Anyone think this is realistically possible? I'm not a map maker, just throwing ideas around. Something where there is one commander in classing top-down RTS view that builds structures, tech etc. for players on his team who are in first person view, and he is able to issue commands that direct them where to go. (Ie. Natural Selection, HL1 mod if you've ever played it)
I'm just working on a FPS, so that's no problem.
The game itself is a RTS, so that's no problem.
Combining that will be a bit of work (as you have to make two control systems work with each other), but it's definately possible.
there is a freebie game out there that did this pretty well called savage (most lately savage 2; a tortured soul). it was like the commander built the structures and some upgrades i beleive, and the rest of each team, was 1st or 3rd person view actually commanding the units. it was like a lessser war3 / WoW combined, which was pretty cool. this should be redone, it would be very easy to implement, even if the individual unit commanders werent in 1st person but 3rd person view modes. GL!
there is a freebie game out there that did this pretty well called savage (most lately savage 2; a tortured soul). it was like the commander built the structures and some upgrades i beleive, and the rest of each team, was 1st or 3rd person view actually commanding the units. it was like a lessser war3 / WoW combined, which was pretty cool. this should be redone, it would be very easy to implement, even if the individual unit commanders werent in 1st person but 3rd person view modes. GL!
I was just about to say savage 2 as well.
It was a good idea but the game itself wasn't too fun. There weren't enough "rewards" and "punishment" during the game. Also repetitiveness was also a factor. I think if you over come these obstacles I reckon you can make a good game out of that idea.
im currently working on something like that.
the first half is RTS ro kill a zerg base.
Then i was trying to set it to first person, but i cant get the camera to look right. so i settled on a diablo like look. for the 2nd part. i do want the 1st person though
I'm thinking about this for a map I'm working on. One player is the Zerg and has an RTS top-down view and control style. The Terran players each control a single unit and may end up having first person view and controls. They are on a team against the Zerg, so the Zerg player will kind of be like a "dungeonmaster" of sorts.
I'd abandon that traditional model, which has a lot of design challenges, and instead, look towards the design of games like Island Defense of WC3 fame. 11 builders and a single person who controls a single unit in first person.
I've had an idea for a game like this for a while now and I have been experimenting a bit to make it work with the SC2 editor. I haven't got very far and I'm not a good mapmaker by any means.
However I have knocked up the basics of a control system. It uses the "Player selects unit" event in a trigger, then turns a variable on to indicate you have the target unit selected.
From there you can make another trigger for when they click the right mouse button while they have the unit selected and create a region at the point they clicked.
That's as far as I've got so far, but...
You could make that click put a ping/waypoint/something for the 2nd player and when they reach that destination have another one dealing with them completing the order.
I was thinking of something like "Orders Followed" as a custom resource to indicate how many orders each player has followed, then tie that into whatever upgrade system you implement. It has some problems with it though - a player may ignore the commander and get rambo syndrome, run in and die or generally cause havoc for the "strategic commander". This is why I think some sort of obediance system is needed - to encourage the other players to follow orders. However that could be abused by the commander constantly feeding them easy orders to complete and hence let them earn lots of points, thus allowing them to level up faster.
Let me know how you progress because I am interested in this idea as well!
Incidentally, this control system lets you control units from other players/AI players if you then use the "Issue order to unit" action within a trigger! And if you make the trigger find if there's a unit where the player clicked, you can use the SmartCommand function to issue context sensitive orders as well.
The Arma Series seems to be the biggest FPS / RTS out there at the moment, there was also another RTS ( I can't remember the game) which allowed you to play like an normal RTS then switch to a 3PS and take control of your main hero then switch back again to control your main
it would require alot of scripting (possible custom code?)
Anyone think this is realistically possible? I'm not a map maker, just throwing ideas around. Something where there is one commander in classing top-down RTS view that builds structures, tech etc. for players on his team who are in first person view, and he is able to issue commands that direct them where to go. (Ie. Natural Selection, HL1 mod if you've ever played it)
Would be pretty rad!
I'm just working on a FPS, so that's no problem.
The game itself is a RTS, so that's no problem.
Combining that will be a bit of work (as you have to make two control systems work with each other), but it's definately possible.
@s3rius: Go
Sweet, I hope someone picks up the idea then!
there is a freebie game out there that did this pretty well called savage (most lately savage 2; a tortured soul). it was like the commander built the structures and some upgrades i beleive, and the rest of each team, was 1st or 3rd person view actually commanding the units. it was like a lessser war3 / WoW combined, which was pretty cool. this should be redone, it would be very easy to implement, even if the individual unit commanders werent in 1st person but 3rd person view modes. GL!
Personally I've always liked Battalion Wars.
I was just about to say savage 2 as well. It was a good idea but the game itself wasn't too fun. There weren't enough "rewards" and "punishment" during the game. Also repetitiveness was also a factor. I think if you over come these obstacles I reckon you can make a good game out of that idea.
I believe Empire Earth did something like that, allowing you to play FPS from your hero's point of view.
Aw man, I'm working on this exact idea right now. Hope nobody does it better than me lol
im currently working on something like that.
the first half is RTS ro kill a zerg base.
Then i was trying to set it to first person, but i cant get the camera to look right. so i settled on a diablo like look. for the 2nd part. i do want the 1st person though
@JnAkers: Go
If you need a first person script I can give you one (I think there aren't any around yet..), but you need to understand custom script to use it.
I'm thinking about this for a map I'm working on. One player is the Zerg and has an RTS top-down view and control style. The Terran players each control a single unit and may end up having first person view and controls. They are on a team against the Zerg, so the Zerg player will kind of be like a "dungeonmaster" of sorts.
I'd abandon that traditional model, which has a lot of design challenges, and instead, look towards the design of games like Island Defense of WC3 fame. 11 builders and a single person who controls a single unit in first person.
I've had an idea for a game like this for a while now and I have been experimenting a bit to make it work with the SC2 editor. I haven't got very far and I'm not a good mapmaker by any means.
However I have knocked up the basics of a control system. It uses the "Player selects unit" event in a trigger, then turns a variable on to indicate you have the target unit selected.
From there you can make another trigger for when they click the right mouse button while they have the unit selected and create a region at the point they clicked.
That's as far as I've got so far, but...
You could make that click put a ping/waypoint/something for the 2nd player and when they reach that destination have another one dealing with them completing the order.
I was thinking of something like "Orders Followed" as a custom resource to indicate how many orders each player has followed, then tie that into whatever upgrade system you implement. It has some problems with it though - a player may ignore the commander and get rambo syndrome, run in and die or generally cause havoc for the "strategic commander". This is why I think some sort of obediance system is needed - to encourage the other players to follow orders. However that could be abused by the commander constantly feeding them easy orders to complete and hence let them earn lots of points, thus allowing them to level up faster.
Let me know how you progress because I am interested in this idea as well!
Incidentally, this control system lets you control units from other players/AI players if you then use the "Issue order to unit" action within a trigger! And if you make the trigger find if there's a unit where the player clicked, you can use the SmartCommand function to issue context sensitive orders as well.
Hope that helps :)
@Kyajin: Go
The Arma Series seems to be the biggest FPS / RTS out there at the moment, there was also another RTS ( I can't remember the game) which allowed you to play like an normal RTS then switch to a 3PS and take control of your main hero then switch back again to control your main
it would require alot of scripting (possible custom code?)
I think Saveage 2 had something like that.