Staredit Network > Forums > GalaxyWiki Project > Topic: My Project for the Wiki
My Project for the Wiki
Oct 27 2010, 10:58 pm
By: NicholasBeige  

Oct 27 2010, 10:58 pm NicholasBeige Post #1



I am developing a miniature RPG style map with the following features:
  • Terraining and Lighting Basics (native to Galaxy Editor)
  • Complex Inventory System (native to Galaxy Editor)
  • Equipment System (native to Galaxy Editor)
  • Ammunition / Reload system (custom built/data editor/dialogue oriented)
  • Advanced Item Requirement (custom built/trigger oriented)
  • Levelling Hero's (native feature - behaviours/veterancy)
  • Hero Attribute System (native behaviours and custom-built dialogues)
  • In-game cinematic s/cut-scenes (custom built)
  • Advanced Loot system (custom built/trigger oriented)
  • Possible Bank System (native to Galaxy Editor)

It will ultimately be a solo role-playing game, the storyline is pretty generic, however, it will showcase the cut-scene/cinematic feature quite well I reckon.

Why am I telling you all this? Well, I intend to tutorialize the entire project. This means that each of the 9 (possibly 10) topics listed above will have a corresponding Wiki article detailing how to create/recreate/simulate what is seen in the map. In addition to this, I will have a naming convention for all things in the Data-Editor, and the Trigger-Editor will be fully commented for ease of reading.

It is my aim from this project to showcase - what I believe to be - the pinnacle of what I have learnt (and possible will ever learn) about the Galaxy Editor. And hopefully, pass this knowledge on to future users!


Note:
It is just too time-consuming and impractical at this stage in my life to fully immerse my self in custom map production. Maybe when Legacy of the Void is out I'll delve back into it!



None.

Oct 27 2010, 11:17 pm Jack Post #2

>be faceless void >mfw I have no face

Sounds awesome, I look forward to reading your tutes and playing your RPG :D



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 27 2010, 11:20 pm DevliN Post #3

OVERWATCH STATUS GO

I'm confused. Your "Note" makes it seem like everything you said above it will be too time-consuming and impractical right now, so I don't quite get what the point of this topic is.

On top of that, we already have in-depth articles for a couple of the things you listed, so there would be no need to have another article explaining the same thing. I'd rather not create map-specific articles in our Wiki unless it perhaps corresponds to a Blizzard map, otherwise everyone will think their map is important enough to document as well.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Oct 28 2010, 12:07 am NicholasBeige Post #4



Quote from DevliN
I'm confused. Your "Note" makes it seem like everything you said above it will be too time-consuming and impractical right now, so I don't quite get what the point of this topic is.

On top of that, we already have in-depth articles for a couple of the things you listed, so there would be no need to have another article explaining the same thing. I'd rather not create map-specific articles in our Wiki unless it perhaps corresponds to a Blizzard map, otherwise everyone will think their map is important enough to document as well.

Fair points.

What I meant by my note is this: I would really love to spend 4 to 6 hours a day learning everything there is to learn about the Galaxy Editor, create maps, publish them and debug, patch and implement new ideas to them. In reality, I cannot afford to spend even a fraction of this time - and so, I'm sort of confining all my efforts into this one project - and then going on hiatus from map editing if you will.

Sadly, University takes priority. Hell - if there was a degree in custom map/mod creation I'd be the first to en-roll.

I will create the map, and prioritise the wiki articles. I doubt there will be any over-lapping content in the end. I'll spend the most time on the most needed wiki articles (such as Items, heros, cinematics, etc).

Let this not be a farewell, i'll still lurk on the forums and correct Payne's grammar on the wiki - but just expect to see a sharp drop in my activity!



None.

Oct 28 2010, 4:26 am payne Post #5

:payne:

Quote from name:Cardinal
correct Payne's grammar on the wiki
Don't you dare! :shifty:

Anyways, at most, I only see "Attribute" and "Leveling" as being the redundant wikis... the rest is pretty much all our wiki is lacking at the moment. Once we'd have this, I guess we could say our wiki is pretty damn complete.



None.

Oct 29 2010, 9:12 pm NicholasBeige Post #6



Status Report 29/10/2010
  • Hero - Captain
    • Unit, Actor, Abilities completed
    • Attributes Completed - 4 in total
    • Veterancy Levels Completed - 10 in total (for now)
  • Hero Attributes
    • Strength
      • Determines the tier of (Armoured) equipment you may use.
      • Each point allows you to carry 5 more Weight in items.
    • Dexterity
      • Determines the effectiveness of your ability to dodge/evade certain effects and attacks.
      • Each point decreases reload time by 1%
    • Agility
      • Determines the tier of (Light) equipment you may use.
      • Each point increases movement speed by 0.05
    • Constitution
      • Determines your resistance to effects such as: Bleeding, Fracture, Septic Wound etc.
      • Each point increases your maximum hitpoints by 10.
  • Inventory System
    • Background Information
      • Head, Body and Feet for Armour Class.
      • Weapon Primary, and Weapon Secondary for Weapon Class.
      • 5 Slot Quick-Bar for consumeable items. Hotkeyed: #1 to #5.
    • The Items So Far:
      • Combat Boots (Tier 1 Footwear)
      • +1 Armour, +0.25 Movement Speed
      • Combat Helmet (Tier 1 Headgear)
      • +1 Armour, +5% resistance to Concussive Effects
      • Kevlar Vest (Tier 1 Body Armour)
      • +3 Armour, -0.1 Movement Speed
      • Bandages (Tier 1 Consumeable)
      • +25 Hitpoints over 10 seconds. Non-Combat. 50% chance to cure Bleeding.
      • Epinephrine (Tier 1 Consumeable)
      • +20 Hitpoints Instantly. 2% Cumulative Chance for Addiction.
      • Gauss Pistol (Tier 1 Weapon)
      • 6 Damage (11 Vs. Light) 1.1 Speed, 4.5 Range (Dual Wieldable)
      • Gauss Rifle (Tier 1 Weapon)
      • 9 Damage (16 Vs. Light) 0.86 Speed, 5 Range (Single Wield)
      • Neosteel Shield (Tier 2 Weapon)
      • 20 Damage (35 Vs. Armoured) 3 Speed, 1 Range (Off Hand)
      • Stimpack (Tier 2 Consumeable)
      • +25% movespeed, +25 attackspeed, for 8 seconds. -12 Hitpoints.
  • The Reload and Combat System
    • Fast Reload: When a player reloads with 1 remaining bullet in his magazine, the reload occurs 50% faster.
    • All weapons feature different magazine sizes and firing rates.
    • Weapons come in the following categories
      • Conventional (Pistols, Rifles, Sub-Machine Guns etc)
      • Explosive (Grenade Launchers, Rocket Launchers etc)
      • Energy (Blasters, Disruptors, Lances etc)
    • Each category is better at dealing with a different enemy type. These are as follows:
      • Light, Biological - Conventional Weakness, Energy resistant
      • Armoured, Massive - Explosive weakness, Conventional resistant
      • Psionic, Mechanical - Energy Weakness, Explosive resistant

That is all for this update. Hopefully you can see that players are going to need to equip a variety of weapons and armours in different combinations in order to bring down various enemy units. The main difficulties have been finding suitable Button Icons for the Items and Actor Models to represent them on the Terrain. If anyone knows a suitable asset/resource website for Starcraft 2 I will look into it.

A really cool thing (my opinion) that I am implementing is the Addiction statuses. If you start spamming Epinephrine (a smart way of saying Adrenaline), you have a chance to get addicted to it. This Addiction will last for a long time and you will suffer negative effects whenever you are Addicted and not using the substance. These negative effects will include % chance to miss, blindness (reduce sight radius), increased reload durations etc... A player can either wait for the addiction to wear off, or visit the Medic (and pay minerals) to get the addiction removed. This is similar to Fallout 3 (if anyone has played that).

Another quick thing to mention is that your Inventory can only hold 12 items. Each item has a Weight value, and most generic items and quest items stack. If you are carrying a few heavy items and have a low Strength, your movement speed will be reduced. If you are carrying alot of heavy items and have a very low Strength attribute - you will be Encumbered which slows your movement speed aswell as your attack speed. Some enemy units can afflict you with a disease or poison which lowers your strength. So, it is best not to carry lots and lots of items into combat.
Any feedback, ideas, or criticisms are welcome!



None.

Oct 30 2010, 3:02 am payne Post #7

:payne:

Quote from name:Cardinal
Status Report 29/10/2010
  • Hero - Captain
    • Unit, Actor, Abilities completed
    • Attributes Completed - 4 in total
    • Veterancy Levels Completed - 10 in total (for now)
  • Hero Attributes
    • Strength
      • Determines the tier of (Armoured) equipment you may use.
      • Each point allows you to carry 5 more Weight in items.
    • Dexterity
      • Determines the effectiveness of your ability to dodge/evade certain effects and attacks.
      • Each point decreases reload time by 1%
    • Agility
      • Determines the tier of (Light) equipment you may use.
      • Each point increases movement speed by 0.05
    • Constitution
      • Determines your resistance to effects such as: Bleeding, Fracture, Septic Wound etc.
      • Each point increases your maximum hitpoints by 10.
  • Inventory System
    • Background Information
      • Head, Body and Feet for Armour Class.
      • Weapon Primary, and Weapon Secondary for Weapon Class.
      • 5 Slot Quick-Bar for consumeable items. Hotkeyed: #1 to #5.
    • The Items So Far:
      • Combat Boots (Tier 1 Footwear)
      • +1 Armour, +0.25 Movement Speed
      • Combat Helmet (Tier 1 Headgear)
      • +1 Armour, +5% resistance to Concussive Effects
      • Kevlar Vest (Tier 1 Body Armour)
      • +3 Armour, -0.1 Movement Speed
      • Bandages (Tier 1 Consumeable)
      • +25 Hitpoints over 10 seconds. Non-Combat. 50% chance to cure Bleeding.
      • Epinephrine (Tier 1 Consumeable)
      • +20 Hitpoints Instantly. 2% Cumulative Chance for Addiction.
      • Gauss Pistol (Tier 1 Weapon)
      • 6 Damage (11 Vs. Light) 1.1 Speed, 4.5 Range (Dual Wieldable)
      • Gauss Rifle (Tier 1 Weapon)
      • 9 Damage (16 Vs. Light) 0.86 Speed, 5 Range (Single Wield)
      • Neosteel Shield (Tier 2 Weapon)
      • 20 Damage (35 Vs. Armoured) 3 Speed, 1 Range (Off Hand)
      • Stimpack (Tier 2 Consumeable)
      • +25% movespeed, +25 attackspeed, for 8 seconds. -12 Hitpoints.
  • The Reload and Combat System
    • Fast Reload: When a player reloads with 1 remaining bullet in his magazine, the reload occurs 50% faster.
    • All weapons feature different magazine sizes and firing rates.
    • Weapons come in the following categories
      • Conventional (Pistols, Rifles, Sub-Machine Guns etc)
      • Explosive (Grenade Launchers, Rocket Launchers etc)
      • Energy (Blasters, Disruptors, Lances etc)
    • Each category is better at dealing with a different enemy type. These are as follows:
      • Light, Biological - Conventional Weakness, Energy resistant
      • Armoured, Massive - Explosive weakness, Conventional resistant
      • Psionic, Mechanical - Energy Weakness, Explosive resistant

That is all for this update. Hopefully you can see that players are going to need to equip a variety of weapons and armours in different combinations in order to bring down various enemy units. The main difficulties have been finding suitable Button Icons for the Items and Actor Models to represent them on the Terrain. If anyone knows a suitable asset/resource website for Starcraft 2 I will look into it.

A really cool thing (my opinion) that I am implementing is the Addiction statuses. If you start spamming Epinephrine (a smart way of saying Adrenaline), you have a chance to get addicted to it. This Addiction will last for a long time and you will suffer negative effects whenever you are Addicted and not using the substance. These negative effects will include % chance to miss, blindness (reduce sight radius), increased reload durations etc... A player can either wait for the addiction to wear off, or visit the Medic (and pay minerals) to get the addiction removed. This is similar to Fallout 3 (if anyone has played that).

Another quick thing to mention is that your Inventory can only hold 12 items. Each item has a Weight value, and most generic items and quest items stack. If you are carrying a few heavy items and have a low Strength, your movement speed will be reduced. If you are carrying alot of heavy items and have a very low Strength attribute - you will be Encumbered which slows your movement speed aswell as your attack speed. Some enemy units can afflict you with a disease or poison which lowers your strength. So, it is best not to carry lots and lots of items into combat.
Any feedback, ideas, or criticisms are welcome!
Oh god, reading this made me think of Crescent Dyne RPG so hard! Haha! :lol:
I remember posting on the RPG's forum an idea about getting Addicted to potions when you drink too much as well. Rofl!

Unfortunately, it looks like the project's site is now closed due to inactivity. :(
I still have a list of suggested features saved in my CPU somewhere, if you're interested. :P

P.S. With that many informations about your map, I believe you could create a thread in the Map Production forum ;)
Oh, and how's going the Power Use Project?



None.

Nov 29 2010, 12:13 am payne Post #8

:payne:

How is this project going? ;o



None.

Nov 29 2010, 1:23 am NicholasBeige Post #9



Quote from payne
With that many informations about your map, I believe you could create a thread in the Map Production forum ;)
Quote from payne
How is this project going? ;o

This thread continued in the Map Production forum, maybe? :awesome:



None.

Nov 29 2010, 2:17 am payne Post #10

:payne:

Quote from name:Cardinal
Quote from payne
With that many informations about your map, I believe you could create a thread in the Map Production forum ;)
Quote from payne
How is this project going? ;o

This thread continued in the Map Production forum, maybe? :awesome:
I was talking about the fact that you wanted to make a tutorial for everything you were going to do in the map. :/



None.

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[11:35 pm]
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[11:35 pm]
Ahli -- tried moving any unit?
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