Ground X
Jul 7 2011, 12:28 pm
By: newBorn  

Jul 7 2011, 12:28 pm newBorn Post #1



Ground X


Introduction:

I welcome you, to the world, where humanity is almost extinct, mutants are rampaging through the land, as if it was their natural enviroment, and feelings such as honor, passion and trust, are nothing more but a memory. You were born in this forbidden wasteland, and raised as a leader, a leader of people who are the hope of humanity, hope to rebuild humanity's once glorious empire. With nothing else but some tools, a pistol, and merely enough supplies to keep your vital signs on, you create your legacy.

Overview:
Collapse Box


Features:
Collapse Box

List of Random Encounters:
Collapse Box

Screenshots:
Collapse Box




None.

Jul 7 2011, 1:38 pm lil-Inferno Post #2

Just here for the pie

The story seems a bit trite and I can tell there was a lot of Fallout inspiration to this. I like it.




Jul 10 2011, 5:35 am CecilSunkure Post #3



Pretty cool, how far along are you currently?



None.

Jul 12 2011, 6:01 am Wormer Post #4



For me looks like a crossing of Fallout with Civilization. Also, I didn't understand if there is a separate area of the map for battles?



Some.

Jul 26 2011, 11:00 am newBorn Post #5



Answering the questions:

A.d 1- Yeah, alot of stuff is taken from fallout, or metro 2033, apparantly it is a strategy where u have to lead your men.
A.d 2 - I'm quite far, althou i still have to do most of the trading system, as well as large events randomization, and unit creation, on the good side thou, 100% of the terrain is done and ready.
A.d 3 - It is pretty much a crossing of fallout and civilization ;) so you re right. But no, there is no special separate area for battles, they take place in real time. I'm guessing you were thinking about the "upper panel", the panel is where u trade, build equipment, manage survivors etc, also the upper right area is for the "inside" of buildings, caves, military bases.

Also i have some questions to the community, as what would u like to see in this game:

1.) Is the idea of demolition man (probe.) setting up explosives (pylon building) has a point, because i'm thinking about completely removing this feature, in my opinion, some people might have a problem using it, and often may "explode" their own base, even if i create a text popup that would warn them.
2.) I wanted to force people to build in certain locations as earlier stated (light dirt - high terrain), althou do u guys think it would be better to let people build wherever they like and just setup bonuses around the map (for example a power grid that boosts the output of a power generator or a fertile land for farm building)
3.) How to resolve the problem of hackers? U guys got any ideas? This might be heavily problematic, as the map will be fully randomized hence people who map hack will have a huge advantage, and i mean it, HUGE ADVANTAGE over regular players.
4.) Random actions - Do you think the idea of random situations is a good idea? example: Bandit attack on the camp, mutant attack, trader visits your camp, or should i just limit the enemies to roaming creatures and bonuses to random encounters?
5.) Hero unit instead of an engineer? What you guys think.
6.) I was thinking about adding "Unarmed" men as a resource, so that u would lose 1 unarmed man every time u would construct a building (labourer/occupant), thou now I'm starting to think this is a horrible idea, as it add more unnecessary macromanagment that makes the map harder to learn.

P.S - if u got more feedback, as to what should i add in the map, please say, i will be more than happy to hear even bad feedback.

Post has been edited 3 time(s), last time on Jul 26 2011, 1:30 pm by newBorn.



None.

Jul 26 2011, 2:13 pm Sacrieur Post #6

Still Napping

Quote
3.) How to resolve the problem of hackers? U guys got any ideas? This might be heavily problematic, as the map will be fully randomized hence people who map hack will have a huge advantage, and i mean it, HUGE ADVANTAGE over regular players.

Nothing you can do. Even if you come up with some uber awesome EUD anti-hacking system that does work against Oblivion, it's only a matter of time before the issue is fixed. Oblivion is nigh uncrashable.

Quote
4.) Random actions - Do you think the idea of random situations is a good idea? example: Bandit attack on the camp, mutant attack, trader visits your camp, or should i just limit the enemies to roaming creatures and bonuses to random encounters?

It can be, or it can not be. I don't really know.


Quote
6.) I was thinking about adding "Unarmed" men as a resource, so that u would lose 1 unarmed man every time u would construct a building (labourer/occupant), thou now I'm starting to think this is a horrible idea, as it add more unnecessary macromanagment that makes the map harder to learn.

The issue with learning curves is that they come about when you throw a lot at a person all at once. Try introducing things in steps, and try not to allow them to build buildings right away, but rather tell them when they're allowed. Maybe have a EUD help index to help give information.



None.

Jul 26 2011, 3:29 pm poison_us Post #7

Back* from the grave

Quote from Sacrieur
Quote
3.) How to resolve the problem of hackers? U guys got any ideas? This might be heavily problematic, as the map will be fully randomized hence people who map hack will have a huge advantage, and i mean it, HUGE ADVANTAGE over regular players.

Nothing you can do. Even if you come up with some uber awesome EUD anti-hacking system that does work against Oblivion, it's only a matter of time before the issue is fixed. Oblivion is nigh uncrashable.
It's a matter of A)Making the map completely pointless to hack (most defense games have this down) or B)A matter of personal pride to not hack (which apparently nobody still on B.Net has. So...yea, there's no Anti-Hack that'll work forever.

Quote from Sacrieur
Quote
4.) Random actions - Do you think the idea of random situations is a good idea? example: Bandit attack on the camp, mutant attack, trader visits your camp, or should i just limit the enemies to roaming creatures and bonuses to random encounters?

It can be, or it can not be. I don't really know.
I would prefer to have a fair amount of randomized events. Too many bandit attacks, and the game is hard to progress in while keeping your camp alive, while not enough may make it seem pointless. The trader visiting the camp, though, should be implemented...it could even be something simple like when a player enters the camp, a random 5% chance that a trader comes in for a short time occurs. The random chances would, of course, have to be balanced, but I generally would rather play a more realistic RPG than one where "enemy X only appears in area Y, and patrols between points A and B". Those style RPGs get too old too fast, IMO.

Quote from Sacrieur
Quote
6.) I was thinking about adding "Unarmed" men as a resource, so that u would lose 1 unarmed man every time u would construct a building (labourer/occupant), thou now I'm starting to think this is a horrible idea, as it add more unnecessary macromanagment that makes the map harder to learn.

The issue with learning curves is that they come about when you throw a lot at a person all at once. Try introducing things in steps, and try not to allow them to build buildings right away, but rather tell them when they're allowed. Maybe have a EUD help index to help give information.
This actually sounds like a good idea. In my RPGs (none of which got completed because my attention went elsewhere), I always at least started to put in a HUD. Maybe this would benefit you; rather than having an EUD help index, which can be hard to grasp, maybe a more low-tech solution (I.E. list the available buildings off to the side) would serve just as well.


EDIT:
Quote from newBorn
1.) Is the idea of demolition man (probe.) setting up explosives (pylon building) has a point, because i'm thinking about completely removing this feature, in my opinion, some people might have a problem using it, and often may "explode" their own base, even if i create a text popup that would warn them.
At that point, it would be their own stupidity.

Quote from newBorn
2.) I wanted to force people to build in certain locations as earlier stated (light dirt - high terrain), althou do u guys think it would be better to let people build wherever they like and just setup bonuses around the map (for example a power grid that boosts the output of a power generator or a fertile land for farm building)
I can see the pluses and negatives for both, but I think the bonus system would work much better than the forced system, unless you have logic behind the forced system, such as farms must be near water, or power generators need to be on high ground (if they're windmills).

Quote from newBorn
5.) Hero unit instead of an engineer? What you guys think.
Explain.

Quote from newBorn
6.) I was thinking about adding "Unarmed" men as a resource, so that u would lose 1 unarmed man every time u would construct a building (labourer/occupant), thou now I'm starting to think this is a horrible idea, as it add more unnecessary macromanagment that makes the map harder to learn.
It wouldn't be too hard to learn ~ Building X takes Y number of men to keep operational. The only problem I see with it is that too many people would be like "what's this? Why do I lose people when I make buildings??". To be more blunt, if you don't grasp that buildings need people to run them, then maybe you shouldn't be on SCI and just head up to SCII.


Post has been edited 1 time(s), last time on Jul 26 2011, 3:36 pm by poison_us.




Jul 27 2011, 3:01 am Sacrieur Post #8

Still Napping

Quote
This actually sounds like a good idea. In my RPGs (none of which got completed because my attention went elsewhere), I always at least started to put in a HUD. Maybe this would benefit you; rather than having an EUD help index, which can be hard to grasp, maybe a more low-tech solution (I.E. list the available buildings off to the side) would serve just as well.

Emm, I should clarify, by EUD help index I mean keystroke EUD help index. For example:

Press escape for help.

Press 1: Spells
Press 2: Crafting
Press 3: Building
etc.



None.

Jul 27 2011, 5:06 am poison_us Post #9

Back* from the grave

Quote from Sacrieur
Quote
This actually sounds like a good idea. In my RPGs (none of which got completed because my attention went elsewhere), I always at least started to put in a HUD. Maybe this would benefit you; rather than having an EUD help index, which can be hard to grasp, maybe a more low-tech solution (I.E. list the available buildings off to the side) would serve just as well.

Emm, I should clarify, by EUD help index I mean keystroke EUD help index. For example:

Press escape for help.

Press 1: Spells
Press 2: Crafting
Press 3: Building
etc.
I understood you perfectly. That's not hard to do, yet some people (myself included) often try to put more crap in than they can handle. I meant that a constant display of available buildings is also possible, not that it's what you wanted to say or even is a good alternative.

Constant displays tend to make reading chat rather...difficult, and from the way he's been talking about it, I thought this was a multiplayer map.

Also, re-added my color for you ;o





Jul 27 2011, 10:47 am newBorn Post #10



Thanks for all the feedback, more welcome, as i still have a few unanswered questions, anyway what i did:

*Demolition man is now a man armed with a mine laying tool, therefore building pylon places a spider mine.
*Labourer idea taken out of the deal
*I'm thinking about doing EUD help, althou i'm not yet sure.


CLOSED BETA
Anyone who wish to participate in the closed beta write me a PM on the forums, there are a few things u should know however:
-Closed beta map is singleplayer to avoid people spreading it around bnet.
-Sharing the map is strictly forbidden.


I want to find any possible bug in the map, and also any solutions are welcome as well. Cheers.

New Screenshots


Questions to Community


What is still missing?


Post has been edited 1 time(s), last time on Jul 27 2011, 12:38 pm by newBorn.



None.

Jul 27 2011, 2:22 pm Raitaki Post #11



Me, I want in :P
About the questions:
1) Hm.....if the features in your map are randomly generated, then this doesn't matter.
2) A gradually rising difficulty will be better....Being able to choose from what level of difficulty to start with is best ^^
3) Yep, that'd be good, adding more challenge to the map and forcing players to explore.



None.

Jul 27 2011, 4:08 pm ubermctastic Post #12



Sounds cool. Will there be quests, or is that what you mean by large encounters?



None.

Jul 27 2011, 4:31 pm newBorn Post #13



Raitaki then ur IN ;), il PM u later tommorow with the map and direct information.

K_A - Its simple really, there are currently 25 random encounters in the game, these are mainly made from 3 units/buildings, for example the random encouter "Mutants!" spawns in a certain location 3 exceptional mutants, Now Large encouters is designed the same way but instead of 3 units/buildings it uses 10+, for example a trader village, or a mutant nest.

As for quests, they will probably be in there as well, example: a soldier in tattered rags comes into ur camp this morning, he said he comes from a small military base north of here, infiltrate the base, and the soldier will provide you with tech needed to build laser rifles.



None.

Oct 29 2011, 7:55 am Tempz Post #14



Newborn I know its been a while since you updated the thread but how is your progress on the map so far?... i mean it seems quite intresting with civ; fallout type game.



None.

Oct 29 2011, 12:48 pm DevliN Post #15

OVERWATCH STATUS GO

Quote from Tempz
Newborn I know its been a while since you updated the thread but how is your progress on the map so far?... i mean it seems quite intresting with civ; fallout type game.
He also hasn't logged in since August.



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

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[08:46 pm]
NudeRaider -- Brusilov
Brusilov shouted: Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
https://armoha.github.io/eud-book/
[08:36 am]
Brusilov -- Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
[2024-5-09. : 11:31 pm]
Vrael -- :wob:
[2024-5-09. : 8:42 pm]
Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[2024-5-08. : 10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
Please log in to shout.


Members Online: Ultraviolet, Roy