A map called Wonder, Developer Diary
Post #41 Dungeon-Master Feb 4 2009, 2:59 am
Post #44
pneumatic
Feb 5 2009, 7:20 am
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@Kaias: ah, I understand.
Using an E is a common alternative to an umlaut, at least in German. So oe instead of ö, ae instead of ä, etc. @qPirateKing: A separate trigger map and a separate terrain map, huh? Interesting. Do you have any kind of rudimentary terrain in the trigger map? How do you arrange the locations? Also, what's your primary method of arranging terrain? In Legacy of Hæan, for example, the layout (at least for the first part, I haven't gotten very far) seems pretty obvious -- with multiple starting locations, you'd need to arrange them surrounding a central common exploration area. But with Deep Blue, how'd you decide to have it flow from top to bottom rather than bottom to top? Or left to right? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #45 qPirateKing Feb 5 2009, 8:13 am
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@razorsnail:
The trigger map has some basic placeholder terrain at the moment. As I create more of the terrain on the other map, I copy and paste it into the trigger map and then adjust the locations and such. How I arrange my areas is often a matter of what I 'feel' is right. I'm not particularly well-versed in design theory, so I operate with a great deal of intuition and a TON of testing. I apologise for not having a good answer, but the truth is that when I made Deep Blue, I didn't think at all about the layout of everything beforehand. I carved out a town and filled in the empty space. Then I tested it, made any necessary changes, and tested it again. It's a fairly time-consuming process, but one that I feel is very natural. In retrospect, it might be better to go from the bottom up because you can only see the southwest and southeast 'faces' of cliffs. Hm, I'll have to keep that one in mind. Anyway, hope you got something out of my senseless rambling. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #46 qPirateKing Feb 13 2009, 7:28 pm
Post #48 qPirateKing Feb 21 2009, 8:37 am
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21 February, 2009
Compatibility issues and future-proofing After having tried EUDs, I have to say that they can be used to great effect. I feel like the map is more functional with EUDs, and quite cool as well. It really makes me want to use EUDs in the final product, but I have the usual concerns that people throw out there when EUDs are discussed. I don't want my map to only be playable on Windows machines, nor do I want future patches to make my map unplayable. The original plan, then, was to make 2 versions of my map. Here are some examples of how the maps would have different features. Version A: Attack/Block using key presses (q and/or w) Use slotted items using key presses (z, x, c, v) Virtual HP using EUD health detection A HP healing system where you can heal 1 hp from defeating enemies (i.e. heart drops in Zelda) Version B: Attack/Block using movement or burrow Use slotted items using a gateway (build units) No virtual HP A HP healing system in which designated healing points are found in various areas around the map. It is definitely within my capabilities to produce two maps using different systems, but I have begun to sour on the idea of multiple copies. Why not have one map that has all the features? I could set it up so that the map detects whether EUDs are working and adapts itself accordingly. I could even allow the player to decide how he or she would like to play the map. It would definitely take more work to put everything into one map, but I think that the challenge of designing it so that the EUD parts and non-EUD parts are interchangeable could be an enjoyable one. So, I've decided that I am going to be making a single version of my map. I will try to make it so that the player can decide which system he or she likes best, and, if his or her computer supports it, allow them to choose to use EUDs or not. If it gets too frustrating... well, we'll see when the time comes. -q ![]() ![]() ![]() ![]() ![]() ![]() |
Post #49
Rantent
Feb 23 2009, 1:46 am
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I personally liked the Zergling movement most, because there is some lag time to deal with making it harder to become pro with the technique, it's universal, and it doesn't have much lag time like the burrow/unburrow.
(Note: I found it easier to use with just the zergling selected though, as opposed to zergling and zealot.) The only problem I see is that it is difficult to figure out whether you're attacking or defending. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #52
Kaias
Feb 23 2009, 5:12 pm
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That's not going to happen.
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Correct
Since it's single player, play it solo on LAN, and which one? The burrow or move or the keyboard strikes? only the keyboard strikes are fast enough to play with battle.net latency. I don't think so. A 2 in 1 is the best way to go, I seriously doubt allowing them to chose their system will create any sort of noticeable lag. They are small pieces in a big puzzle. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #54 qPirateKing Feb 24 2009, 10:41 am
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Seems like Kaias knows more about my map than I do
For anyone who is worried about lag, I am here to allay your concerns. Adding the EUD combat system only took a total of 7 triggers. None of them are continuously run. In addition, the EUD item 'gateway replacement' will take 5-6 triggers to implement. My maps have never had trigger lag issues because my systems are very simplistic and because I use very few triggers in general. AI lag issues are another story, but I'm sure this map will not have those problems either. Also, few of you have seen the finalised EUD combat system, but let me tell you now that it's quite an improvement over all the samples I posted in this thread. You'll just have to take my word for it on this one! Expect a new map by the end of the week. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #55
payne
Feb 24 2009, 2:30 pm
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Addicted to SEN Games -Add more!-
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Not being able to complete Five Triggers only by thinking and not moving => Me >> You. Finally, we have a proof!
@Kaias: The next version of Five Triggers will be released soon? @qPK: If your map is intended to be played only by the map makers, I would highly recommand you to make a puzzle a bit like Five Triggers and maybe add a "Tip" message for the one that do not know how detection in locations are done, etc... ![]() ![]() ![]() ![]() ![]() ![]() |
Post #56 New-Guy Feb 24 2009, 11:50 pm
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I've been following this map quite closely ever since playing one of your uncompleted projects, and I can't wait.
From the tiny bit which I've seen and heard of so far, this map is going to be so far beyond what the normal B-Netter has ever played. I look forward to the finished project. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #57 qPirateKing Mar 1 2009, 9:59 am
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1 March, 2009
Two months in the books I woke up early tonight to watch some live SC progaming, and here's the deal: If Jaedong loses to Bisu, I am going to stop following pro-SC for the month of March out of disgust. Quite honestly, pro-SC has been a huge distraction. The last time I made progress on my map seems to be a week ago. So, if you want me to focus hard on mapping, I guess you ought to hope that Bisu is victorious after the dust settles. To be perfectly frank, I am not confident that Jaedong will win. Bisu is one scary mofo. LJD hwaiting! As far as the map is concerned, I'm currently cobbling together the NPC interactions. The terrain for the general world is about 80% done while the dungeon interiors will be created as I design them. The systems are coming along nicely, but I'm starting to view the deadline with some more apprehension. It's already been 2 months, and I am definitely not 1/6 of the way done. On top of that is the looming release date of SC2 which I have set as a sort of artificial deadline. I'm a little concerned on that one. I guess it would be better if Jaedong loses (which he currently is )Here's what my to-do list looks like at the moment:
Sigh, that's all I have for this post. I'm going to take some snapshots of my terrain and put them up later today, so if terrain is your thing, check back for an update later. Oh, and Jaedong looks like he's going to lose this game. Arghhhhhh. -q EDIT: First, a snapshot of the area where you start. The town is extremely compact by design. ![]() The second thing is a pic of the raw terrain for a quarry/canyon. I'm going to be adding some buildings and units to it later to make it into a more populated area. ![]() Oh, and I forgot to mention that I've scrapped the story with only a vague idea of where I'm going to go instead. This post was edited 3 times, last edit by qPirateKing: Mar 2 2009, 12:54 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #59
Kaias
Mar 1 2009, 4:23 pm
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That's not going to happen.
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That is some really awesome terrain; for me terrain is probably going to be the weak point in my map, since me and Lethal are both terrible at it. I agree, the deadline seemed like a good time frame but I'm not even close to 1/6 done either, and a year seems way short now; but I'll get most of my work done over the summer.
I'm impressed with what I've seen so far, can't wait for the final product. And while I'd love for who you're routing for to win, I'm glad that he lost ![]() ![]() ![]() ![]() ![]() ![]() |
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