Polish, Implementing scripted events, and general ramblings of design ideologies...
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Not posted in a while due to crazy work amount and really not too much to show with fixing all the scripting issues that were occurring. Anyway, lots to show and talk about so I created a video for viewing - bare in mind it still has a lot of polish to get it a better working state: Skip to around 1 minute ish mark for gameplay start (I had published the game so I recorded accessing it through the client)
On with the ramblings. A few people have tested the map and reported similar issues, the controls being clunky and it being difficult to shoot, though the movement is out of my control due to the engine being an RTS (and my limited coding knowledge) I've forced the movement to work in WASD with W always being North facing in the map etc etc. This works fine, but takes some getting used to for the most part.
Some additions have been made for enemy placement and polish to some of the areas with limited assets. I've added additional doodads into make the areas slightly different to hopefully tell some more narrative:
Zerg Holding Pen
For this section I thought adding some blood decals and dead marines/zerg would start help with telling the story. In the previous room there's a few sound queues about the laboratory. The holding pen door opens to release the remaining zerglings to help with the first encounter for the player.
Attention to detail (depth n stuff)
Zerg Holding Room Breakout
This room got overhauled quite a bit and I placed the enemies in. I figured the pool of water would look better with an acidic vibe to it, though I needed some logic to explain why: For this I simply added in the zerg biomass on the ledge that seeps into the water. Makes sense? Right!?
Lost facility
The facility is fully overrun at this stage, with more enemies being place. Though I'm still tweaking their aggressive states and behaviors, as well as their leash range.
Big bad boss room
This is the boss room. Trying to script this guy is proving problematic. Especially due to the issues I am having with combat scripts.
Scripts! Scripts! Scripts!
Right, two majors ish issues with the scripts/combat etc. Firstly, I want the player to be able to shooter easier/better - at the current state, the player just shoots in the direction the unit is facing - makes it a little hard to shoot at certain angles. However, I have not been able to fix it so the player faces the direciton of the mouse click - I thought a simple variable with XYZ coordinates of the mouse in the game world and then issue order for target unit to face the XYZ would work, but no deal noel.
Additionally, combat! I can't get this to work how I had envisioned, lack of scripting/coding knowledge here. I've adjusted the data values of the spells to be quite high (and everything between low/high) to kill enemies, but one of two outcomes is occurring, the attack animation isn't interacting with the enemies/environment, or it takes ages to kill the enemy unit, regardless of damage dealt. The work around is just to have the trigger set to kill unit if they take damage from the effect of the players gun (which is mostly for visuals) it's not a bad work around, but this brings up problems with the bigger enemies I wanted to place and especially the boss. One hitting a boss is no fun...
Movement Logic script (half of it anyway)
Here's a small section of the movement with WASD - relatively simple to get work, but not as fluid as I'd like.
A simple script for a scripted event (zerg breakout)
Again, the simple stuff often tends to be the most irritating. The logic for the script seems simple, especially if you break it down, but then there's always an issue -in this case, the zerglings are stuck in the holding pen and don't interact with the player, Even with a forced unit command. I need to fix this!
So, I decided I liked the flames, and there will likely be braziers of flames/fire or candles and such throughout the dungeon, as such, i wanted to try some lighting to help add some "immersion" of sorts. Now, this will take more work, but the general idea is there for "flicking lights" The script essentially adjusts the intensity/bias/range of the the light source it's attached too, needs some work here but it stabilises out at the end somewhat. Here's what happens when it goes wrong...
I decided to have a go at map making again, it's been a long time since I've had a crack at a new map editor/game engine. And what better engine that Terry! (The Terrain Metadata Editor). After quickly getting to grips with the editor I started making an overly large map for standard pitched battles. The editor boasts a huge plethora of assets to cater to a designers desires for theme/pacing/visuals and so on. After playing a good many hours in Total War, the general map layouts are relatively simple at a glance. A few small caveats to take into consideration when creating a map. Map Size Player Size (1v1 / 2v2 / 4v4 ) Balance Interesting terrain deformation ? Map size is relative to player size, naturally. The more players on a map the larger the battlefield can be, and thus the better utilized the terrain elements can be (Having a 4v4 with 1 choke point would be a mostly boring match, watching 1 unit fight 1 unit until someone runs out of troops). Adding in ...
A small update from my last post regarding my map for total war: Warhammer. I've added some aesthetic improvements as well as some layout changes for gameplay reasons. Mainly the "left flank" of the map has been reworked, moving the small end of the river into the lake region to improve visuals. The may reason for changing the "left flank" is to draw players attention to that side of the battlefield as an alternate route of attack, but more clearly (It was usable before, but squeezing through 1 unit at a time wasn't fun - naturally. This area of the battlefield now houses several large rocks and a dragon skeleton. Ideally, this is visible - clearly - from most places on the battlefield, to draw the attention of the commanders to utilize this region, in addition to the bridges. As mentioned above, the red section was moved from left to right and now sits within the previously empty "lake/pond" - The areas in blue have been added, with some...
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