OMG TEH ZOMBIES!!!
Post #4
Neki
Oct 21 2010, 4:43 am
Post #5
DevliN
Oct 21 2010, 5:05 am
|
SOMETHING STATUS GO
|
Yessir. This is supposed to just be a dumb arcade-style map with mindless zombie killing and a point system.
Yes. There will be various ridiculous types of weapons you can upgrade to, as well as different types of spells, and definitely brief powerup boosts. Unlimited! I was considering having players reload, but figured that wouldn't matter much as the more powerful weapons and upgrades take longer to fire anyway. I'm definitely considering this, and actually thinking about making the bosses communal. For example one boss might attack one player, then port to a different player, and so on. Another might spiral around the area and you have to hit it while it moves. The idea for both being you rack up more points based on damage done or weapon combinations used. Despite how dark I'm making the game look and feel, this really is supposed to be ridiculously dumb. One weapon will be an orange cannon that fires oranges and deals massive explosive damage, to give you a taste of how juvenile I want this map to be. I agree for a few reasons. I haven't experienced lag myself in that view, but I can see how that would be a problem. Also, given some of the weapons I want to create for this, the X, Y, Z mouse coordinates in 3rd person aren't nearly as accurate or good as if it was in top-down view. I think ultimately the screenshot of the third person view will be the "Score Screen" after each level. It shouldn't cause too much lag since there wont be incoming units to bog down the graphics. |
Post #7
DevliN
Oct 21 2010, 6:06 am
|
SOMETHING STATUS GO
|
What? There's PvP in that your score compares to other players' scores, but other than that there are no heroes duking it out against each other. The replay value comes from people wanting to get higher scores or reach higher levels. It's the same concept as to why defense maps are so replayable even though they never change.
|
Post #8
poison_us
Oct 21 2010, 2:19 pm
|
(•‿•)
|
Final upgrade: Nuke. By this time the weapons should already be about the most imba crap ever anyways
Seriously, though, you should consider an ammo system, and you have to run out to grab ammo or something, instead of "stand back, shoot, upgrade, shoot, upgrade, repeat ad nauseam". |
Post #9
DevliN
Oct 21 2010, 7:55 pm
Post #10
UnholyUrine
Oct 22 2010, 2:39 am
Post #11
Neki
Oct 22 2010, 4:49 am
|
Inspirational poster
|
It's an arcade shooter type map, it's basically in the same vain as when you play individual tower defenses. Half the fun is seeing how long last one person can last and how they other people progress in comparison to you. Basically, I chose this big rocket launcher and they chose a machine gun and we're seeing who can kill the most crap. You don't really need to make every map PvP or to make every map co-op, but Co-op would be a cool idea in this case. Some maps are better left to do their own things, arcade type games has very huge replay value too.
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #12
DevliN
Oct 22 2010, 8:28 am
|
SOMETHING STATUS GO
|
Right, I don't agree at all that PvP maps mean greatness either. Besides, Shadowlands (a project I've been working on for a while) is heavily PvP-oriented, while Invasion is co-op, and this is just going to be my arcade shooter. I think t'll be fun, and cater to people who love casual games (like think PopCap games).
I may make a co-op version after the FFA is released, but I don't have plans to do so now. I also don't get how there isn't enough info. I don't have specifics for weapons and enemies yet, but then I've explained and re-explained the concept a few times now. At least Neki gets it. |
Post #13
UnholyUrine
Oct 22 2010, 8:05 pm
|
;)
|
Well yeah, because you don't have the specifics for how the weapons will work, how the enemies will attack... and how everything will fall into the pieces.
Right now, all I can see is a tried and true arcade style shooter... and I can't draw anything from that because it is so common... I don't know. It seems like an okay concept.. but not something that'd be popular, even if b.net2.0 wasn't so shitty. |
Post #14
Neki
Oct 22 2010, 8:10 pm
|
Inspirational poster
|
Common? What was the last map you've seen on Starcraft or Starcraft II that was a tried and true arcade style shooter? I'm going to say none.
Unless you count Lost Viking, but this is a little different. This post was edited 1 time, last edit by Neki: Oct 22 2010, 8:22 pm. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #15
UnholyUrine
Oct 22 2010, 10:22 pm
Post #17
UnholyUrine
Oct 23 2010, 10:06 pm
Post #18
Tempz
Oct 31 2010, 6:51 pm
|
What a caterpillar calls death a master calls a butterfly.
|
Dang Devlin you need to work on one project at a time =s btw I like you thread looks
Any who some suggestions... - Different modes of play E.g. Turret mode (Stays in turret mode the whole time which is locked position I.e. the one you have in screenshot), free roam mode which is in you can move around (multi-player has slight lag = should only be single player?) try 3rd person on multiplayer should be about a 500 millisecond delay? tweak things around see what you can do. Controlling multiple turrets switching through keys? ![]() ![]() ![]() ![]() ![]() ![]() 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) |
Post #19
DevliN
Apr 30 2012, 7:33 am
|
SOMETHING STATUS GO
|
Note: I am still working on Invasion: Ares first and foremost, but I figured I'd post an update in here as the thread was pretty bare and I've actually made some hefty changes to it.
Since I started this map, I've actually restarted it three times. I'm pretty satisfied with the most recent overhaul and will stick with it to the end. As it stands now, I'm giving players the option of choosing more than just their basic weapon. Originally this was going to be a crazy shooter where just the unit's weapon is modified. Now there's a panel in the UI that allows the player to set which hotkeys and keyclicks correlate with specific abilities. Basically the player can now right-click enemies for basic weapon attacks, left-click an area for area of effect attacks, and use QWER for instant-cast abilities that will either effect the entire playing field or buff the unit for a brief time. In doing the map this way, I've pretty much abandoned the idea of salvaging anything from the base UI (like the command card) and have decided to do everything from scratch using triggers. Of course this means I have a snazzy UI set up that I'll probably post screenshots of soon. Trigger lag may be an issue ultimately, but that shouldn't really affect the right-click attacking at least. I've also developed a talent tree that is saved between games. Like other defense games out there that give you experience each time you play, this map will reward players based on their total earned points. After hitting certain tiers of points, players can select talent upgrades that will either modify weapons or abilities, or in some cases unlock better weapons and abilities. |
Post #20 luzz Apr 30 2012, 12:54 pm
|
I would prob definitely play this xD any map whereby just kill stuff and spam abilities is fun.
Just a note tho: you can change the hotkey of buttons along with the images they use using catalogs, if you use this it might allow you to avoid the lag issue and just have your q, w, e, and r have a trigger effect that runs the spell the player has. Good idea? U don't have to listen to me if u don't want to xD ![]() ![]() ![]() ![]() ![]() ![]() |
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)
+ guest(s)
[07:54 pm]
[07:41 pm]
[07:40 pm]
[07:21 pm]
[07:08 pm]
[07:06 pm]
[06:53 pm]
Omegwavex -- A Staredit Network error has occured: GET variable value invalid. Problem v = 15935/unread/\"http:/www.moddb.com/mods/schw Please contact administration with all the details








.. as you Pee
![[close]](/images/up.gif)