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Build-A-Ship Workshop RPG

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Creator: madroc
Time: Aug 10 2008, 7:36 am

Post #1     madroc Aug 10 2008, 7:36 am

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Build-A-Ship Workshop is an RPG. All of the characters are flying ships that you can add buildings to to give your ship a function. The map is Starcraft themed. Here's the story:

After her depart from the soon-to-be-cerebrate-free Shakuras, Kerrigan has one more task to accomplish before she can lead the zerg. She brings together a band of mercenaries (that's you) and travels to a huge space station orbiting the planet, where she has learned that a newly appointed cerebrate hides. Occupying the planet is a small Zerg swarm controlled by the cerebrate, a small society of rogue Protoss appointed to defend the cerebrate in case of detection (that would be NOW.), and a larger group of exiled Terran hired to pose as "nomads" to cover up both the Zerg and Protoss population. Both the Terran and the Protoss will need to be destroyed before you can complete Kerrigan's quest - destroying the cerebrate.

But that's not really what matters. At the beginning of the map you are asked to choose a ship to pilot from 11 choices:

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After you choose your ship, you are center viewed on a cutout of your ship (see below for some example cutouts) and you receive a worker (or several for zerg ships) and a dropship to move your worker(s) around if they are stuck and you need to assemble the basic pieces: the engine(s), the firing mechanism(s) and the control system. This involves building particular buildings on top of sprites (or in the case of the zerg ships you can build the basic components anywhere and for the carrier you can build your firing mechanism anywhere). After you fill in all of the sprites your ship is operational and you can start the game (except for terran ships which you have to put your scv in the control system/cockpit (bunker) to start driving).

Now you go through the map killing enemies all the way. You cannot harm the zerg buildings until the Terran and Protoss bosses are all dead, basically. For the most part you can roam wherever you like, though. After killing a substantial amount of enemies some supplies (in the form of mineral crystals) will appear at home base. Go there to collect 10 minerals for yourself and 7-x minerals (where x is the number of total players in the map) for all of your allies. You can wait to collect these supplies until many build up if you want to. Home base is a pretty good place to hang out to gain minerals for a while anyways because small amounts enemies will constantly be created and ordered to attack there. There is no free-heal button in the game so frugalness with health is an issue. The game will be tested so that it is not an issue that will ruin your life, tho. For an example, you might think "OK, I just repaired all my buildings to full health; I think I'll go have some fun outside base for a while."

Here is a spoiler of all the different ship cutouts:

Battlecruiser:

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Wraith:

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Science Vessel:

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Valkyrie

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Scout:

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Arbiter:

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Carrier:

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Corsair:

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Mutalisk

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Queen:

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Overlord:

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As for customization of your ship, every building that you could normally create with your worker in Starcraft adds a function to your ship. We already discussed the three buildings necessary for movement, attacking, and controlling at all. Here is a list of every building and all of their functions inside the ship. Experimenting will be one of the map's fine points as none of these will be told to the players except the necessities aka Supply depot, Armory, and Bunker + the Protoss 3/Zerg 3 that are required. None of the buildings except the base 3 need to be put in a specific spot for any race.

Terran Building Functions:

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Protoss Building Functions:

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Zerg Building Functions:

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Your worker deals a good amount of damage, so if you need to kill a building that's in the way, it's possible. But seriously, what a waste of minerals... :P

It uses vHP. At any given point there is 1 small unit with around 20 life under your ship that is constantly ordered to under your ship. Whenever that unit dies, a random building of your's takes 50 damage (the building is chosen by randomizing switches) and another small unit is created to take your place. Obviously when a building takes enough hits it dies. If you are terran, then you can repair your buildings (although if you aren't in your cockpit, you can't drive...), if you are protoss, your shields can regenerate some of the damage, and if you are Zerg, you will eventually regenerate all of the damage. If your building dies, then your ship loses that function, so if you lose your supply depots, you can't move, if you lose your armory, you can't fire, and if your Fleet Beacon dies, you lose all control of your ship until you make another one. The same is true for all the other buildings. Note - if the new building is one of the basic three, it will need to be put in the correct spot. The beauty of the "armor" building is that it takes all the damage so there is no risk of your stuff dying, only your armor. Once every one of your buildings is dead, your ship becomes vulnerable so guys can attack it. So you're basically screwed at that point unless you make another building, in which case yeah you could make a come back.

Another feature is upgrading. Your ship's damage can be upgraded at the Cybernetics Core or the Armory or Spire. Your ship's armor is upgraded at the Engineering Bay for Terran, Forge for Protoss, or Evolution Chamber for Zerg (Yes your vHP unit may be able take a number of hits). A message is created every upgrade such as "You ships armor has been upgrade to iron." or "Your ship's armor has been upgraded to steel." These messages are created by mineral loss detection. And you can increase your turret damage and many other things with upgrades as well.

This idea is originally based off of this - I noticed earlier the hyperdrive motivator has been damaged... (my idea)

Progress:
Triggers - 15%
0% Progress: 15%100%

Terrain - 15%
0% Progress: 15%100%

Testing - 10% (we'll be testing as we go)
0% Progress: 10%100%

Concepting - 90%
0% Progress: 90%100%

Total -
0% Progress: 100%100%


Many thanks to TassadarZeratul for being my partner in crime for this map!

Post ideas/commentary/suggestions.
This post was edited 23 times, last edit by madroc: Nov 29 2008, 8:53 pm.
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Post #2     KyleIs1337 Aug 10 2008, 7:37 am

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I paid -54 minerals for THIS?
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The result is KrayZee's avatar?

Also, the sprites ownership should be changed to player 12 so that they aren't all red.
This post was edited 1 time, last edit by KyleIs1337: Aug 10 2008, 7:46 am.
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Post #3     madroc Aug 10 2008, 7:48 am

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Quote from KyleIs1337
The result is KrayZee's avatar?

Also, the sprites ownership should be changed to player 12 so that they aren't all red.
Hehee wasnt that clever of me.

Oh yeah and about the sprites yeah I did forget to change that in the screenshots. My bad.
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Post #4     KyleIs1337 Aug 10 2008, 7:50 am

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I paid -54 minerals for THIS?
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K, I already did in the updated version anyway. ;)
This post was edited 1 time, last edit by KyleIs1337: Aug 10 2008, 7:50 am.  Reason given: cuz
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Post #5     ws-Impeached Aug 12 2008, 3:50 pm

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Sounds cool.

Perhaps you should finish one or two ships then release a 'beta'.
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Post #6     madroc Aug 12 2008, 9:40 pm

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Good idea. I'll do that.
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Post #7     TassadarZeratul Aug 12 2008, 11:28 pm

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Three things:

1. How will you balance the ships? Like Carrier>Battlecruiser>Wraith...

2. What about Valkeries and Corsairs? Don't see those anywhere. (If you don't want to use Brood War units, you can do one version with them and one without. Or maybe you don't have Brood War?)

3. How about Zerg 'ships'? Each building can be an 'evolution' to the ship. (And in an advanced editor, you can use Creep to make the cutouts, so they look more Zerg-y.)

Oh yah, you forgot Templar Archives sprites on the Carrier. Or was that on purpose?
public class Archon {
public Archon(Templar x, Templar y) {
x = null; y = null;} }
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Post #8     KyleIs1337 Aug 13 2008, 2:24 am

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I paid -54 minerals for THIS?
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Because we need space for computers...and you don't need those ships and they can't even attack ground? Lol. And the templar archives can be built anywhere so it dosen't need a sprite.
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Post #9     TassadarZeratul Aug 13 2008, 4:02 am

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Because we need space for computers...
True, but does every ship need to be used?

Quote
and you don't need those ships and they can't even attack ground? Lol.
Sorry, I had assumed there would be airborne enemies. (And there is D-Web, but I doubt there would be to many uses for that...)

So, ignore #2. But what about #1 and #3? Zerg 'ships' would be cool...
public class Archon {
public Archon(Templar x, Templar y) {
x = null; y = null;} }
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Post #10     Kaias Aug 13 2008, 5:08 am

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Thats not going to happen
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I would make it my own universe, instead of Star Wars. You have more freedom that way.

Plus then it doesn't sound like another lame star wars game.
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Post #11     madroc Aug 13 2008, 5:15 am

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Quote from TassadarZeratul
Three things:

1. How will you balance the ships? Like Carrier>Battlecruiser>Wraith...

2. What about Valkeries and Corsairs? Don't see those anywhere. (If you don't want to use Brood War units, you can do one version with them and one without. Or maybe you don't have Brood War?)

3. How about Zerg 'ships'? Each building can be an 'evolution' to the ship. (And in an advanced editor, you can use Creep to make the cutouts, so they look more Zerg-y.)

Oh yah, you forgot Templar Archives sprites on the Carrier. Or was that on purpose?
1. Ever heard of increasing/decreasing damage? :bleh: All ships will be as balanced as possible. Some have more space than others which is a really nice feature, but that will be made up for in other areas such as decreasing damage.

2. Hm I like the idea of corsair. We have already done some work on the map, so it will be a little hard to work it in; I wish I hadn't dismissed it without enough thought. Granted it can't hit ground, but there are buildings you can create to fix that :bleh: I think probably half the enemies will be air or maybe less, so it would work. I'll think about it. I do need 2 computer players at least, so I will need to take one out to put in this one. The fact that there is no hero version might make the disadvantages outweigh the advantages. What could be different about the upgraded version? If I did incorporate the Corsair, the Science Vessel would be replaced. Also considering it is a STAR WARS rpg, many of the enemies will be flyers.

3. Zerg ships don't make much sense because they are biological and you can't add machines to a flying beast unless you add like chips to its brain, which is kinda stupid. Granted we could PRETEND it was a ship but why should we compromise when we have plenty of ships on our hands?

4. Yes that was on purpose. Templar archives can be placed anywhere in the ship. The number of temp archives you have corresponds to the number of interceptors you have. You can have 4 at a time if you are normal and 8 at a time if you are upgraded (yeah i know the carrier's upgrade is the biggest of all 6 guys)

Quote from Kaias
I would make it my own universe, instead of Star Wars. You have more freedom that way.

Plus then it doesn't sound like another lame star wars game.
I sort of agree with you a little... But I'm drawing a blank on ideas for an original universe. Have any ideas?
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Post #12     TassadarZeratul Aug 13 2008, 2:24 pm

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I sort of agree with you a little... But I'm drawing a blank on ideas for an original universe. Have any ideas?
Not right now, but I might be able to think of something later.

When I suggested Zerg ships, I meant each building can evolve the ship. (Kinda like how you can evolve units at an Evolution Chamber or Spire.)
public class Archon {
public Archon(Templar x, Templar y) {
x = null; y = null;} }
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Post #13     Craftstar2 Aug 13 2008, 6:50 pm

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How about making a "landing" feature on other ships so you can attack the inside of their ship. So you can train zealots or marines inside your ship, and then put them in a dropship or shuttle, and move the shuttle or dropship to a "hangar" part of the ship. The dropship then appears outside your ship in the real map, and you can bring the dropship to an enemy ship. Once that happens, the units inside the dropship are transferred to the hangar of the opponent ship.
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Post #14     madroc Aug 13 2008, 8:06 pm

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Quote from TassadarZeratul
Quote
I sort of agree with you a little... But I'm drawing a blank on ideas for an original universe. Have any ideas?
Not right now, but I might be able to think of something later.

When I suggested Zerg ships, I meant each building can evolve the ship. (Kinda like how you can evolve units at an Evolution Chamber or Spire.)
I still am not sure what you are getting at.

I could imagine that one of the characters could be "The Overmind" and would be in the shape of the building the overmind and that you have a unit besides the overmind that can be evolved by placing various zerg buildings. Is this sort of what you are getting at? Or you mean it would actually be in the shape of the mutalisk and that placing zerg buildings would be like custom "warts" all over the mutalisk?

As for the theme, the Star Wars is pretty good simply because enemy battlecruiser could be Star Destroyers, enemy ghosts could be "strom troopers," etc. Also firing proton bombs and torpedos is so darn flavorful and awesome!

However if I can think of anything else or someone else gives me an idea, there is a good chance I will adopt it.

Quote from Craftstar2
How about making a "landing" feature on other ships so you can attack the inside of their ship. So you can train zealots or marines inside your ship, and then put them in a dropship or shuttle, and move the shuttle or dropship to a "hangar" part of the ship. The dropship then appears outside your ship in the real map, and you can bring the dropship to an enemy ship. Once that happens, the units inside the dropship are transferred to the hangar of the opponent ship.

Wow what an awesome idea! However it won't work in my map because enemy ships will not have their own individual insides of the ship (admitedly that would be cool but almost impossible) and that would make the map more complicated than it already is. That would be so awesome for an FFA map, though - maybe it could be a thing where you have a base and you have ships and guys that can be built and sent over to the opponent. The ships would have to have guys in them to be operational. But if the opponent out matches you while you are in their territory they could simply negotiate with you to steal your ship but let the guys inside go so you don't lose your men AND your ship, just your ship and the opponent gets the ship. Then the opponent gets a crew inside the ship to fly it away. Wont work for my current map tho.

I was sort of thinking that one of the characters would actually be a shuttle and you could bring your units to the hangar part of the ship and they would appear inside the shuttle and you could drop them, which is sort of like your idea. I decided not to do that tho - other ships are more interesting.