A map called Wonder, Developer Diary
Post #21
Kaias
Feb 2 2009, 3:32 am
Post #23 qPirateKing Feb 2 2009, 6:50 am
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2 February, 2009
Attachments:
A Difference of 2 Triggers After I read Payne's suggestion about using movement detection over burrow detection, my first reaction was that I was satisfied with what I had and that there was no reason to change it. Then, I gave it some more thought and realised that it wouldn't take much effort to try converting it, so I went in did it. It did take a bit of time to find the right sizing for the location, but only 2 triggers really needed to be altered. I've attached a new version of the combat map to the end of this post. I removed the instructions because I didn't feel like typing new ones. In the new map, you now have a zergling instead of a drone. I suggest you hotkey your zealot as [1] and the zealot+zergling as [2]. When you approach the enemy, move the zealot by itself like before. However, when you attack, hit [2] and right click on the enemy. This way, your zealot is still selected and you can see if you took damage without having to hit another key. It has its benefits, I suppose. Plus, I can reserve the burrowing for something else (like an action button). On an unrelated note, I'm considering adding the Deep Blue vhp system to this map, but unlike the change I just made, that would take a lot more work to implement. We'll see how I feel about it when the time comes to put it all together. OK y'all, lemme know what you think about the altered combat system, and I'll take it into consideration. - q ![]() ![]() ![]() ![]() ![]() ![]() |
Post #25
payne
Feb 2 2009, 1:42 pm
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Addicted to SEN Games -Add more!-
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@BluEditor: r00k, I remember him having problems with a bunker disabling thing, is he done with it or he still needs help?
@qPK: No time to try it out, but I'm pretty sure I'd appreciate it much more And try to improve the Deep Blue's vHP system because it was a bit buggy: the defiler were not always right under the hero which slowed the attack of the monsters that had to move behind you to attack. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #28 qPirateKing Feb 2 2009, 10:13 pm
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After testing for almost an hour, I find that movement detection has not been as good as burrow detection. There are times when you click and the unit does not move. This occurs infrequently, but often enough to bother me. I do like the fact that you can keep your zealot selected when you do movement detection, but unless I can iron it out, I am going to stick with the burrow detection.
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Post #30
pneumatic
Feb 2 2009, 11:26 pm
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I did run into the same problem -- that sometimes the unit does not move. I noticed this happens more frequently on unwalkable terrain such as cliffs although I guess that wouldn't matter so much. It also happens a lot when the zealot is standing right next to an enemy and you've got the Zealot + Zergling group selected and you're right-clicking on the enemy. For whatever reason, the zergling very often does not move (maybe because the Zealot's already there?), so you have to click somewhere beyond the enemy, which means that youre Zealot is walking away from the enemy when you put his shield down. You have to redirect him or else you'll take damage.
Just one note -- it's easy to forget whether your shield is up or not, since the unsheathing noise only happens when you toggle. With the burrowed drone system, you can simply select the drone and see whether it's burrowed. With the zergling, it's a true toggle and there's no way to tell. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #32
pneumatic
Feb 3 2009, 12:20 am
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I don't think so. It doesn't always happen around an enemy, but there are certain times when it happens a number of times in a row, in the same position. It seems that some positions are worse than others.
Just one note -- it's easy to forget whether your shield is up or not, since the unsheathing noise only happens when you toggle. With the burrowed drone system, you can simply select the drone and see whether it's burrowed. With the zergling, it's a true toggle and there's no way to tell. Shield points actually would be a good way to represent this, since it's intuitive and its name corresponds to what you want to represent -- but that limits heroes to Protoss units. Plus, like I said, you don't really need an indicator with the burrow method. All that said, though, the zergling version is more fluid, intuitive and easier to time. Since the burrow method involves the pressing of a button, there's a delay before you can press the button again. I've found you can unsheath and resheath considerably faster with the zergling version than with the burrow version. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #36 qPirateKing Feb 3 2009, 11:32 am
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3 January, 2009
Watching SC Live I went to bed at 22:30 so that I could wake up at 3:00 and watch some live SC pro-gaming streamed from Korea. Since there are a lot of commercials, allow me to talk about some of the work I did yesterday while I wait for the action to start up. While working on the terrain, I found that it was difficult to plan out the areas if you don't know exactly how many cities you are making or what they're supposed to be like. So, I decided I'd find some good names and write a little phrase to set the tone of each one. I'm sure you noticed that in my map Deep Blue (sorry I keep bringing that map up) I had named the cities after different types of trees. Evergreen, Willow, Linden, Ash -- all trees. Well, this time around, I have a bit of a different theme, and one that most people probably will not catch. Here, I'll list them and let you try to figure it out:
- q This post was edited 1 time, last edit by qPirateKing: Feb 3 2009, 11:43 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #37
Zergblender!
Feb 3 2009, 4:41 pm
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