Invasion: Ares, A Work in Progress
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SOMETHING STATUS GO
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Finished the base for the Infantry's Survivalism ability. Also finished the active and passive versions of the Medic's Siphon ability.
I also finished a very basic version of Life Leech, but I think I'm going to redo it. As it stands now, the ability basically shoots a projectile at the target, and then the projectile bounces back to the Medic. Though this looks sort of neat, I think it would be awesome to have a tentacle that whips off her arm instead. Before anyone chimes in with suggestions, I already know how to do it, I'm just being lazy at the moment. Speaking of lazy, I just realized that I keep forgetting to fix the Sniper Round and Flamethrower abilities. Meh. EDIT: Covert Operative's "Deploy Mine" is now done. I may modify it to allow multiple mines to be placed at a time, but for now this works just fine. EDIT2: Medical Tactician's "Life Leech" is now a tentacle attack. The tentacle launch site isn't following the Medic's arm and I'm too lazy to mess with it now, so I'm moving on to other abilities. EDIT3: Medical Tactician's "Deploy Beacon" is done. This post was edited 3 times, last edit by DevliN: May 1 2012, 9:01 pm. |
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SOMETHING STATUS GO
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All the level 1 abilities for the heroes are done. I need to fix the target cursor for the Covert's Snipe ability, the damage output of the Assault's Flamethrower ability, and the tentacle attachment of the Medic's Life Leech ability. Other than that, I need to go through and make sure they all have range indicators and splats - mainly cosmetic fixes.
My next step will be to create the variations of the ult abilities. For the most part this should be pretty easy as they are minor changes to the existing ults rather than complete overhauls of the ults themselves. I'll also then do the triggers to switch between them which should be cake as it basically just disables the existing ult ability and enables the variant in its place. Finally, once those are done, I'll add the levels 2 through 5 versions of each spell. That shouldn't be too bad, with the exception of a couple abilities that have multiple Effects linked. |
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SOMETHING STATUS GO
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I've been finding it very difficult to motivate myself and finish this, but eventually it'll get done. Eventually. I have a lot of free time right now that I should be using to work on this. I think part of the problem is that as I play it to test it, I no longer find the game to be fun. But I've also played it hundreds of times.
After the last patch, I uploaded and playtested the map and a handful of things no longer work:
For the most part these are easy to fix. It's just a pain in the ass to have to find out why they stopped working in the first place (especially the damn Leap ability). In the meantime, I've redone all the movement triggers for the allied units, so they will continue to attack north as each tiered barracks dies. I have yet to do the triggers that set up a new allied base in the area once that happens, but that'll be next on my list, as well as spawning the mini-bosses as that happens. Also I with I could reset the version count when I upload this to playtest. That's annoying. This post was edited 1 time, last edit by DevliN: Nov 19 2012, 6:45 pm. |
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SOMETHING STATUS GO
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Apparently I can't update the OP anymore without some SQL bug, and changing it manually in the SQL is a pain in the ass. So here are the updates.
The release of HotS got me active again, and I'm trying to push to finish a majority of this before I inevitably lose steam. I've worked over the past week redoing a ton of the map from scratch, and that's actually led to a lot of better systems than what I had in place before. I've redone most of the abilities. As shown in my last post, past patches have destroyed my abilities and I had no motivation to fix them. I've since gotten over that and aside from completely redoing the Assault's Flamethrower attack and trying to figure out how to tether the Assault's Reapers, they're all done. I scrapped the Data Veterancy system and decided to go with a Trigger system instead. This was mostly because of the weird shared exp values that my heroes would get (i.e. .00142 exp when they should be getting 1.0) from shared kills. The new system has flaws but at least I can manage more exact experience values. Because of this, I've also scrapped the Data Learn system and decided to use Triggers to manage when abilities are learned. I'm sure there's a less complex way of doing it compared to what I'm specifically doing now, but it works so whatever. I made some changes to the UI. In ditching the Data Veterancy, I've decided on just using text for experience, levels, and so on. I think this looks cleaner overall, and gives you a more exact representation of how your hero is doing. The hero selection screen has also been redone, and now has a much simpler look. So far the hero selection works well, but I won't know for sure until I do public testing down the line. In theory it's all fine, though. I also made better use of global variables and frankly can't believe how poorly I structured a lot of the Triggering before without them. Just goes to show that spending so much time neglecting Triggers in favor of Data actually hindered the process ultimately. I started playing around with the cutscene editor. I think I'll save all the cutscene stuff for the end as they're mostly cosmetic, but at least I'm learning how to do them in the process. As a side note, coming from a world of professional editing the cutscene editor annoys the shit out of me. In terms of what's ahead, I wrote out a 4-page"to-do" list with all my compiled notes over the years. I still have a lot to do before I release a beta of the map (I'm OCD like that), but most of the base systems are in place. The less cosmetic things that need to happen generally speaking are as follows:
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These are more notes/reminders for myself at this point, but regardless:
Things to do/fix:
Also, I hate variables with arrays that decide they don't want to work (probably because I'm doing something wrong ). It's funny how many I set up thinking they'd make my life easier originally, but now with 1 variable per array things work fine despite making it take longer to do things. Oh well. |
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SOMETHING STATUS GO
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Updates:
So far things are looking good overall. If I keep this up, I should have a playable demo released soonTM. I think once I start tackling all the busy-work of copying everything I've done so far on the Mech (my testing unit) to the other 5 heroes, my motivation will dwindle a bit but not enough to make me stop completely. I wanna finish this damn thing already. |
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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I want to play it, hurryhurry!
![]() ![]() ![]() ![]() ![]() ![]() 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! |