Currently what I have and don't have are as follows, the Green is completed/nearly done, Orange is Broken, Yellow is In-Progress and Red is started or non-existent.
Movement
Animations
Camera
Camera w/Movement
Camera w/Aiming
Firing
Sprint
Equip/Un-Equip
Grenade
Now each of these, are fully animated to give them a more gratifying effect when used. I have settled with the Spectre animation because of how versatile it's animations are, it has a Grenade Throw, a Holster Weapon, Equip Weapon, Walk and many other really good animations. I think this is because of when Blizzard did the animations in the Armory and the rest of the Campaign, they had to add in a lot of real nice animations to the unit.
Now my future plans is to make the entire animation process for the unit through triggers as smooth as possible, while making everything I listed above possible. After this, making fully computer controlled units with a level of difficulty would be next. Now considering I actually know how to design a decent AI, excluding the ability to detect terrain, this shouldn't be too hard of a stretch.
My first goal when it comes to actually applying all of this, is a typical zombie map. It would be a fun application to the series of ones already out there and besides, no true/hardcore zombie TPS has been made. After I have released that and regularly update it without any serious bugs, the next step would be a PVP application of the engine. If all goes well there, I would actually make a large scale war-style TPS with armies of individually automated units, each with their own series of triggers, conditions and actions for the best possible results in AI. Now I know it is easily possible to mass control units, but not many of them include the ability to detect what is around them for the tactical use of terrain.
Yes, my goals may be high, but hey. I got the time and will. Just a forewarning, I am horrible with the Data Editor and it frustrates me to no end. I am quite knowledgeable with triggers though and I refuse to learn syntax based trigger for SC2. I'll stick with the default way for now.
In the end, what I am essentially looking for is someone with knowledge of math and physics, to aid me in developing the systems used for projectiles, including 'bullets' and 'grenades.' I am pretty incompetent in this area. I am looking to design a system that from starting from your barrel, a 'bullet' would fly from it, to the target of your reticle. Then account for things like spread and accuracy, so your bullets would randomly fire along a pre-determined cone with the smallest point at your barrel, out. Then the first thing these bullets collide with, are hit and dealt damage. Now of course I will turn friendly fire off to prevent grief, but things like trucks, buildings and terrain, would limit your field of fire. Then grenades, would be given an arc depending on how they are thrown, so aiming higher would throw further until your aiming TOO high, so they would essentially rise and fall vertically. Maybe even account for how long before you let go, to determine it's arc and starting point even further, so throwing closer without re-adjusting your view is possible. I can do this triggering myself for the most part, I just need help determine the system, math and values used.
Next I am shitty with the Data Editor. I am sure that along the way, I will need to work in this even to exclude things like editing new units and such. I can create effects myself for the bullets to apply on the affected targets.
And lastly the Animation actions are confusing as all hell. I cant seem to make the models flow like they need to be. They simply break and don't do the actions correctly. I had it working before, but adding in a few recent animations, even using the same system, seems to have broke it. They are playing at the same time or anything, it just seems like they wont switch out. Any help figuring this out would be a lot of help.
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Post has been edited 1 time(s), last time on Apr 5 2011, 3:22 pm by LoveLess.
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