Seriously this is the largest project I have ever seen. That could just be because I have no idea how to make ANY of it. Well here goes. This is going to be a full description of the map my team is making so bear with me this might be a little while.
There will be a team of players who control one unit and one unit only in a ruined city. Each team has different types of units that are good at different things (classes). These classes include: Marine/War Pig, Medic/Doctor, Sniper/Assassin, Spy/Black Ops, Technician/Mechanical Engineer, and a Team War exclusive unit called the Warmonger. At first only the marine is available to the player. However, getting experience through killing enemies and healing allies gives you the ability to unlock more units and abilities. As stated above, there are 2 different versions of each unit, a standard and an elite class, elite being better with more abilities. Speaking of abilities, what I'd like to include is:
stimpack
combat shield
heal
restore energy
poison
cloak
zero energy drain cloak
snipe
penetrator round
EMP
detect
steal health
blind
stun
repair
mines
auto turret
rocket turret
atomic rocket
moral boost
heighten senses
These abilities, minus standard abilities and: atomic rocket, moral boost, and heighten senses (only available to the gift only unit, Warmonger) are only available upon research, just like the units themselves. The catch is to make each unit only researchable from experience gained with the class required to unlock it. For example if you want combat shields you must gain experience with the marine or War Pig and unlock the upgrade for use with these units. Trying to get experience for a marine upgrade with the sniper can't work. Same goes for researching units.
Ok so all the abilities and the concept is finally typed. Let's talk about other features. In order for all of this to work, a very reliable banking system is required to store all data including: experience earned with each unit, games played, games won, games won in a row, etc. etc. There is also a war going on for the concept of the map as well, so having non-player controlled units running around actively acting like a combat team would be a great addition too. I also need to find a way to tell players that using a mic is a good idea and communicating with allies is a very important thing. Other stuff like replayability is also high priority. Since I have zero idea how to make any of what I just said, I'll leave it to my team members and willing grease monkeys to lend a hand. I'm a terrainer and a concept guy. I thought of pretty much everything you just read on my own but I have no idea how to make it.
I am making this map a community project so if anyone wants to help feel free. It is much too large for a team of 2 or 3 to handle.
Well, that depends on what mechanics, physics and systems you want to put into it.
If you want standard gameplay (mouse control + standard camera), it's pretty straight forward.
If you want different camera angles and custom made controls (like WASD), then it's a bit of extra work, but nothing impossible or actually hard to pull off.
Remember that a few key things must be ALWAYS considered: Replayability, quality gameplay and functional systems. You want WASD? Then make a good one and be prepared for occasional bnet lag. Want fancy aiming with mouse stuff? Then make sure it works 100% of the time. Etc.
Describe more of the project, like intended gameplay and playstyle, camera that you want (is it third person, first person or regular sc2 camera?) and whatnot.
Definitely not the largest project, but pretty big nonetheless.
One thing I will comment on is that:
"At first only the marine is available to the player. However, getting experience through killing enemies and healing allies gives you the ability to unlock more units and abilities. As stated above, there are 2 different versions of each unit, a standard and an elite class, elite being better with more abilities."
If you're talking about unlocking during the course of the game, please consider having at least three core roles available to use, not just one. People will be fed up by the lack of variety.
If you're talking about unlocking roles during the metagame (multiple playthroughs), you will have serious problems unless a lot of them are available to start with. And don't even think about letting players unlock elite versions, that's just broken.
What I meant was you gain experience to unlock the units. If it takes one game, then so be it. It if takes 10 games, then so be it.
"And don't even think about letting players unlock elite versions, that's just broken."
What do you mean by that? It's a tech tree. It goes marine = tier 1, medic, spy, sniper, technician = tier 2, doctor, assassin, black ops, mechanical engineer = tier 3. What I'd like to do is create a game where the more you play the better your units are.
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Seriously this is the largest project I have ever seen. That could just be because I have no idea how to make ANY of it. Well here goes. This is going to be a full description of the map my team is making so bear with me this might be a little while.
There will be a team of players who control one unit and one unit only in a ruined city. Each team has different types of units that are good at different things (classes). These classes include: Marine/War Pig, Medic/Doctor, Sniper/Assassin, Spy/Black Ops, Technician/Mechanical Engineer, and a Team War exclusive unit called the Warmonger. At first only the marine is available to the player. However, getting experience through killing enemies and healing allies gives you the ability to unlock more units and abilities. As stated above, there are 2 different versions of each unit, a standard and an elite class, elite being better with more abilities. Speaking of abilities, what I'd like to include is:
These abilities, minus standard abilities and: atomic rocket, moral boost, and heighten senses (only available to the gift only unit, Warmonger) are only available upon research, just like the units themselves. The catch is to make each unit only researchable from experience gained with the class required to unlock it. For example if you want combat shields you must gain experience with the marine or War Pig and unlock the upgrade for use with these units. Trying to get experience for a marine upgrade with the sniper can't work. Same goes for researching units.
Ok so all the abilities and the concept is finally typed. Let's talk about other features. In order for all of this to work, a very reliable banking system is required to store all data including: experience earned with each unit, games played, games won, games won in a row, etc. etc. There is also a war going on for the concept of the map as well, so having non-player controlled units running around actively acting like a combat team would be a great addition too. I also need to find a way to tell players that using a mic is a good idea and communicating with allies is a very important thing. Other stuff like replayability is also high priority. Since I have zero idea how to make any of what I just said, I'll leave it to my team members and willing grease monkeys to lend a hand. I'm a terrainer and a concept guy. I thought of pretty much everything you just read on my own but I have no idea how to make it.
I am making this map a community project so if anyone wants to help feel free. It is much too large for a team of 2 or 3 to handle.
Is the project too big?
Well, that depends on what mechanics, physics and systems you want to put into it.
If you want standard gameplay (mouse control + standard camera), it's pretty straight forward.
If you want different camera angles and custom made controls (like WASD), then it's a bit of extra work, but nothing impossible or actually hard to pull off.
Remember that a few key things must be ALWAYS considered: Replayability, quality gameplay and functional systems. You want WASD? Then make a good one and be prepared for occasional bnet lag. Want fancy aiming with mouse stuff? Then make sure it works 100% of the time. Etc.
Describe more of the project, like intended gameplay and playstyle, camera that you want (is it third person, first person or regular sc2 camera?) and whatnot.
Definitely not the largest project, but pretty big nonetheless.
One thing I will comment on is that:
"At first only the marine is available to the player. However, getting experience through killing enemies and healing allies gives you the ability to unlock more units and abilities. As stated above, there are 2 different versions of each unit, a standard and an elite class, elite being better with more abilities."
If you're talking about unlocking during the course of the game, please consider having at least three core roles available to use, not just one. People will be fed up by the lack of variety.
If you're talking about unlocking roles during the metagame (multiple playthroughs), you will have serious problems unless a lot of them are available to start with. And don't even think about letting players unlock elite versions, that's just broken.
@DarkRevenantX: Go
What I meant was you gain experience to unlock the units. If it takes one game, then so be it. It if takes 10 games, then so be it.
"And don't even think about letting players unlock elite versions, that's just broken."
What do you mean by that? It's a tech tree. It goes marine = tier 1, medic, spy, sniper, technician = tier 2, doctor, assassin, black ops, mechanical engineer = tier 3. What I'd like to do is create a game where the more you play the better your units are.