Videos and/or screenshots will often draw a crowd.
Yes, I'm not sure about the best approach to ganer them, and I also haven't got any people interested enough to even playtest. I find it very hard to actually get video footage :-/ might just stick to screen shots... but thanks for the advice :)
Are people interested but just not posting? I'm getting concerned that I'm putting alot of effort in and nobody thinks this idea's any good. Obviously I know the getting it really popular part is hard. But If I can get around ten people who think I've got a good idea going, I'll feel more confident that this'll work at all? :-/
That "everything made of workers" is not a good idea. Other players would hunt workers like hell, and "robot" players would have a hard time keeping their economies running and their workers production up to their need.
I don't want to draw this out, but would it? Because in comparison, you have no other reason to spend your resources if everything was built out of workers, so you'd immediately be building way more workers than anyone else. Besides the fact that that is already a major objective of the game, to destroy the enemy workers... thus you wouldn't have to keep your economy running, because you're building units to mine resources and some to build, you could even make them separate units, but that seems against the concept of the idea of this race being versatile. Overall I'm saying that yes, if buildings still cost, and workers were equally flimsy in combat as a normal drone then of course you'll get arse whooped every time. However, introduce stuff like, making them a little tougher to represent the greater value as whole?
Anyways, I dunno how much I can contribute to this whole thing, I'm fairly new, I was just browsing this and the idea came to me :-P, hence I hadn't really realised the basic units hadn't been boiled down.
I think that having all your workers turn into the building is a bit too zerg-like.
I guess so, I mean yeah the zerg style helped me think of it.
But I figured it'd be different, because you wouldn't have a timer to build, it'll wait indefinitely until you have the appropriate amount of builders, hence, if needs be you could instantaneously produce a building, or wait until you've built extra workers?
Consume Build - The building consumes a type of unit to make progress in building, so it would take say 20 of this one type of unit to actually complete the building, those units would be no more but at the end of it there would be a complete building.
I have one idea that came to mind, not sure if it has already been mentioned but I didn't see it in the document.
How about, workers 'assimilate' themselves into the buildings (much like transformers), basically the same way drones are used in Zerg, however. If you send more workers to help with the building, they assimilate themselves into the building and speed up the build time.
Even this (and this is coming to me as I talk now), all buildings require a certain number of workers.
Say, from the command centre, you place a blueprint for free (or maybe gas depending on the structure). You then send workers to get assimilated, and for example, a mineral extraction building (as mentioned above) would require one worker, and a barracks would require 5... and that's it's progress. Sort of like, buildings' cost and time to build is measured in workers.
I figure you could use the load and unload function in the data editor, and when you are fully loaded it activates an ability to morph into the relevant building? (this could also apply to building units, even possibly the idea that units are built like structures, and again, require a certain number of workers to be loaded into the unit before it is functional, this also gives you a salvage option where you can unload the workers and lose the unit (maybe at a loss of one or two workers)
This could then lead to the concept of everything in the race boils down tiny identical robots working as a unison to form something greater.
And addressing the concept of upgrade focussed race, how about upgrades cost only gas, and units and buildings cost only minerals?
Methinks this could help with scouting them, so if you see they have a gas mine, they're clearly going a expensive units with upgrades build, or no gas, clearly more cheap units build?
Basically, there was absolutely no reason for Requirements, dunno why that broke it, but I didn't need it and removing them fixed the issue. Thanks for your help anyways! This tutorial was so useful!
I went through and levelled them up and they all mis-behaved... hang on...
yeah... they all do exactly the same :-/ Lift em, and leave em, they don't even remove the collision detection, it's purely doing the initial effect and nothing else...
Hey, nice tutorial, helped me make an interesting ability. I've hit a bit of a snag however.
My ability is basically the same as shockwave but with a throw and dealing no damage.
I should preface this by saying it worked perfectly until I made multiple levels for it.
Basically it's an ability that casts:
Persist >> Search >> Apply Behaviour
And the behaviour is set thus:
Modify - Movement Min speed >> 50
Modify - Unit state >> Suppress Collision Enabled
Effect final >> Drop
Effect Initial >> Lift
Effect Periodic >> Throw
Duration >> 1.2
Period >> 0.05
P Count >> 24
As you can probably work out, it lifts a unit, pushes it back 24 times, once every 0.05 seconds and then drops it back down at the end.
Now this was working perfectly, until I adapted it to be levelable by changing the duration and period count per level.
Now, it will lift the units... and that's it... it's effectively frozen, it won't count to the end of the duration or the periods... Is this a bug? Am I simply screwed?
Obviously the problem is IN the behaviour, which is where I'm lost, why can commence the behaviour but refuse to do the rest?
Oh and I've just noticed the collision isn't turned off either :-/
damn that a mighty wall of text lol. anyway on a serious note i do think this has some potential. Ive found that making a map alone is really hard because you don,t have all the time in the word to work on it, id recommend a team for this map so at least 1 person is working on it constantly.(note i did not read much so if i repeated you at all, sorry)
Thanks for the feedback :-)
I know what you mean about THE WALL, but I felt like I needed to document the details some way, and I can't do minimizable boxes or the like. Sotis annoys me on the website that the 'Heros' tab is permanently unavailable, so the only way I can find out about the heroes is IN game, which is a huge problem because then I suck lots...
And yes, a team could help, but frankly, I'm learning this all as I go, and I don't think I could lead a team because of my lack of know how in all. Also considering that I have the bulk of the gameplay in, I'm now just content filling, and I reckon I've got time before uni (and during probably).
What I reckon will happen (ideally) is I'll carry on ploughing through, until people starting offering to help. I mean atm, the most I'd want is advice on cleaning up abilities and getting that final polish. But I have no ability to build websites and the like, I'm open to people offering help, but I wouldn't claim to take them to world's end cause I'm quite simply... new...
Team searching wise, if anyone's interested in being a dedicated tester, get hold of me. What this will mean, is I PM or email you when I've got some need to test through publishing and need full teams or the like :-)
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Yes, I'm not sure about the best approach to ganer them, and I also haven't got any people interested enough to even playtest. I find it very hard to actually get video footage :-/ might just stick to screen shots... but thanks for the advice :)
0
Are people interested but just not posting? I'm getting concerned that I'm putting alot of effort in and nobody thinks this idea's any good. Obviously I know the getting it really popular part is hard. But If I can get around ten people who think I've got a good idea going, I'll feel more confident that this'll work at all? :-/
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Bumping for publicity :-)
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I don't want to draw this out, but would it? Because in comparison, you have no other reason to spend your resources if everything was built out of workers, so you'd immediately be building way more workers than anyone else. Besides the fact that that is already a major objective of the game, to destroy the enemy workers... thus you wouldn't have to keep your economy running, because you're building units to mine resources and some to build, you could even make them separate units, but that seems against the concept of the idea of this race being versatile. Overall I'm saying that yes, if buildings still cost, and workers were equally flimsy in combat as a normal drone then of course you'll get arse whooped every time. However, introduce stuff like, making them a little tougher to represent the greater value as whole?
Anyways, I dunno how much I can contribute to this whole thing, I'm fairly new, I was just browsing this and the idea came to me :-P, hence I hadn't really realised the basic units hadn't been boiled down.
0
I guess so, I mean yeah the zerg style helped me think of it.
But I figured it'd be different, because you wouldn't have a timer to build, it'll wait indefinitely until you have the appropriate amount of builders, hence, if needs be you could instantaneously produce a building, or wait until you've built extra workers?
0
WDE?
addition
Eh... arse...
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I have one idea that came to mind, not sure if it has already been mentioned but I didn't see it in the document.
How about, workers 'assimilate' themselves into the buildings (much like transformers), basically the same way drones are used in Zerg, however. If you send more workers to help with the building, they assimilate themselves into the building and speed up the build time.
Even this (and this is coming to me as I talk now), all buildings require a certain number of workers.
Say, from the command centre, you place a blueprint for free (or maybe gas depending on the structure). You then send workers to get assimilated, and for example, a mineral extraction building (as mentioned above) would require one worker, and a barracks would require 5... and that's it's progress. Sort of like, buildings' cost and time to build is measured in workers.
I figure you could use the load and unload function in the data editor, and when you are fully loaded it activates an ability to morph into the relevant building? (this could also apply to building units, even possibly the idea that units are built like structures, and again, require a certain number of workers to be loaded into the unit before it is functional, this also gives you a salvage option where you can unload the workers and lose the unit (maybe at a loss of one or two workers)
This could then lead to the concept of everything in the race boils down tiny identical robots working as a unison to form something greater.
And addressing the concept of upgrade focussed race, how about upgrades cost only gas, and units and buildings cost only minerals?
Methinks this could help with scouting them, so if you see they have a gas mine, they're clearly going a expensive units with upgrades build, or no gas, clearly more cheap units build?
Just a couple of thoughts I had :-)
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Worked it out, I was being stupid...
Basically, there was absolutely no reason for Requirements, dunno why that broke it, but I didn't need it and removing them fixed the issue. Thanks for your help anyways! This tutorial was so useful!
0
Heads up, another EU resi who's a-interested in this.
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I went through and levelled them up and they all mis-behaved... hang on...
yeah... they all do exactly the same :-/ Lift em, and leave em, they don't even remove the collision detection, it's purely doing the initial effect and nothing else...
0
Individual behaviours, using A learn aility
So that means, 5 persists, 5 searches, 5 apply behaviours, 5 actual behaviours and then a lift, a drop and a throw :-3
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Hey, nice tutorial, helped me make an interesting ability. I've hit a bit of a snag however.
My ability is basically the same as shockwave but with a throw and dealing no damage.
I should preface this by saying it worked perfectly until I made multiple levels for it.
Basically it's an ability that casts:
Persist >> Search >> Apply Behaviour
And the behaviour is set thus:
Modify - Movement Min speed >> 50
Modify - Unit state >> Suppress Collision Enabled
Effect final >> Drop
Effect Initial >> Lift
Effect Periodic >> Throw
Duration >> 1.2
Period >> 0.05
P Count >> 24
As you can probably work out, it lifts a unit, pushes it back 24 times, once every 0.05 seconds and then drops it back down at the end.
Now this was working perfectly, until I adapted it to be levelable by changing the duration and period count per level.
Now, it will lift the units... and that's it... it's effectively frozen, it won't count to the end of the duration or the periods... Is this a bug? Am I simply screwed?
Obviously the problem is IN the behaviour, which is where I'm lost, why can commence the behaviour but refuse to do the rest?
Oh and I've just noticed the collision isn't turned off either :-/
0
Thanks for the feedback :-)
I know what you mean about THE WALL, but I felt like I needed to document the details some way, and I can't do minimizable boxes or the like. Sotis annoys me on the website that the 'Heros' tab is permanently unavailable, so the only way I can find out about the heroes is IN game, which is a huge problem because then I suck lots...
And yes, a team could help, but frankly, I'm learning this all as I go, and I don't think I could lead a team because of my lack of know how in all. Also considering that I have the bulk of the gameplay in, I'm now just content filling, and I reckon I've got time before uni (and during probably).
What I reckon will happen (ideally) is I'll carry on ploughing through, until people starting offering to help. I mean atm, the most I'd want is advice on cleaning up abilities and getting that final polish. But I have no ability to build websites and the like, I'm open to people offering help, but I wouldn't claim to take them to world's end cause I'm quite simply... new...
Team searching wise, if anyone's interested in being a dedicated tester, get hold of me. What this will mean, is I PM or email you when I've got some need to test through publishing and need full teams or the like :-)
0
Bump, is no one interested in this?
Nawww, sad, I really thought I had some relatively solid concepts going.
Seriously, any impressions would be nice :-)
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WORK LIST AND BETA TARGET IS UP