| 05-24-2008, 10:43 PM | #1 | |
I broke my computer and can't continue this project. Therefore I'm making passing along all my ideas in the hope that someone will pick it up and try. I don't have much access to computers so this will take times to complete. Currently I'm making a list then I'll fill in the details. -------------------------------------------------------------------------- Table: 1) Intro 2) Destructible Setup Angled destructible Stacking/joining (Structures, bridges, stairs, buildings, etc.) Inside buildings Multiple levels (buildings floors) 3) Deformations Hills (negatives/permanent/zero time) cliffs (slicing) Walls (+rocks) Water (fake water) 4) Saving the map Terrain (game cache, extraction, and importing) Destructible (extracting and importing) Deformations (manual/triggers) 5) Templates (Self-Generating Maps) Table -Constants (destructibles, terrains, etc.) -Rules sets -Destructible structures (pre-saved) Code (JASS/Arrays) -Terrain -Deformations -Destructible 6) Hot-keys (F1-F5) Setup 7) Trackables Setup Unit placement Unit selecting Movement (one square & system directed) Ability System (not normal UI menu) 8) Abilities (ideas for casting abilities) Using trackables (mouse over) to draw shapes using trackables (mouse hit) to select symbols -symbols (runes) are like small auras giving little effects -combining symbols (runes) create stronger or new auras By combing both shaping drawing (circle, square, triangle, etc) and symbols you can create circles of power. Just like not hero auras look. Use in-game runes and circle and/or line models to create custom ones. 9) Combat Turn-based Placement (128x128) Offensive -Charging (Power Vs. Speed) Defensive -barriers --Psychical --Magic -Countering --Bindings (Enough said) --Distractions (matter over mind) --Interventions (changing course of events) 10) Classes Physical (Blademaster) Magic (Unknown) 11) Items Basic item sets (smaller save code) *Does not unit the inventory slots. The bonuses are applied but the item is not shown. A ability button on the UI can be used to see/change equitment. *The normal inventory is used for quick-use items. Like healing pot, mana pots, wards, etc. Specials *I've found some helmets, swords, and shields which can be attached to units and look fine. Maybe other can be made, for instance, armors, pants, shoes, etc. 12) Quests Quest updates (fake error message) Main story (Hall of White [picture]) World quests Side quests (random quests) 13) Character Saving basic item sets special items -------------------------------------------------------------------------------------- 1) Intro The idea is to have multiple maps in one. I don't mean dividing a map into parts. By using triggers and other methods you can virtually load and remove whole maps. The idea is to manipulate, by triggers, terrain, destructibles and deformations to create different maps. -------------------------------------------------------------------------------------- 2) Destructibles Setup: Set destructibles to have no ("NONE") pathing, and zero collision. Do not set destructibles as walkable. This will make units instantly jump to the top of the destructible (which we don't want). -You can change the height of destructibles by holding CTRL and pressing either PgUp or PgDn. -I suggest you build/make stuff on the ground then move the whole thing higher at the same time. -You can convert some doodads into destructibles by using their using their model and, I think, by changing the variation settings to 0, or something, test and see. Angled destructibles: By changing a destructibles (and units) fixed rotation/angle you can make it turn/lean sideways and upside-down. Stacking/joining: You can create new structures by stacking and/or combining destructables. -Inside buildings: Build it big enough you can have units walk through it. -Multiple levels (buildings floors): Same as above and by using a special method (crow ability) you can adjust a units height for whatever level. See pictures/links for examples. -------------------------------------------------------------------------------------- 3) Deformations *Deformations are done through triggers and are not saved. You'll need to make and adjust them yourself to get a prefect map. Hills (negatives/permanent/zero time): Use the function "Deformation - Crater", set the depth to a negative number (try -100 to start), set the permanent boolean to true, and set the time to 0.01 (smallest time allowed). cliffs (slicing): Use the "Deformation - Wave", set time to 0.01, and set number of waves to 0 to create cutoffs. Walls (+rocks): Use "Deformation - Wave", use the same settings as above, and set the area to a small number (to make the wall thin), and set the depth high. I suggest using rocky terrain and destructible rocks to make it look more real. Water (fake water): Use "Deformation - Wave", no (zero) waves, and a positive depth (to go down). After making the 'water paths' you can use a water destructible. Connect multiple waves to make rivers that arent straight and maybe use some crater deformations between the wave points. -------------------------------------------------------------------------------------- 4) Saving the map Terrain (game cache, extraction, and importing): Make your terrain, start the map (with your map), run the trigger (saves terrain information to game cache), save map, exit map/game, drag & drop your map into PitzerMike's game cache extractor (see link). http://www.wc3campaigns.net/showthread.php?t=81733 **Add code Destructible (extracting and importing): Make your map and then use Wyrmlord's destructible extractor (converts destructibles to JASS code) below. http://www.wc3campaigns.net/showthread.php?t=90359 Deformations (manual/triggers): *add code -------------------------------------------------------------------------------------- 5) Templates (Self-Generating Maps) Constants (destructibles, terrains, etc.): This is simply a stand-alone trigger which contains the all the constants for the terrains and destructibles.
Rules sets: As stated, the rules for creating a random map. For example, the placement of destructibles (fake water, trees, rocks, etc.), the placement of terrains, paths (for units to walk), deformation ranges, etc. *add example Destructible structures (pre-saved): Sets of functions for calling premade destructible objects, such as bridges and buildings, etc. Code (JASS/Arrays) -Terrain -Deformations -Destructibles -------------------------------------------------------------------------------------- 6) Hot-keys (F1-F5) Setup: Simply use fake heroes to get their hotkeys (F1-F5). No models, collision, picture, abilities, names, anything. Whenever you select/press the hotkey a trigger should return you to your previous selection. *add code -------------------------------------------------------------------------------------- 7) Trackables Setup: A grid of trackables placed 128 by 128 apart. I suggect you add somekind of grid overlay for the user to see in-game. For instance, destructible model which is a transparent line. *add code Unit placement: To avoid problems each unit should be on only one of the trackables 'clickable' area (every 128x128 holds one unit). Unit selecting: Simply select the corrosponding trackable and triggers will select the unit for you. *add code Movement (one square & system directed): Unit movement is divided into two types. First is normal movement, which is a unit moving one square at a time. The second is preset movements which is the series of movements from point A to B in which you cannot do normal movement. For example, a unit inside a destructible structure cannot just move freely, therefore preset movements must be used. Ability System (not normal UI menu): This method uses trackables, special effects, and images/splats to create a menu around a unit. By selecting/clicking a unit two times you open the menu, which is eight circle pictures, around the unit. And each time you select an option you either get a action (move) or a submenu (abilities). To move to a previous menu you can either press the same option again, which has now changed to a previous menu option, or you can press the 'ESC' key. -------------------------------------------------------------------------------------- 8) Abilities Basic abilities: Basic stuff Rune abilities: passive auras (day/night, fog, water [water level, rain], etc.) Drawing abilities: Advanced stuff, creating your own runes/auras Using trackables (mouse over) to draw shapes using trackables (mouse hit) to select symbols -symbols (runes) are like small auras giving little effects -combining symbols (runes) create stronger or new auras By combing both shaping drawing (circle, square, triangle, etc) and symbols you can create circles of power. Just like not hero auras look. Use in-game runes and circle and/or line models to create custom ones. -------------------------------------------------------------------------------------- Quests I was thinking three kinds of quests. The main quest, pertaining to your hero, which is long. The Individual quests for each world. And side quests, just to add something. Main story (Hall of White/Doors of Dreams [add picture]) Camera: Upwards at the ceiling, as if your character is laying down on their back. You awaken, staring at white. Not the kind of white light that hurts the eye, but pure white, almost angelic. "Where am I? What is this?" Preset quests: The indiviual 'main' quests for each map/world. Side quests (random quests): Quests which are randomly generated. |
