Aside from just being a fun stand-alone concept I see this as a perfect addition to a Minigame-style map, as one of the different random one-minute-or-less things to accomplish. Maybe make eight different track set-ups and give each of the players one at random and race to the finish! Good stuff.
All right, cool beans. Yeah, the first "meaty" thing I worked on was an overworld map system. I like what I have, but I look forward to seeing what other people come up with.
I'm really looking forward to this. I was considering doing a similar, turn-based RPG style game as my first project, but then I saw the work you did and decided to work on something else for a while instead and let you continue to improve this system. Keep up the great work!
I have some questions:
Do you plan on releasing the code for this combat system for public use, so people can use it to make their own turn-based RPGs?
Have you thought about doing anything multiplayer with this? It could be people controlling different characters in just one party, or people having their own separate turn-based fights with their own full party... or others?
Have you worked on any of the other systems for your RPG? Inventory, equipment, items, world map/locale map/battle map system, quests, or other fancy stuff? If so, I'm interested to know more.
This system allows you to smoothly transition from a "vehicle" unit that explores an "overworld map" area of the terrain, to an "on foot" unit that explores locale maps. In this example you drive around in a miniature siege tank on the overworld, with only a Tech Lab visible: this is a representation of a locale you can visit on foot. You can approach the lab to enter a small area with a bunch of tech labs. Then you can leave to hop back onto the overworld and drive around, discovering two new locales hidden in the fog of war.
Currently this only works for single player. Implementing it for multiplayer maps is very low on my priority list, since I am working on a single player project that required this system.
If you look this over and have any criticisms or ideas on how to make it more elegant, or more robust without excessive work, please let me know!
Update: v1.1
I had worried about how the minimap and camera movement spoiled the magic. Then I chanced across the Camera Bounds Action having a minimap adjustment feature and everything got better. So, now the camera bounds and minimap size/focus adjust depending on your current position.
0
Aside from just being a fun stand-alone concept I see this as a perfect addition to a Minigame-style map, as one of the different random one-minute-or-less things to accomplish. Maybe make eight different track set-ups and give each of the players one at random and race to the finish! Good stuff.
0
@Skoite: Go
All right, cool beans. Yeah, the first "meaty" thing I worked on was an overworld map system. I like what I have, but I look forward to seeing what other people come up with.
0
I'm really looking forward to this. I was considering doing a similar, turn-based RPG style game as my first project, but then I saw the work you did and decided to work on something else for a while instead and let you continue to improve this system. Keep up the great work!
I have some questions:
0
The staff here has the patience of saints, with better customer service skills than most major businesses.
... Maybe too much patience, sometimes. =p
0
I just released an implementation of an Overworld Map System that I am rather happy with.
Main page: http:www.sc2mapster.com/assets/overworld-map-system/
Download page: http:www.sc2mapster.com/assets/overworld-map-system/files/1-overworld-map-system-v1-0/
This system allows you to smoothly transition from a "vehicle" unit that explores an "overworld map" area of the terrain, to an "on foot" unit that explores locale maps. In this example you drive around in a miniature siege tank on the overworld, with only a Tech Lab visible: this is a representation of a locale you can visit on foot. You can approach the lab to enter a small area with a bunch of tech labs. Then you can leave to hop back onto the overworld and drive around, discovering two new locales hidden in the fog of war.
Currently this only works for single player. Implementing it for multiplayer maps is very low on my priority list, since I am working on a single player project that required this system.
If you look this over and have any criticisms or ideas on how to make it more elegant, or more robust without excessive work, please let me know!
Update: v1.1
I had worried about how the minimap and camera movement spoiled the magic. Then I chanced across the Camera Bounds Action having a minimap adjustment feature and everything got better. So, now the camera bounds and minimap size/focus adjust depending on your current position.