Just a suggestion: Why not make right click to cancel/undo? A lot of computer games do this and it would make it a lot easier for a highly menu based game such as this.
Feedback is still always appreciated, but I don't know what you mean by gigantic text block space (it's never happened to me) & the second part I purposefully ignored because it becomes a non-issue once we implement our custom UI.
Still somewhat buggy, like when the turn switches to the Siege Tank. This gigantic text block space just pops out of nowhere and takes up over 75% of my screen.
Also, when moving, hitting another command (such as "Attack") instantly causes the unit to stop moving, regardless of whether it's in a "block" or not.
I ended up just creating my own height system... and my own pathing system to go along with it. But I have optimization issues right now; have a max move distance of 7 tiles. More than that and the pathing has a tendency to time out.
I don't know about "with no problem" :P I would really like to have any amount of height levels because that was a real joy with FFT & some of my other favorite tactics games, like Vandal Hearts.
Unfortunately, however, SC2's engine only has 4 levels of cliff: -1, 0, 1, & 2. These I can & have implemented with little problem. But more than that? ...While terrain can be graphically raised or lowered via deformation, this has no effect on actual gameplay. Quite in fact, it's actually kind of hard to detect whether or not a unit is even ON deformed terrain. Trigger functions like "return height of unit" or "return height of point" return 0 even if a unit is on really insanely deformed terrain. I have not as yet discovered a way to get a unit's Z position relative to some unchanging base level, but I haven't spent a huge amount of time.
There are of course ways to detect this or artificially create raised terrain, for example using regions to mark these sites. But then those are hard to program into engine functions which are meant to handle EVERY map, no matter what the terrain is. And as I plan to have a field count around 50 or 60, I am trying to reduce any custom triggering needed for a given map or even ability.
I love Final Fantasy Tactics Advance 1 and 1!
I love Fire Emblem... I forgot which version was tactics.
I love Disgaea 2 and 3!
I just love tactic games!
Look awesome, keep up the good work! Maybe make an single player story to it. Maybe with the characters from the games
That's a good suggestion, but right click activates mouse-look. And I consider smooth/easy control of the camera the higher priority.
Just a suggestion: Why not make right click to cancel/undo? A lot of computer games do this and it would make it a lot easier for a highly menu based game such as this.
Amazing! :D
Sounds fan friggen tastic
After all the work we've put into it... I hope so too! (It will come to fruition)
combines my two favorite games of all time. I hope this game comes to fruition!
The development stage = alpha.
Feedback is still always appreciated, but I don't know what you mean by gigantic text block space (it's never happened to me) & the second part I purposefully ignored because it becomes a non-issue once we implement our custom UI.
Still somewhat buggy, like when the turn switches to the Siege Tank. This gigantic text block space just pops out of nowhere and takes up over 75% of my screen.
Also, when moving, hitting another command (such as "Attack") instantly causes the unit to stop moving, regardless of whether it's in a "block" or not.
I ended up just creating my own height system... and my own pathing system to go along with it. But I have optimization issues right now; have a max move distance of 7 tiles. More than that and the pathing has a tendency to time out.
Height AT Point works, Height OF Point doesn't. At least, that's what I've found.
Nice, keep up the good work guys.
I don't know about "with no problem" :P I would really like to have any amount of height levels because that was a real joy with FFT & some of my other favorite tactics games, like Vandal Hearts.
Unfortunately, however, SC2's engine only has 4 levels of cliff: -1, 0, 1, & 2. These I can & have implemented with little problem. But more than that? ...While terrain can be graphically raised or lowered via deformation, this has no effect on actual gameplay. Quite in fact, it's actually kind of hard to detect whether or not a unit is even ON deformed terrain. Trigger functions like "return height of unit" or "return height of point" return 0 even if a unit is on really insanely deformed terrain. I have not as yet discovered a way to get a unit's Z position relative to some unchanging base level, but I haven't spent a huge amount of time.
There are of course ways to detect this or artificially create raised terrain, for example using regions to mark these sites. But then those are hard to program into engine functions which are meant to handle EVERY map, no matter what the terrain is. And as I plan to have a field count around 50 or 60, I am trying to reduce any custom triggering needed for a given map or even ability.
I love Final Fantasy Tactics Advance 1 and 1!
I love Fire Emblem... I forgot which version was tactics.
I love Disgaea 2 and 3!
I just love tactic games!
Very nice.
Nice
Video demonstrating the engine:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/yJjpth_lUwE&amp;hl=en_US&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/yJjpth_lUwE&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>