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Staredit Network -> UMS Production -> New Pompeii - A "Total Freedom" RPG.
Report, edit, etc...Posted by FallenDreamer on 2005-05-23 at 22:39:38
QUOTE(axblader @ May 23 2005, 04:43 PM)
By the way, what kind of system do you use for spells?
And correct me if im wrong, but all of these concepts have been used?
Why not make the conlonists auto equip? Like say you deposite 100 minerals in the "Depot" And it buys the suits, then when new conlonists arrive they equip if you have any. But you can always witydraw the money from the depot, dont want any newbs complaining they didnt know that it did  crazy.gif
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Thats a good idea, except for the fact that there is more then one suit type. I would have to create an orginization system, which would take a while. So I will use this idea, but its gonna take some time.
Spell system? I guess you could say it defers between each "Leader suit," as they all have varying abilites. For instance, there will be an Infeseted Suit(Infested Duran) with 2 spell abilites, 1 will spawn broodlings, and the other will convert only zerg units for your use. Other spells, like the Standard Commander Suit, might call for back-up from existing Colony Troops(compueter) in the area, and they will literally head straight to him, and follow him around as back-up, for a set amount of time. Seemingly simple spells, but that's ok, they're still useful, fun, and it makes the job easier on me tongue.gif. I'll detail on the other more complex spells in another post, just not now, I got homework to do lol.

QUOTE(Ultimo @ May 23 2005, 04:55 PM)
I'd like to see some great terrain on ashworld in this map.  What's the approximate time you think this will be done?


Great Terrain? No problem, I'm an artist. Time map will be finished? It depends on how big of a dev team I've got. The more everyone chips in, the sooner you'll be seeing demos and betas. But as an estimate, If I were doing all completely of this by myself... wait till summer break if you can =\.

With help, I may have a working demo or something around half way through next month.

Anyway, I'm glad to see I'm finally getting some recognition for my efforts happy.gif Thanks to all who've given advice, it will be noted.

Btw, i'm once again refering ppl to the auditions thread for voice acting, and I will also be looking for actors on other threads and forums (outside of Staredit.net) So hurry up and try out for a part before theyre gone!
Report, edit, etc...Posted by www.com.au on 2005-05-23 at 23:18:46
This does sound really good...

i just use xtra for making the triggers faster, and when i need isom terrain, then i make the finishing touches on the terrain and protect it (yeah shutup) with sf..

whats the approximate release date? (if any)
Report, edit, etc...Posted by FallenDreamer on 2005-05-23 at 23:37:28
QUOTE(www.com.au @ May 23 2005, 09:18 PM)
This does sound really good...

i just use xtra for making the triggers faster, and when i need isom terrain, then i make the finishing touches on the terrain and protect it (yeah shutup) with sf..

whats the approximate release date? (if any)
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Er....sorry, nothing can be approximated yet, but we do have that timezone for now, Mid-June to End of July for an actual demo that fully plays out nearly all of the concepts. This all depends on how many people help. And sorry I can't make any specific dates yet.
Report, edit, etc...Posted by Screwed on 2005-05-24 at 02:03:02
Hmmm, I'm really intersted on how the map will turn out. Hopefully you can put in all that you promised us. =P

Are you considering to reuse locations? Because when 'side quests' came into my face, I realised you WILL run out of locations if you dont reuse them. =P

Plus, why is it new pompeii?

Pompeii: An ancient city of southern Italy southeast of Naples. Founded in the sixth or early fifth century B.C., it was a Roman colony by 80 B.C. and became a prosperous port and resort with many noted villas, temples, theaters, and baths. Pompeii was destroyed by an eruption of Mount Vesuvius in A.D. 79. The incredibly well-preserved ruins were rediscovered in 1748 and have been extensively excavated.
Report, edit, etc...Posted by FallenDreamer on 2005-05-24 at 02:15:42
QUOTE(Screwed @ May 24 2005, 12:03 AM)
Hmmm, I'm really intersted on how the map will turn out. Hopefully you can put in all that you promised us. =P

Are you considering to reuse locations? Because when 'side quests' came into my face, I realised you WILL run out of locations if you dont reuse them. =P

Plus, why is it new pompeii?

Pompeii: An ancient city of southern Italy southeast of Naples. Founded in the sixth or early fifth century B.C., it was a Roman colony by 80 B.C. and became a prosperous port and resort with many noted villas, temples, theaters, and baths. Pompeii was destroyed by an eruption of Mount Vesuvius in A.D. 79. The incredibly well-preserved ruins were rediscovered in 1748 and have been extensively excavated.
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Re-read that last part about the eruption of Mount Vesuvius, now remember when I said this was gonna be an ashland map? The idea should click pretty fast, and you begin to see the main conflict expressed in this RPG. =P (Even though theres actually even more to it then you first think, the Zerg come into play aswell, and in more then one way, mind you!!)

And yes, I will re-use them. Theres no way around it unless another version of SF or SCM comes out with a wonderful new limitless location thing. But I'd still reuse tehm anyway, i actually planned on doing that. So what is there to rely on then, you ask? Simple: Switches. You can make as many as you like in SF, so life is good =). And yes, it probably will complicate things, but hey, we work with what we have.

P.S.: I'll do my very best to make it what its supposed to be, even though this looks more like it should be a Beer_keg operation. tongue.gif
Report, edit, etc...Posted by axblader on 2005-05-24 at 19:49:55
A little hint: You cant make unlimited swtiches. The max is 256 isnt it?

Plus, when I said xtra was slow and hard to use, i meant litteraly. Let me see. You have to click this button, ok ez. But then you have to click another, and the nantoher, and then another. Atleast 10 clicks to even make a simpel trigger! In SF? You can type the whoel thing, one click to open it, and one click to close. Much more efficient!

But then, you'd have to know the triggering language pretty well. (Or you can clikc off to one side)

Plus SF, lets you do illegal things, like have empty triggers, so you can go back to it l8er.
The best part? You can copy and paste.


EDIT:

Ok then, the sorting system might be compicated but GL. How are you gonig to base the sorting on? Like you have a priorty list? Liek you set it:
1. Bat
2. Rine
3. Goliath.

I dunno how it'll work. Random or make it make 1 bat every the rines, and one goliath every 2 rines. Makes sense? So you can put the more expensive units in the back!
Report, edit, etc...Posted by FallenDreamer on 2005-05-24 at 20:07:44
QUOTE(axblader @ May 24 2005, 05:49 PM)
Ok then, the sorting system might be compicated but GL. How are you gonig to base the sorting on? Like you have a priorty list? Liek you set it:
1. Bat
2. Rine
3. Goliath.

I dunno how it'll work. Random or make it make 1 bat every the rines, and one goliath every 2 rines. Makes sense? So you can put the more expensive units in the back!
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Bah, its another headache waiting to happen... ill figure it out eventually. I suppose I could make an empty space for each player...units would be given to player 12...and given to a colonist whenever they arrive....the only problem is that since there are multiple possibilites. you might get more then one unit in return for the other unit during the suit switch...unless...! A loading bay of somesort!, yes, thats ingenius!!! Ok, heres the idea. The storage area is like a amunition clip (with spring) when ever you fill it up with units, they go right to the very end of the spring, where they are released(whenever theres another colonist around).

So basically, lets say you have it loaded (it will be a one square wide piece of land, so only one unit gets through at a time)

Marine <-Release
Marine
Firebat
Medic
Marine

The marine at the top would be switche with any one colonist that enters the specific area required, which will be in the middle of the spaceport lobby., then the other corresponding units move up to where they should be, and the order now becomes

Marine <- Release
Firebat
Medic
Marine

Theres only one issue left now, but I suppose its for the better: Storage limit. Ill have to see how much storage space is a reasonable amount.
Each unit will also require the same amount of Colonists it normally does like...

Marine- 1
Firebat- 1
Siege Tank- 2

Ya, so that might work. If anyone else has other suggestions, I'd love to hear em.
Report, edit, etc...Posted by Ultimo on 2005-05-24 at 21:18:36
I think the whole voice thing for your map might be a little too much.
Report, edit, etc...Posted by FallenDreamer on 2005-05-24 at 22:01:31
I know. Ive been waiting around for a few days on that subject. No one on SEN wants to volunteer. -_-
Thats ok though, I can still turn to the dudes at newgrounds, they voice act all the time, its like a hobby for them tongue.gif I'm not going to give up the voice acting thing just yet, but I am considering moving it from SEN to a site that focuses on stuff like this.
Report, edit, etc...Posted by www.com.au on 2005-05-25 at 08:13:08
QUOTE
No one on SEN wants to volunteer. -_-


you'll probably find thats because either:

A: They dont have the Equipment.

or

B: They dont have the time

or

C: thier assholes.

but c is very rarely encountered. (i hope)

i think you'll find a is most common. its truthful for me. if i had the equipment i would gladly do it.
Report, edit, etc...Posted by FallenDreamer on 2005-05-26 at 00:35:00
-_- Ah cmon! A mic couldn't possibly cost that much...er...well, I'm not saying you should go out and spend money or anything! I just assumed, ya know, there mighta probably been some people who tried this already so you'll probably have some sort of gear up by now...anyway, I'm still looking for peeps who are interested in recording their voices for this map. If not for your name in the list, atleast do it for fun, or choking minerals out of me. -_-' tongue.gif

Er...no updates yet. But theyre coming!
Report, edit, etc...Posted by scwizard on 2005-05-26 at 21:44:21
My voice sounds horrible. And I like to keep my real life disconnected from the rest of my life.

I can help you by outlineing advanced triggers.

What spell system do you have in mind. I'll design it (but not code it) for you.

Also, learn to use SF or SCMdraft's triggering system. As any advanced map maker knows, xtra editor is super slow. I don't use it at all anymore.
Report, edit, etc...Posted by FallenDreamer on 2005-05-26 at 23:06:06
QUOTE(m.r.bob @ May 26 2005, 07:44 PM)
My voice sounds horrible. And I like to keep my real life disconnected from the rest of my life.

I can help you by outlineing advanced triggers.

What spell system do you have in mind. I'll design it (but not code it) for you.

Also, learn to use SF or SCMdraft's triggering system. As any advanced map maker knows, xtra editor is super slow. I don't use it at all anymore.
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Yes I know, I just recently got scm draft (starforge doesnt work for some odd reason), the string editing system is great, and I'm trying to learn it as soon as quickly I can, which will probably slow down map production, but thats ok, so long as I get a better map in the end.

And as for the Spells, heres one I had in mind. I'm sure I could come up with how to do it myself, but since you probably know how to code it better then I do, please outline it for me.

The Zergling Horde - an alternate to the broodling drop.
When 'custom' points are at '100' and a player brings a civ to a beacon, creates '24' burrowed 'zerglings' at 'leader suit location' owned by a player who shall be known as "Spell Units," when summoned, they are imediately ordered to unburrow, and attack towards the direction of the Spell pointer(oberserver). This is a pretty simple idea, but if you think you would like to upgrade upon it, then by all means, please do.

Psi Bombs - This was originally just where 3 warbringers would be made and each would have a scarab in em. The delay time for when these things would be killed was too slow so the scarabs sticked around for too long before dieing, and if the player moved away fast enough, he could make the units permanent. I know how to fix that, but what I really wanted to achieve was just creating scarabs that would attack a target. I heard something about a junk yard dog script, but I dont quite remember how it works and what it works for. Anyway, so if you could, please tell me what I can do to fix this. All I really need are the 3 scarabs that attack, it doesnt matter if it counts towards the player or not.

Airstrike - 3 bombers will fly across the map via a beeline from point A to point B, making "bomb drop" effects every 1200 milliseconds or so, and everything under it will...well, dieing would be a good idea =P, basically, they'll be aimed at the spell pointer again, but when they get there, they turn around, and head back to their starting area, which is the computer Colony's (player 4) spaceport. I think I know how to do this also,

ADDITION:
O yes, not all spells will be focused on using the observer. Some will focus entirely on the area around the player's leading character. Others may focus on the leading characters of all the players. Some may even get really creative... here is a fun one I thought of.

Ambient Psionic Overcharge - when activated, this spell will last about 5-8 seconds or so(havent decided), but its effects are cool. Any unit that comes into range of the player's SEA(spell area of effect), will be killed instantly, so long as it's not a boss monster. Imagine the wonderful feeling of running through pouring hordes of zerg, with this big gap in their force wherever you went. Personally, I think that would look really cool and seem pretty fun to do =P. A relatively simple spell, not very creative, but it's definitely a fun and useful thing to have.
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