| 08-19-2007, 04:13 AM | #1 | |||
If you're part of the helper.net, you might have seen my small project. Ants Wars
Players: 8 (possibly more, depending on how much room there is)Style: Strategy, logistics (yes, I know Ants Wars isn't grammerly correct, but it sounds alot better than "ant's wars" or "ant war" Summary: Some people have played the custom game 'Sim Ant'. The game will be loosely based on the general theme of that game. In the orignal Sim Ant, there were 2 teams. Each player on those teams would have a specific goal, such as gathering or building. But in Ants Wars, each player controls their own colony, instead of 1 team controlling an ant colony. Features: ~Random Events ~Automated feeding system ~New and powerful strategies ~Interesting and frantic Combat ~Easily manageable tunnel system ~Fully Automated Gathering System ~Decisional (is that a word?) upgrades ~Slight Rock-Paper-Scissors style of units ~Complex, yet easy to understand food system ~Random Insects wandering around both above and below ground ~Tunneling events that promote many individual rooms instead of 1 large room ~Possible custom-group system that allows you to control more than 12 units at a time (not selected units) Team: Solo Progress: Working out how gathering system will work (looking for ways of debugging right now) Thinking of what upgrades/unit names will be used Working how new terrain will look (too many complaints about it being too difficult to see) The Features: Explained [Rated PG] ~Random Events Random events, depending on what kind, can effect both the above ground and below ground, or only 1. An example is rain: While dealing light damage where the rain hits, after a short while the water will 'seep' into the ground, causing fortified soil to become weaker (allowing an easier underground attack) along with causing large rooms to collapse. ~Automated feeding system
Large amount of text in hidden about how it works. I took it from my older thread on thehelper.net, so it's alittle outdated. ~New and powerful strategies Underground attacks, surprise attacks through a tunnel from the outside and into your enemies base, to parasite ants that can control random insects; giving you a mighty advantage on the battlefield. ~Interesting and frantic Combat In normal wc3 melee (and most wc3 custom game dealing with large fights) battles will tend to form a long line. It's difficult to explain how it's different in Ants Wars, so I'll include the trigger (the actual trigger that I will use in the final game will be more advance, this is just the simple form)
code is in hidden/spoiler tags. ~Easily manageable tunnel system For creating tunnels, simply pick point A and Point B, and the tunneling system will do all the rest. Want the tunnel to be fortified with soil or rock? You can choose it to do that (extra cost of food and speed of course) when it starts tunneling. When you want to create a room for a new building, there's an option to do that (and it automatically creates a doorway to the closest tunnel/room) ~Fully Automated Gathering System Once you build the main harvester building, your queen starts popping ants out of her at breakneck speeds, and once those gatherer ants hatch; they will start harvesting and doing everything on their own. No questions or orders asked, you will NEVER have to give them a single order in the game. Food sources aren't set either; they have a limited amount and after that amount is gone; the food is gone. This means that you'll constantly run into enemy gatherers that are looking and getting food, and so will your enemy. And if you want to win, their food is a great way to weaken your enemy. ~Decisional (is that a word?) upgrades Sometimes you'll have a choice between upgrades, though you can only choose 1 of these upgrades. An example will be to either increase the amount of gatherers you have, or increase the stats on the amount you already have (increased speed, ect) ~Slight Rock-Paper-Scissors style of units
Large amount of test (once again taken from my old thread) in the hidden tags. ~Complex, yet easy to understand food system See above. ~Random Insects wandering around both above and below ground Providing easy to tough fights, insects will occasionally roam across the ant battlefield, with the correct ant you can control their minds, or use as a useful food source. ~Tunneling events that promote many individual rooms instead of 1 large room Pretty much a trigger that checks how large rooms are randomly, if a room is too large it has a small chance chance to collapse; destroying and damaging under the collapse (and filling it with soil). After it has rained, there is an increased chance for a collapse and smaller rooms can collapse. ~Possible custom-group system that allows you to control more than 12 units at a time (not selected units) Pending, it's easy enough (unit group variables) I don't know if I can find a good, easy, and slick method for showing it off. Comments? Critism? Suggestions? I need them! |
| 08-19-2007, 08:01 PM | #2 | |
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What about 'Ant Wars' ? ![]() |
| 08-19-2007, 08:08 PM | #3 |
I still dislike the flavor of that name. |
| 08-19-2007, 09:01 PM | #4 |
Correct grammar > flavor. Do you have any screenshots to post or are you still working on ideas? |
| 08-19-2007, 10:34 PM | #5 |
I can get some pictures of the current terrain (which will be scraped). The old terrain is too dense (difficult to see ants) and was too flat (difficult to tell there was any terrain at all with all the grass) |
| 08-25-2007, 06:24 AM | #6 |
This sounds really badass. Ant Sims FTW! If you need ANY ideas at all, I can give you some. |
| 08-25-2007, 08:21 AM | #7 |
Great!! I have played something like this before but it was bad bad bad... But this sounds really interesting, just put up some screenshots. ![]() |
| 08-26-2007, 09:12 PM | #8 | ||
If you need ANY ideas at all, I can give you some. There isn't any reason not to post them. The best features for games are often the ones people suggest/want in it. Quote:
Picture is larger than the 556x400 or whatever it is for posting here, so the picture is in the {hidden} tags. Warning: Picture in hidden are larger than 800x600 Keep in mind: Pictures are fairly old, and will not be in the final game. The terrain will receive a major overhaul when I find the time.
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| 08-27-2007, 10:25 PM | #9 |
DUUUDE! Your ants are like ant sized to regular units, but the terrain is HUGE! Make them bigger. As far as ideas go, maybe you can make scout ants, who can leave invisible scent markers at set intervals, and then other ants can follow this trail automatically? Like you can have 3 assigned trails at a time, and your ants could all have a spellbook containng Follow Trail One, Follow Trail Two, and Follow Trail Three. |
| 08-30-2007, 08:45 PM | #10 | ||
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Unit Scale Size: .20 (might be .25 or .30, for some reason .23 keeps popping in my head) Quote:
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| 09-09-2007, 04:59 AM | #11 |
Haven't been able to work on the map recently, but I'm starting work on it again. So bump |
| 09-11-2007, 09:11 AM | #12 |
hehe, ever sinse i started modelling i've been meaning to do a map like this, but with termites, and based on footmen wars. I'd replace the trees with big grass strands and flowers and stuff, to create the scale you need. |
| 09-14-2007, 04:39 AM | #13 |
Yeah, bug maps FTW. You can use World Trees for trees, only BIGGER. |
