For now I've created randomly generatable map, tile system, city-terrain interaction, city resource visualization, city resource calculations, terrain improvements' models, and workers with their abilities. So, now it's possible to build workers and improve terrains around the city, and have it grow. I think, it's like 15% of the game.
water "generated" randomly too? does it block pathing or slowing or other effect apllied?
Anyway tech demo looking good :]
Yes, rivers are random too. And they will slow units, like hills and mountains as well. Have to use invisible units with sllow aura since we can't measure height of runtime terrain deformations.
Wow, that's very very nice. You said you haven't done a whole lot, but it's getting good for how much you've done. It looks a lot like civilization. Good job! :D
BEST PART: "There will be a catapult which will attack pew didish..!" Haha
At least one of the best as the map itself looking good.
Most impressive for me the random generation of the map.
I need to consider making water generation script in to my map and best way to make rivers or lakes edges look good. Because as we see in this tech demo the Starcraft 2 engine is bad with making river stuff. Worse even than in minecraft <.<
What do you mean by Ron? Rise of nations? Icons are from civ IV actually. But i'll inherit some battle aspects from RoN. Castles, for example. And something else. RoN is a perfect example of making civ-like game in realtime.
Yeah, the editor could be nicer with water. But here, in my map, the scale is greatly zoomed in. Water edges may look better from larger distance and with smoother tile height differences.
I think there is a better way for making terrain and water at such a zoom level. In the Artist tavern Forum there was a thread about using decals as ground textures. With animated Textures (if one time there will be a better exporting script for max) you could create realistic(or at least civ like) looking water, rivers, etc. And such decals could be created as hex tiles, which you could place via your random terrain engine, so the single tiles are more obvious to the players and It would look better.
@Alrik1989: Go
Agree, decal based terrain system would look better. Unfortunately, it's too late for this map to switch to decals - too much done yet. But thanks for the idea.
@TwoDie: Go
Lots of stuff. I think the map is 40% ready now. For example, there are almost all none-gunpowder units (except catapult and horse archer ones) on the picture attached. They all work and have cool sounds.
For now I've created randomly generatable map, tile system, city-terrain interaction, city resource visualization, city resource calculations, terrain improvements' models, and workers with their abilities. So, now it's possible to build workers and improve terrains around the city, and have it grow. I think, it's like 15% of the game.
Doesn't it looks like a genuine Civilization yet?
Impressive. I like random because it will be different every game. One thing, the workers are realy big compared to the buildings. =3
@patrickwobben: Go
Yeah, they are big, they always were:
water "generated" randomly too? does it block pathing or slowing or other effect apllied?
Anyway tech demo looking good :]
So no more heroes of might and magic?
or double project?
Yes, rivers are random too. And they will slow units, like hills and mountains as well. Have to use invisible units with sllow aura since we can't measure height of runtime terrain deformations.
@zenx1: Go
I'll be back to homm later. Just can't stop doing civ, it's like an obsession of creativity :)
any updates?
Tech Demo video? ^^
There is nothing to show yet, but ok, try this:
Wow, that's very very nice. You said you haven't done a whole lot, but it's getting good for how much you've done. It looks a lot like civilization. Good job! :D
Ron Icons?... Cool.
Your accent is awesome.
I watched the whole video just to listen to you.
Nice looking map btw!
BEST PART: "There will be a catapult which will attack pew didish..!" Haha
At least one of the best as the map itself looking good. Most impressive for me the random generation of the map. I need to consider making water generation script in to my map and best way to make rivers or lakes edges look good. Because as we see in this tech demo the Starcraft 2 engine is bad with making river stuff. Worse even than in minecraft <.<
Glad you think it looks like civ. I was afraid it won't. Thank you.
What do you mean by Ron? Rise of nations? Icons are from civ IV actually. But i'll inherit some battle aspects from RoN. Castles, for example. And something else. RoN is a perfect example of making civ-like game in realtime.
Omg, thank you, who could say...
@TwoDie: Go
Yeah, the editor could be nicer with water. But here, in my map, the scale is greatly zoomed in. Water edges may look better from larger distance and with smoother tile height differences.
here is cool concept using enery as movements for TBS
http://www.sc2mapster.com/announcements/tactical-squads/
@TwoDie: Go
Yeah, it's cool. As realtime for >2 players :)
Great project.
I think there is a better way for making terrain and water at such a zoom level. In the Artist tavern Forum there was a thread about using decals as ground textures. With animated Textures (if one time there will be a better exporting script for max) you could create realistic(or at least civ like) looking water, rivers, etc. And such decals could be created as hex tiles, which you could place via your random terrain engine, so the single tiles are more obvious to the players and It would look better.
And Today (2011-10-17) made great modification for months ago started project: Total War series game style :)
http://www.sc2mapster.com/maps/totalcraft/
Soo.... Whats new?
@Alrik1989: Go Agree, decal based terrain system would look better. Unfortunately, it's too late for this map to switch to decals - too much done yet. But thanks for the idea.
@TwoDie: Go Lots of stuff. I think the map is 40% ready now. For example, there are almost all none-gunpowder units (except catapult and horse archer ones) on the picture attached. They all work and have cool sounds.
Published the map on EU to test a little.
Name is "Sid Meier's Civilization".
It's like 55% ready, but well playable.