| 06-25-2008, 09:19 PM | #1 |
I have been working on an as of yet unnamed project. It is a strategic warfare game, the building component working much like Battle for Middle Earth 1, where there are specific base locations, and build plots spawn around them in different configurations. I have had some help from the community on this project, but I have recently hit a stump in my ability to trigger GUI. I'm very familiar with triggering GUI, but I need someone experienced in triggering to set me on the right foot, and help organize and suggest ways to implement my ideas. The map I have started on, I realize, is too large for B.net, especially with the number of units on the screen near end game. Also it would overwhelm players due to the amount of micromanaging required from each base. However, my primary concern is developing all the triggers to a point where it is functional enough to start on a new, smaller map. Concept This is game is more of a strategy game than a hero war (such as DotA) and focuses on building structures and augmenting units more than leveling your hero and purchasing items. Forces Players: 10 Players per team: 5 Computer controlled players: 2 (one for each team) Resources - All resources collected are sent to your Computer Ally in the form of Gold, which any player on the team can use to purchase units from the Barracks. - Once a unit is purchased, the Computer will keep pumping out that unit until someone changes the queue manually. The selected unit will be pumped out every 15-20 seconds, however long the training time is, for no additional cost. It only costs gold to change the type of unit being trained. - Resources are collected by purchasing Farms, which generate 25 Gold per 15 seconds. Alternatively, lumber can be collected from Trees by Peasants, and returned to Lumber Mills. - Also, every 15 minutes, one Base will be awarded triple Gold production from Farms and their upgrades. This will encourage players to attack specific Bases, significantly changing strategy. Players - Killing enemy units and other players will send Gold to the player and not contribute to the Computer's supply - Instead, Gold collected by the player is used to purchase augmenting auras, hire mercenaries and summon elemental armies and minions of their own. Buildings All structures will be computer owned, however, players will decide which units are trained from them (this is a problem that I need to address and need an experienced GUI triggerer to help me with). Screenshots A Fortress is constructed at the start of the game http://img137.imageshack.us/my.php?i...ortressza3.png Plots spawn automatically around the Fortress after it is built http://img155.imageshack.us/my.php?i...arracksrk1.png A soldier is trained from the Barracks and sent towards the enemy Fortress http://img47.imageshack.us/my.php?im...htesparqi7.png http://img151.imageshack.us/my.php?i...tespar2nx4.png An army is attacking the final Fortress, finishing the game. http://img367.imageshack.us/my.php?i...htesparef3.png - When a unit is purchased you will actually get 9-12 individual soldiers at a time. The computer automatically controls them and sends them towards the next Fortress on the path. The Fortress plots are neutral and players that reach them can construct a new one. Construction of Fortresses only occur at the beginning of the game, and as they are invulnerable (except for the two main bases), capturing them by force will be the primary method of obtaining new Fortresses as time progresses. To capture an enemy fortress you must wait there for 30 seconds without opposition (no enemies in the fortress region). No countdown timers, that will lag things up incredibly and clutter the screen. So it's played by sight. Notes The brick paths shown in the screenshots are a guideline I used to determine the unit paths. In-game they would be replaced with proper terraining, which I will do myself. There are numerous units, including siege and elemental armies, and several unique models which have already been completed, which add depth and excitement to the game. The one unit I showed was merely an example so that I could show how my game worked in the simplest possible way. ----------------------------------- If you are interested in helping out in any way or want to see what the triggers look like, send me a PM and I'll be glad to send you the map. This thread is primarily to showcase what I already have done.. |
