On the top half of my very large map I'm trying to generate random creeps for some of my minions to kill. I want to generate them randomly throughout the map. I don't really want them to clutter but I still want there spawns to be consistent throughout the game. Anyone know of a good way to do this? Keep in mind random is one of the main things I'm looking for. Maybe also put a max number of total spawns throughout the top half of the map? Not sure. Thanks.
holy crap that video was impressive. I can't wait for this one. One recommendation though. I think You should display damage dealt overhead of the units in the new GUI. Like a critical stirke from wc3. Just a visual appeal kind of thing.
lmao @ special forces being ranked #1. Yeah its a fairly fun and addicting game. But come on! One of the simplest game on b.net... This makes me miss wc3 all th more.
I hope this issue gets resolved... Anyone know what the spotlight page is about? There seem to be a lot of random good games that come up on it. That's how I discovered magecraft... which is awesome.
Like say all units increased attack speed by 20%. Or all units +20 shields.
Or an economy ability.
Increased worker movement speed by 50% for 2 minutes.
Or perhaps a spawn ability. (After a 15 minute cooldown.)
Spawn 12 marine/hydralisk/stalker at players base.
Okay i didn't realize the game wasn't instant affect. I was thinking of a completely different game then... This could be very interesting then. Sounds like a regular melee game where you basically type the orders instead. But if you have a bunch of cool custom abilities then it would definitely add to it.
@Thealmaity- I think a karma system would be neat. I think it would make the play through much more interesting, not to mention lots of re-play-through value! My only concern with this would be the amount of time it would take to develop this sort of system and how much would it take away from the rest of the game. Meaning all the extra time you could spend on things like Pokemon abilities and stuff. I really think that to do the Karma system right, it would have to some sort of major impact on the game. (For the specific character it least.)
Overall cool concept though. If you did it right I think it would be stellar.
Do you intend to use only the old school pokemon? Or the newer ones as well. Up to pokemon black and what not... I know it gets really confusing.... So many pokemon... lol just curious.
If you guys have any suggestions for attacks, Pokemon, or random events or other things, feel free to post them :p
Also, if anyone here is familiar with the higher tiers of Pokemon PvP, I could use some help (I'd like to know exactly what kinds of things are being used in PvP and which aren't. I won't recreate all 500+ moves, but I wanna make sure I recreate the useful ones)
Hyper-beam! For sure... very commonly used high level attack for Pokemon. Other then that I'm not as knowledgeable. I'd try the Pokemon TCG forums for some advice on that.
http://pokegym.net/forums/forumdisplay.php?f=5
Is it going to be a save/load cache system rpg or like a timed tournament or something? Sounds like a lot of fun! Sc2 arcade could definitely use some good rpgs.
I recommend putting in some hidden Pokemon. (Obviously) Maybe to unlock them the user has to do some kind of secret event.
this sounds like a pretty neat idea. But I definitely think there should be some sort of limitations on your commands maybe coupled with a resource system. Or else it sounds like it could be a race on who types the fastest! So maybe for example every round. (1 minute) Each user can choose to do a set of like three commands from the hundreds of commands in the command list. Maybe one individual spawns a hero, and equips the hero with some item. And then spawns a barracks which can build 5 marines in the course of a minute. So that's three commands.
I think the game could be built up in either a tug of war style of game. Which I think would be fun. But not as fun as a base vs base war in a terrain driven map like Cortex. This would be awesome! Say all players start up with a semi-decent base which they can then choose to build up with each of there turns or choose to build up an army which they would use to attack. Anyways good luck on this map it sounds like a massive undertaking.
Wow yeah. For that style of game to be built right, I'm sure it would take a massive amount of time... Very neat though. It looks like the game is being built with turn based combat? Definitely keep us posted on this one. I for one will definitely be wanting to play test it or w.e.
I don't know about you guys but I loved some of the Pokemon / Yugioh maps that were out there! And I would love to see some of them being built again.
-Previous Map Designs
1. Pokemon Capture Game- This game was built around individuals having a single unit that could capture pokemon. IE a pokemon trainer. He would traverse the environment capturing pokemon, then leveling them and looking for other pokemon. At the end of the capture period. About 30 minutes. (This value could easily be chosen by a cast vote GUI at the start of the game.) The pokemon trainers would all duel, in individual turns. And the winner was eventually declared.
2. Yugioh Card Game- This game was built around getting cards and using them in turns. Think of The Card Game on SC2. Except for this game monsters would choose to battle other monsters on the field. Whenever a monster was killed it would do a certain amount of life damage to the persons lifepoints. It was really just a literal transcription of the actual card game. (This would be awesome to see done for MTG as well.. maybe even better. But it would also be very difficult.)
Anyways these are just a couple of ideas I would like to see done! Let me know what you guys think. I'd be willing to help a little on the map design if someone was going to take up this project or maybe already is.
being your open to suggestions here are a few...being it sounds like 2 races you could make it so that a ''resource'' is killing the beasts/alien/enemy. like native american indians would use thier pray as a resource for several things like food, cloths, tools, ect. EG: kill 1 zergling get 1 gas so you can use to make one supply depot. or something like that maybe 10lings for 10gas for 1depot. can play around with the numbers. "advanced" structures like the society has evolved could give resources automaticly being time has passed.IF beast/alien/enemy is a playable person, you can make it so that its not based on buildings like humans are but based on territory..... EG: income based on how many creep colony's you have.. creep colonys make creep and there for more territory... also make the creep invisable so as to not clue in the humans where thier base of operations is till its to late. preditory like in all, lol. hope this helps some :D
AWESOME! I'm so glad you said that because I actually decided for the monsters to primarily gain resources this way, by killing(feeding on humans) and other neutral creeps! The creep idea is very interesting too... Like a territory income. I haven't thought of that... I may implement something like that in culmination with the feeding income for the monsters... Or maybe I'll use the concept for the humans or both.. Not sure. Definitely great ideas though. Thanks.
balancing is easy. Making the map is the hard part. To balance just play test the sh* out of any game you make. And constantly make changes. That's really the only true way to balance a game. Think of any major release that huge software developers do. Like blizzard! They still balance there games to this day!
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sweet thanks guys...
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I know i do... But i want some more good dubstep! Anyone got some suggestions?
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On the top half of my very large map I'm trying to generate random creeps for some of my minions to kill. I want to generate them randomly throughout the map. I don't really want them to clutter but I still want there spawns to be consistent throughout the game. Anyone know of a good way to do this? Keep in mind random is one of the main things I'm looking for. Maybe also put a max number of total spawns throughout the top half of the map? Not sure. Thanks.
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holy crap that video was impressive. I can't wait for this one. One recommendation though. I think You should display damage dealt overhead of the units in the new GUI. Like a critical stirke from wc3. Just a visual appeal kind of thing.
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lmao @ special forces being ranked #1. Yeah its a fairly fun and addicting game. But come on! One of the simplest game on b.net... This makes me miss wc3 all th more.
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random troll post^
I hope this issue gets resolved... Anyone know what the spotlight page is about? There seem to be a lot of random good games that come up on it. That's how I discovered magecraft... which is awesome.
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Maybe a fighting ability or two.
Like say all units increased attack speed by 20%. Or all units +20 shields.
Or an economy ability. Increased worker movement speed by 50% for 2 minutes.
Or perhaps a spawn ability. (After a 15 minute cooldown.) Spawn 12 marine/hydralisk/stalker at players base.
Okay i didn't realize the game wasn't instant affect. I was thinking of a completely different game then... This could be very interesting then. Sounds like a regular melee game where you basically type the orders instead. But if you have a bunch of cool custom abilities then it would definitely add to it.
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My recommendations!
@Thealmaity- I think a karma system would be neat. I think it would make the play through much more interesting, not to mention lots of re-play-through value! My only concern with this would be the amount of time it would take to develop this sort of system and how much would it take away from the rest of the game. Meaning all the extra time you could spend on things like Pokemon abilities and stuff. I really think that to do the Karma system right, it would have to some sort of major impact on the game. (For the specific character it least.)
Overall cool concept though. If you did it right I think it would be stellar.
Do you intend to use only the old school pokemon? Or the newer ones as well. Up to pokemon black and what not... I know it gets really confusing.... So many pokemon... lol just curious.
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Hyper-beam! For sure... very commonly used high level attack for Pokemon. Other then that I'm not as knowledgeable. I'd try the Pokemon TCG forums for some advice on that. http://pokegym.net/forums/forumdisplay.php?f=5
Is it going to be a save/load cache system rpg or like a timed tournament or something? Sounds like a lot of fun! Sc2 arcade could definitely use some good rpgs.
I recommend putting in some hidden Pokemon. (Obviously) Maybe to unlock them the user has to do some kind of secret event.
0
this sounds like a pretty neat idea. But I definitely think there should be some sort of limitations on your commands maybe coupled with a resource system. Or else it sounds like it could be a race on who types the fastest! So maybe for example every round. (1 minute) Each user can choose to do a set of like three commands from the hundreds of commands in the command list. Maybe one individual spawns a hero, and equips the hero with some item. And then spawns a barracks which can build 5 marines in the course of a minute. So that's three commands.
I think the game could be built up in either a tug of war style of game. Which I think would be fun. But not as fun as a base vs base war in a terrain driven map like Cortex. This would be awesome! Say all players start up with a semi-decent base which they can then choose to build up with each of there turns or choose to build up an army which they would use to attack. Anyways good luck on this map it sounds like a massive undertaking.
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@TheAlmaity
Wow yeah. For that style of game to be built right, I'm sure it would take a massive amount of time... Very neat though. It looks like the game is being built with turn based combat? Definitely keep us posted on this one. I for one will definitely be wanting to play test it or w.e.
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Sweet! Is this an already built game?
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I don't know about you guys but I loved some of the Pokemon / Yugioh maps that were out there! And I would love to see some of them being built again.
-Previous Map Designs
1. Pokemon Capture Game- This game was built around individuals having a single unit that could capture pokemon. IE a pokemon trainer. He would traverse the environment capturing pokemon, then leveling them and looking for other pokemon. At the end of the capture period. About 30 minutes. (This value could easily be chosen by a cast vote GUI at the start of the game.) The pokemon trainers would all duel, in individual turns. And the winner was eventually declared.
2. Yugioh Card Game- This game was built around getting cards and using them in turns. Think of The Card Game on SC2. Except for this game monsters would choose to battle other monsters on the field. Whenever a monster was killed it would do a certain amount of life damage to the persons lifepoints. It was really just a literal transcription of the actual card game. (This would be awesome to see done for MTG as well.. maybe even better. But it would also be very difficult.)
Anyways these are just a couple of ideas I would like to see done! Let me know what you guys think. I'd be willing to help a little on the map design if someone was going to take up this project or maybe already is.
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AWESOME! I'm so glad you said that because I actually decided for the monsters to primarily gain resources this way, by killing(feeding on humans) and other neutral creeps! The creep idea is very interesting too... Like a territory income. I haven't thought of that... I may implement something like that in culmination with the feeding income for the monsters... Or maybe I'll use the concept for the humans or both.. Not sure. Definitely great ideas though. Thanks.
0
balancing is easy. Making the map is the hard part. To balance just play test the sh* out of any game you make. And constantly make changes. That's really the only true way to balance a game. Think of any major release that huge software developers do. Like blizzard! They still balance there games to this day!