| 09-11-2008, 02:48 PM | #1 | |||||||||||||||||||||||||||||||||||||
This map has two different modes: a singleplayer "campaign" and a multiplayer melee-type game. Each player has control of one deity, and this is their central unit. The ultimate goal of the game is to destroy the enemy players' temples through various methods. As a God, you have no physical representation other than your temple. Your god is a hero, and this one unit has every ability you will need to play the game. Every God has the following abilities:
This game is centered around the idea of Gods of civilizations from different time periods and locations fighting against each other. The Gods can not directly fight each other, but do so through their people. Thor the Thunder God Thor is the deity you control in the first singleplayer level. He starts with the Lightning spell. Thor controls the vikings, which are a very militarized race. They are adept at quick strikes which can leave an enemy crippled, however they have minimal defensive structures.
Spells Every deity starts with one of these spells. Spells are learned by picking up golden scrolls (which are randomly placed) from the ground, but in order to pick up a scroll it must be in your influence. Spells can not be leveled up. Spells are cast by right-clicking the ground 4 times to create 4 runes. The game analyzes the pattern of the runes, and tries to detect which spell you attempted to cast. Every spell contains exactly 4 rune components, but they all have different shapes. The orientation of the shape does not matter.
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| 09-11-2008, 05:27 PM | #2 |
I thought this sounded lame until I saw the user. And read the description. Sounds pretty awexome and fun to play; I've always enjoyed hearing about those kind of "deity" games. After seeing some spell ideas you tossed off for the Spell Olympics, I'm sure we won't be let down with the quality here, either. Great success! (BTW, how did you get your "6 warriors 'locusted' to one flag unit under your control" to work? I had a similar thing working for me, but it wasn't nearly as seamless as your seems (lol, wordplay)). |
| 09-11-2008, 06:15 PM | #3 |
Interesting concept, obviously heavily inspired by Black & White. The rune casting will no doubt be too difficult for most to grasp :/ |
| 09-11-2008, 08:11 PM | #4 | ||
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Well I haven't made that part yet, but I can already see how I will make it. I will make an Invulnerable flag unit with movement enabled (however its movement will be locked to the average position of the solderis via a periodic timer). Then I will have 6 locust soldier units. When they are created, Chaos is added to each one to transform it into itself. This "breaks" locust so that they can be targeted and can participate in combat but can not be selected. Then, Whenever the flag is issued an order, I will order the flag to stop and order the soldiers associated with it to attack to the order target. All that's left to do is update the life of the flag to the current total life of the 6 soldiers out of the total max life of the 6 soldiers every time a soldier takes damage. Quote:
This is indeed very heavily inspired by Black & White. I don't think that the spell-casting will be quite as difficult for the average person as you think. Memorizing a shape is only slightly harder than memorizing a hotkey. Obviously there are a lot of features in this game that are slightly complicated, but I'm trying to design a sort of campaign level if you play it single-player that has a tutorial built into it. This method also gives more control to the user. The direction of certain spells like Gust are built into the shape of its runes. Spells like Avalanche will have their area of effect be controlled by the scale of the shape you place. The same number of falling boulders will appear, but just over more or less concentrated areas. |
| 09-11-2008, 08:20 PM | #5 | |
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Holy cow, thank you. I had something almost completely different planned (a single unit is the "Leader" of the mob, and has a modified Factory which is set to keep a constant supply of X "Mobber" guys. Each of the individual guys is set (via triggers) to move or attack wherever the "Leader" is ordered.) But aren't Periodic Timers notorious for lagging gameplay? Or is that only when you have a bunch (like 10)? |
| 09-11-2008, 08:33 PM | #6 | |
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It all depends on how often the periodics are run, and what you do in them. I'm planning on a 0.025 timer to just set every flag's x/y, which should do absolutely nothing to slow the game down. If, on the other hand, you are doing heavy calculations or leaking something every time the periodic is run, then they can bring the game to a halt very quickly. |
| 09-11-2008, 08:56 PM | #7 |
Sounds awsome, i loved the B&W map here on wc3, i'm looking forward to playing this ^_^ |
| 09-11-2008, 09:12 PM | #8 | |
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Really? I don't really do either of those, so perhaps I should stop being so 'periodic-timer-shy'... |
| 09-11-2008, 10:04 PM | #9 | |
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Interesting, do you have a link to this map? I tried searching for it and couldn't find it. |
| 09-11-2008, 10:41 PM | #10 |
I don't know if it's the one you're talking about, but i did a search and came up with this: http://www.epicwar.com/maps/download...dWhite1.83.w3x |
| 09-12-2008, 12:46 AM | #11 |
The whole rune thing seems like it'd be a bit unwieldy... I dunno, it just doesn't sound like it would work very well. It's too complex, requires too much memorization (or reading time) and is just not fast enough to use in a pinch. |
| 09-12-2008, 01:29 AM | #12 | |
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I agree that it is slightly more unwieldy than having the standard hotkey/click a point approach, however I can lay down 4 runes in a line in half a second. Granted that's the most simple of the spells, but you can cast a spell as quick as you can click 4 times on the ground. As for the memorization: maybe it's just the way my mind works but I find remembering simple shapes to be very easy for me. Remembering a Square for avalanche or a "lightningbolt shape" for lightning is just as easy as remembering "A" for avalanche or "L" for lightning. Let me give some visuals so you can see what would be going on: The Spell Icon: ![]() 3 out of 4 runes placed: ![]() |
| 09-12-2008, 03:02 AM | #13 |
Maybe burrow some shapes from Black & White? Up Down Up Down for fireball, circle for thingamajig, etc. I'd really like to see your system in action, upload a testmap asap. |
| 09-12-2008, 03:15 AM | #14 |
Arrow keys on battlenet are very clumsy. Here's a demo of the system. Obviously I haven't coded the actual spells yet, just the recognition system. Keep in mind the shapes can be rotated any way you please. |
| 09-12-2008, 05:28 AM | #15 |
And how does it determine the spot that the spell will be cast? |
