So to get a bit more of a community working, I have decided to start a community project, This may be a trial as a start of something that might happen a bit more often, so depending on how this turns out, you may see more of this happening.
Our first one is going to be a TD (the td's out currently are something to cry about), I have all ready planned out the majority of the fundamentals which you will see be put together in the three areas, Terrain, Data and Triggers. Below I will add links to each of the areas as they are being worked on. Every aspect of the game is going to be worked on by the community and i will then piece them all together to make one polished map.
This thread will just serve as a discussion thread, where you can post ideas and concerns and get links to what is aspect of the game is currently being worked on. Again everyone is allowed to participate and in more than one area.
I will continue to update this post as more of the information about this TD is released, as to how the game play and such is going to work, so keep checking back!
haven't we already had a pass-around map before? or should I see this project as a team like any other, except any sc2mapster user who wants to be involved will be part of the team?
I suppose the main concern here is a "Too many cooks spoil the broth" problem. You might have a lot of people throwing in random ideas that do not fit the puzzle pieces well :/
I have allready planned out all the fundamentals. so the ideas won't need throwing around just constructed :) If any fabulous ideas come up :) they may be implemented
I will be adding all the core information to this post as time goes on
We have had pass around terrain maps yes, the same goes here, the terrain is being passed around, there is a trigger discussion/exercise up atm to get the spawning system going. I will be putting all the trigger and data work together myself when they are completed
"Link" towers, that shoot a beam to another tower, units passing through the link suffer an effect depending on the other tower linked. A tower can only be the "link target" of 1 link tower.
E.x.
Slow Tower: units passing through the beam are slowed
Any Damage Tower: units passing through the beam are damaged by a fraction of the linked towers damage, depending on the tower. (so if you link a super heavy single target tower, it wont deal super heavy damage to every enemy)
AOE Tower: any unit passing through the link gets hit with the AOE damage (splashing it onto nearby units as well) it would also have to be a fraction as it would add up fast.
Debuff Tower: applies the debuff to each unit
Link Tower: applies the same effect as the the link towers link. (First Tower links the second Link Tower, Second Link Tower links a slow tower, both "links" now apply the slow, useful for applying the effect at a further distance, especially if the effect tower costs more than the link tower.)
Mind just saying what kind of TD it is? One where we have to maze, or can we only build towers on the highground? Cooperative or not? etc.
Will help out with the data parts if i can :)
Something I am putting in my TD is a chain system :)
I would love to see other chain systems ...
( Small demo i created for my map )
Pretty much if you can kill the mobs within a certain amount of time within eachother you start building a chain that will give you more moneys... and in my particular map. It also spawns the mobs with 1% less Health ( Percentage raised with Chain number )
Have not really released any info on the project besides showing you guys the chain system... Which i think is amazing.. Also wondering why it hadn't been used in a TD before. Or I haven't seen one at least.
This TD will be mainly a solo TD. you will play on your own just in the company of other people. So its not mazing either, its a simple build off the road TD. But it will be a bit more exciting than that :)
Unfortunately for the terrain and idea in mind, versus will not be possible as you will play on one of the multiple maps. I plan to implement high scores and achievements though, so there will be a competitive side to it
I would work on the triggers, but i'm trying to release V1 of my Baneling Run map, an alpha of my DotA CTF map and a cross-map Achievement system :/. Factor in my exams coming up in 2 months and that i want to get up the ladder in melee SC2 a bit, and I just don't have enough time to help with anything :O.
Participate in the discussion in the thread :) don't actually have to do the coding, you could just put ideas out there for it to be more efficient etc :)
I plan to
implement high scores and achievements though, so there will be a
competitive side to it
Can I recomend that you use encrypted bank files to do this, then have each player's list auto combine at the start of each game to create a semi server wide list (keeping the top 500 or so scores)... (there wouldnt be complete consistancy but the effect would be close enough)
Also you could place custom textures (or team colours if ya feeling lazy) on units/buildings of players currently in the top xx slots of the highscore list (as a nod) its easy enough to implement and there are already custom textures in there for most units (i.e. all protoss units/buildings have the _dark texture seen on the relic missions)
Also if ya want a data, texture, and/or trigger editor give me a yell, soulds like a cool project.
Tower Defense Classic has a stat tracking system implemented on a per player basis, I haven't added functionality for a "high score" list yet. I'm willing to contribute pieces from my map to the project, but I don't think I'm going to have the time to dedicate myself to it. I'll gladly participate in any discussion sessions you want to set up over IRC or something though. Would be great to have a bunch of us get together and build a feature list.
As I said help talk in the discussion, I am trying to get new ideas thrown out and so that this spawning system can be as versatile as possible but as simple if someone needed it to be
So to get a bit more of a community working, I have decided to start a community project, This may be a trial as a start of something that might happen a bit more often, so depending on how this turns out, you may see more of this happening.
Our first one is going to be a TD (the td's out currently are something to cry about), I have all ready planned out the majority of the fundamentals which you will see be put together in the three areas, Terrain, Data and Triggers. Below I will add links to each of the areas as they are being worked on. Every aspect of the game is going to be worked on by the community and i will then piece them all together to make one polished map.
This thread will just serve as a discussion thread, where you can post ideas and concerns and get links to what is aspect of the game is currently being worked on. Again everyone is allowed to participate and in more than one area.
I will continue to update this post as more of the information about this TD is released, as to how the game play and such is going to work, so keep checking back!
Current
Terrain
WTE - Create TD Terrain
Data
WDE - All good TD's require Towers!
Triggers
TE - Creep Spawning System
TE - Banks
Art
-Coming Soon-
Parts Done
-None yet-
haven't we already had a pass-around map before? or should I see this project as a team like any other, except any sc2mapster user who wants to be involved will be part of the team?
I don't believe he is making it as a pass around map but a joining of many different maps into one complete map.
I suppose the main concern here is a "Too many cooks spoil the broth" problem. You might have a lot of people throwing in random ideas that do not fit the puzzle pieces well :/
@FuzzYD: Go
I have allready planned out all the fundamentals. so the ideas won't need throwing around just constructed :) If any fabulous ideas come up :) they may be implemented
I will be adding all the core information to this post as time goes on
@Xtremedesyr: Go
We have had pass around terrain maps yes, the same goes here, the terrain is being passed around, there is a trigger discussion/exercise up atm to get the spawning system going. I will be putting all the trigger and data work together myself when they are completed
"Link" towers, that shoot a beam to another tower, units passing through the link suffer an effect depending on the other tower linked. A tower can only be the "link target" of 1 link tower.
E.x.
Slow Tower: units passing through the beam are slowed
Any Damage Tower: units passing through the beam are damaged by a fraction of the linked towers damage, depending on the tower. (so if you link a super heavy single target tower, it wont deal super heavy damage to every enemy)
AOE Tower: any unit passing through the link gets hit with the AOE damage (splashing it onto nearby units as well) it would also have to be a fraction as it would add up fast.
Debuff Tower: applies the debuff to each unit
Link Tower: applies the same effect as the the link towers link. (First Tower links the second Link Tower, Second Link Tower links a slow tower, both "links" now apply the slow, useful for applying the effect at a further distance, especially if the effect tower costs more than the link tower.)
Mind just saying what kind of TD it is? One where we have to maze, or can we only build towers on the highground? Cooperative or not? etc.
Will help out with the data parts if i can :)
multiple tds in once, maybe it is possilbe to have both types in there.
the map selection screen should have a scheme image of every map avaible
It should def have a versus mode.
both team and solo.
Something I am putting in my TD is a chain system :)
I would love to see other chain systems ...
( Small demo i created for my map )
Pretty much if you can kill the mobs within a certain amount of time within eachother you start building a chain that will give you more moneys... and in my particular map. It also spawns the mobs with 1% less Health ( Percentage raised with Chain number )
Wish I had the time to learn how to use the new editor, maybe during the holidays I guess.
This is a great idea. Hope that it'll be a success.
@Ash4meD: Go That looks cool. Which TD map is it for? The Golems one?
No just a map I am creating called PATH DEFENSE.
Trying to make a TD that is actually hard lol :)
Have not really released any info on the project besides showing you guys the chain system... Which i think is amazing.. Also wondering why it hadn't been used in a TD before. Or I haven't seen one at least.
@TheAlmaity: Go
This TD will be mainly a solo TD. you will play on your own just in the company of other people. So its not mazing either, its a simple build off the road TD. But it will be a bit more exciting than that :)
@EchoedRequiem: Go
Link towers sound awesome, but also very confusing. Going to aim for simple and fun for this project :)
@EchoedRequiem: Go
Unfortunately for the terrain and idea in mind, versus will not be possible as you will play on one of the multiple maps. I plan to implement high scores and achievements though, so there will be a competitive side to it
I would work on the triggers, but i'm trying to release V1 of my Baneling Run map, an alpha of my DotA CTF map and a cross-map Achievement system :/. Factor in my exams coming up in 2 months and that i want to get up the ladder in melee SC2 a bit, and I just don't have enough time to help with anything :O.
@wOlfLisK: Go
Participate in the discussion in the thread :) don't actually have to do the coding, you could just put ideas out there for it to be more efficient etc :)
Can I recomend that you use encrypted bank files to do this, then have each player's list auto combine at the start of each game to create a semi server wide list (keeping the top 500 or so scores)... (there wouldnt be complete consistancy but the effect would be close enough) Also you could place custom textures (or team colours if ya feeling lazy) on units/buildings of players currently in the top xx slots of the highscore list (as a nod) its easy enough to implement and there are already custom textures in there for most units (i.e. all protoss units/buildings have the _dark texture seen on the relic missions)
Also if ya want a data, texture, and/or trigger editor give me a yell, soulds like a cool project.
Too bad I am really bogged down in school work at the moment, or I would make a creep spawning system for this.
Tower Defense Classic has a stat tracking system implemented on a per player basis, I haven't added functionality for a "high score" list yet. I'm willing to contribute pieces from my map to the project, but I don't think I'm going to have the time to dedicate myself to it. I'll gladly participate in any discussion sessions you want to set up over IRC or something though. Would be great to have a bunch of us get together and build a feature list.
@UmbraLamina: Go
When we get to banking in the trigger discussions yes this will be one of the ideals implemented
@Ardnived: Go
As I said help talk in the discussion, I am trying to get new ideas thrown out and so that this spawning system can be as versatile as possible but as simple if someone needed it to be
@Saeris: Go
This thread is where it all starts links are branching off to the individual topics as we go :)
@nevjmac: Go
Call me when you're starting the next Community map. TDs leave a bad taste in my mouth...
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