This system is a very basic system that I might use sometime.
What it is:
- Creates enemies outside of your veiw at random intervals.
- Orders melee units to attack you, unless they are near your teammates. Ranged enemies attack anything.
- Orders the comuter teammates to run around your hero randomly when no enemies are around, when near enemies they will attack. And when they are too far from your hero they will retreat to him.
This system can easily support more functions, such as enemy spells and special formations of attacks and many other amazing concepts.
The drawbacks, you need three computers players, (if you wish to have hirelings as well as enemies) two who are willing to attack each other, and a third to detect things. (Although this third could be player 12 or something)
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I hope someone can expand this, because I'm not doing anything on it anytime soon. Right now it is a lot like Diablo or Diablo 2 in its appearance.
No, I never protect anything I make unless someone else asks me to.
Anyway, I think I should explain a little more about what it is capable of.
This system is much more than a battle system. Basically what it does is it detects what units are around your hero at any given time, and can act upon any unit around your hero creating a much more interactive realm of rpg. Also depending on what other aspects are around each character in the area, they can be modified to react differently. Basically this simulates an ai, although as I said it is in its most basic stages as of now.
The more I've looked at this the more I feel that I need to expand on it.
QUOTE(AgenT_Nick @ Jan 28 2006, 08:23 AM)
too bad sen nuked the attachments. i would of dled it too.
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To DL the map, right-click the link and click "Save link as..." or "Save target as..." and put it in your maps folder.
uhh it saves as index.htm?
QUOTE
I hope someone can expand this, because I'm not doing anything on it anytime soon. Right now it is a lot like Diablo or Diablo 2 in its appearance.
I wil expand on this.
A system like this could make the typical hack/slash RPGs more fun to play.
Its a very awesome idea, fun and enjoyable. Hehe Rantent showed me and went bed! EVIL RANTENT =)
\\Moogle
Yeah Save target as and rename the .htm to .scx
Well, I was looking at it, and I tested it.
I think it is a great find! Although, possibly you can give some more information on it. If that seems vague... Maybe you could add some more content to it.
Also, I'll be giving you credit, because I am using this in my map. It will be GREAT!
Ya, this can have so much more stuff added to it.
I think I will implement the ability to set up your forces in formations, possibly setting up enemy formations of attacks, and spells. (both your teammates and your enemies) Also a much better version of AI, where the allies you have will act upon which enemy is in which direction of them.
And probably make an ally level up system. And making it so the units involved don't go through that nasty habit of not attacking each other. (while they turn orange.)
I'm thinking about also making an in town detector, where enemies would not spawn, and your allies would act differently. Also, if I implement this, I will probably do a dialog engine for it, where the units in dialog wil actually face one another, (OMG LIKE A FIRST FOR RPGS!) and people that have something urgent to say will move around or something.
Bosses are another thing that I could try to add to this system. I could make their tactics change as the battle wears on, they could flee when they are near death. (I have a new way of detecting health fairly accurately, with no virtual hp and no EUD's)
The next version of this might take a while to finish.
With all those ideas explained, why don't you just make a whole RPG? I like the AI part with the towns, pretty ingenious.
Well, I tip my hat to you Rantent.
You will be getting a lot of credit for this. I am going to most definitley use this strategy.
Here is what I am doing:
Instead of having my "Team" attack the units right there... The enemies wil have 10,000 HP, so you can attack them, but they won't die. Then, there will be 2 randomized switches to determine whether it is going to be an RTS or TBC battle. Once that is determined, your hero will be transported to the correct Battlefield.
To determine "Weaker-Lowlevel" enemies, there will be a deathcount to determine the level. For each level there will be 4 randomized switches. So, each level you will be fighting different leveled opponents. But, once you reach level '5', you can still be attacked by level ~4 enemies.
Hopefully, that makes sense.
Anyway, this is a very good system.
Oh, sounds like you can add alot to this engine Rantent. Could be very creative for boss fights as well as skills. not just creating them on spot next hero or boss like say he casted fireball could from from side or top like falling from the sky or something. The dialog engine would be nice little addon as well, could be useful in cutscenes for events happen using less locations then normal. hmm.
\\Moogle
Could you explain more on the ally system? I want to use something similar to this in my map, but I'm still a bit foggy on your system.
I see this as more useful for the auto create feature. Its so helpful to not have to pre place enemies everywhere, or have an enemy spawn point. Also, you would be able to chnage the difficulty of the map easily, since you only have to chnage one or two triggers.
Awsome! I found one little thing though while playing the map. When units come close to you, they randomly turn to Orange Control for a split second, causeing your marine to not attack for about a second. Other than that, GJ
That's not random, it's the system doing all of it's checks.
Ya, I've noticed that which I've realised is entirely fixable.
Everyunit will be givin a specific location before you see it now, I've decided on about 30 locations for now. This would mean that you could have at most 30 people (besides your hero) in your veiw at any given time. But this would also let room for more capabilities as well, and completely remove the small gap when no unit attacks.
QUOTE(urmom @ Feb 8 2006, 01:51 PM)
That's not random, it's the system doing all of it's checks.
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Oh
QUOTE(Rantent @ Feb 8 2006, 06:29 PM)
Ya, I've noticed that which I've realised is entirely fixable.
Everyunit will be givin a specific location before you see it now, I've decided on about 30 locations for now. This would mean that you could have at most 30 people (besides your hero) in your veiw at any given time. But this would also let room for more capabilities as well, and completely remove the small gap when no unit attacks.
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Awsome
I looked at thwe triggers and stuff, and got totally lost.
*claps*
Rantent has done it again.
I can't wait to see it.
So Rantent, could you go more in-depth on how you did the ally thing?
Ally thing... not sure I understand your question.
The Alliance triggers in the version posted work much the same way as the enemy triggers do. At random intervals, they give the allied units to another player. They then detect each unit in your veiw. And givin the amount of units in the area, they set a simple strategy. If there are no enemies in the area, then they are ordered to a random square adjacent to your hero.
The way I will do the allied units will involve a much better version of the detecting systems, the computer allies will know which direction and how far enemy units are and where walls are in the terrain. (The second part will only happen if an idea I've had works.
) They will then form various strategies based upon detecting these things. I haven't started anything yet, as I am figuring out exactly how everything will work. (I like to know exactly what to do before doing it.)
Oh, for the ally thing I meant how you had the units follow you and attack enemy units and stuff. Sounds like you have a lot of neat ideas for it.
Diablo uses a system when proventing game lag where units not in your view or attack radius (enlarged when casters/ missile weapons can hit these targets outside your current view radius) they are neutral non-moving, non-AI controled duds...
Units are created randomly by the first player. Each game only supports these random creations one game at a time, meaning, when a person comes to a location, the units randomly created there become active. They all spawn as coding when the game is created or you enter a new area for added speed in transitions.
Systems can be created using a smaller 1x1 grid to setup unit complexs, such as a group of 3 normal units with 1 elite type unit (different color / upgrades?/ Spells) and these can be created just outside your view as you reach the area. spots can be designated for this "special" creation point in which units can be created for more difficulty in game play. This also provents boredom of repetitive ~Bad~ hack and slashing... which RPG's and most action games always seem to conquor with this randomness.
This system is obvious and Rantent is just the first to post it realisticly set up in a map. GJ on it...
Lol
*Steals? I don't kno yet...