Howdy! We over at Street Poet Society are hard at work on Starcraft Tactics/DNA Wars, a conversion of tactics console games (hence the FFT music) for SC2.
A couple highlights of the project: A custom engine for procedural tile generation A completely customized UI (which is far from done) And custom pathing using deformation heights because the cliff system was far too limited for a tactics game
Here is a short video demonstrating the engine and the high-end Summons: Arcturus the Lost
Say what you want, but that is one MANLY explosion. If you were to say that explosion isn't manly, a tattoo'd hand with a leather sleeve would probably come right out of the monitor and punch you in the face.
Best effect is when it doesn't lag.
So go do it like disgaea, and make sure your animations for sfx DONT lag...
Lagging in a turn based game really reminds me of the crappy FFT on the psp where it lags in every spell cutscene...
Thanks for the feedback everyone! In general, though, this effect is a bit special because it's too lengthy for most spells (no one wants to wait that long for EVERY spell they cast).
-It does more than 30 damage but a unit cannot receive more damage than it has health (i.e. it cannot go into negative HP) so a killing amount of damage displays as the amount of health the unit has left.
-It doesn't lag. If there's any lag in the video, it's caused by fraps.
Personally, I'm more impressed by the engine, though :>
A question, are you going to have the camera angled so the battlefield is displayed at 45 Degrees? Or will that interfere with selecting and moving units too much?
We haven't really set it in stone. Right now the map angles can be altered (distance, pitch, & rotation) to the user's liking with the numpad. In the end, players will probably be able to move the rotation & pitch via right-click mouse movement.
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Howdy! We over at Street Poet Society are hard at work on Starcraft Tactics/DNA Wars, a conversion of tactics console games (hence the FFT music) for SC2.
A couple highlights of the project:
A custom engine for procedural tile generation
A completely customized UI (which is far from done)
And custom pathing using deformation heights because the cliff system was far too limited for a tactics game
Here is a short video demonstrating the engine and the high-end Summons: Arcturus the Lost
Say what you want, but that is one MANLY explosion. If you were to say that explosion isn't manly, a tattoo'd hand with a leather sleeve would probably come right out of the monitor and punch you in the face.
@xenrathe: Go
Saaaaaikoooou!
Only a few dutch words can describe the awesome in that video...
VETTE SHIT OUWE!
WHAT!? ... WHAAAAAAAAT!? And here I thought FF was flashy in the first place but this.. This.. ...
-falls over, drooling at the true utter ownage-
The best part is where it does 30 damage.
Still, that is a very awesome effect!
HAHAHAHAHAHAHAHA, that was a good laugh.
Best effect is when it doesn't lag. So go do it like disgaea, and make sure your animations for sfx DONT lag...
Lagging in a turn based game really reminds me of the crappy FFT on the psp where it lags in every spell cutscene...
Thanks for the feedback everyone! In general, though, this effect is a bit special because it's too lengthy for most spells (no one wants to wait that long for EVERY spell they cast).
-It does more than 30 damage but a unit cannot receive more damage than it has health (i.e. it cannot go into negative HP) so a killing amount of damage displays as the amount of health the unit has left.
-It doesn't lag. If there's any lag in the video, it's caused by fraps.
Personally, I'm more impressed by the engine, though :>
A question, are you going to have the camera angled so the battlefield is displayed at 45 Degrees? Or will that interfere with selecting and moving units too much?
@ValonSergki:
We haven't really set it in stone. Right now the map angles can be altered (distance, pitch, & rotation) to the user's liking with the numpad. In the end, players will probably be able to move the rotation & pitch via right-click mouse movement.