detail. ![]() ![]() ![]() ![]() ![]() ![]() Gone.
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SOMETHING STATUS GO
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You should check the OP first, I guess. The update timeline on there is more accurate than any posts in the thread. I also mention specific things I fixed in those updates. The custom UI is done. I did it all myself, and it works perfectly.
Already finished this a while ago. Bull Rush [REDONE] Need to figure out how to do this without the use of Triggers. Right now it increases speed and moves the unit to the target unit via Triggers. Effect - Target (copied from blink) Triggering a 'Set' containing the 'Apply Behaviour' (speed buff on self) as well as the actual original Blink effect (to target unit). [GLITCH] The "jump" is not smooth, and sometimes the landing looks like it goes on longer than it should. Certain things, like Cloak and Smoke Screen, I've been putting off as they are incredibly simple to create and not as time-consuming as some of the others. Anyways, back to reading the last 4 pages in more detail. For the most part, you can disregard that entire list from May (or whenever it was) as some of it has been fixed and a lot has been changed. |