I just started getting into the map editing software and I've looked up several tutorials but none of which were very helpful. I was hoping someone here might have a get direction to point me in to begin a project.
I was hoping to create a turn based rpg, or strategy style map. Standard "final fantasy" style combat. Halted by each sides actions. Or a strategy version similar to chess.
Was hoping to simulate 2D engines with Up, Down, Left, Right, being your out of combat movements.
I don't want to cloud the post with too much on the concept theory but just enough for maybe someone who knows a bit out it to give me a place to start looking. Any help would be good.
The starcraft engine is not really built for WASD and custom mouse-clicks style controls. You can read more about it here: http:eu.battle.net/sc2/en/forum/topic/5348736354#8 (a bit down in the thread I have this long piece that this clever person wrote which copy/pasted). However - many people have built their own custom WASD based games so its not impossible, just not optimal. The native input commands (unit selection, attack moving etc.) is translated and communicated in a compressed format. Your custom controls are not and might therefore cause lag in multiplayer - more players = more fun but also exponentially increasing lag.
Turned based games
This is a bit similar to the WASD controls. The engine was not designed for this kind of gameplay, so you would have to build your own custom functions to make it work. This includes not only the controls, but also to chop up the game into turns.
Its a good idea...
and I have been dreaming about making a framework for turn based boardgames in the engine. However, I came to the conclusion that there are much better frameworks on the market that provide much better built in tools for these kind of games. The engine is adapted to real time-mous-click and keyboard input that is hardcoded into the engine, not custom controls.
So I think you should shop around for other engines before you start to invest your time in the sc engine. Be patient and keep your creative fire burning. What you can do right now is to make sketches and build a model on paper for your game. Whatever engine you decide to use you will still need a model for it: make some boxes with the player states, decisions, charachters, dialogs, lore, and custom graphics sketches like logos/color schemes and such. Then you can use the built in features of the engine of choice to show those graphics.
I just started getting into the map editing software and I've looked up several tutorials but none of which were very helpful. I was hoping someone here might have a get direction to point me in to begin a project.
I was hoping to create a turn based rpg, or strategy style map. Standard "final fantasy" style combat. Halted by each sides actions. Or a strategy version similar to chess.
Was hoping to simulate 2D engines with Up, Down, Left, Right, being your out of combat movements.
I don't want to cloud the post with too much on the concept theory but just enough for maybe someone who knows a bit out it to give me a place to start looking. Any help would be good.
@d0trawr1: Go WASD controls
The starcraft engine is not really built for WASD and custom mouse-clicks style controls. You can read more about it here: http:eu.battle.net/sc2/en/forum/topic/5348736354#8 (a bit down in the thread I have this long piece that this clever person wrote which copy/pasted). However - many people have built their own custom WASD based games so its not impossible, just not optimal. The native input commands (unit selection, attack moving etc.) is translated and communicated in a compressed format. Your custom controls are not and might therefore cause lag in multiplayer - more players = more fun but also exponentially increasing lag.
Turned based games
This is a bit similar to the WASD controls. The engine was not designed for this kind of gameplay, so you would have to build your own custom functions to make it work. This includes not only the controls, but also to chop up the game into turns.
Its a good idea...
and I have been dreaming about making a framework for turn based boardgames in the engine. However, I came to the conclusion that there are much better frameworks on the market that provide much better built in tools for these kind of games. The engine is adapted to real time-mous-click and keyboard input that is hardcoded into the engine, not custom controls.
So I think you should shop around for other engines before you start to invest your time in the sc engine. Be patient and keep your creative fire burning. What you can do right now is to make sketches and build a model on paper for your game. Whatever engine you decide to use you will still need a model for it: make some boxes with the player states, decisions, charachters, dialogs, lore, and custom graphics sketches like logos/color schemes and such. Then you can use the built in features of the engine of choice to show those graphics.