Controls and functions:
·Right mouse click to move unit.
·Left mouse click to select/target
Selecting enemy unit will result in triggering action called „Target Lock on“. „Target Lock on“ means that torso of your unit will start facing selected enemy unit. This action will take some time. Note that torso twisting is ignoring any rotation or movement of lower part of your unit; the legz.
When torso of your unit is lined where its facing enemy unit, it will stay locked, no matter how
fast enemy unit is moving around you. Note that you can't start firing until you get an notification for that; it takes some extra time to calculate some things for your unit (concept thing).
Note that this is only way to accomplist target lock on. That will enable you firing with most of your weapons.
·1,2,3,4 buttons are used to fire specific weapon groups
Additionally you will be able to change and set firing groups as you desire to.
·Q,W,E,R,T buttons are used to cycle or acquire specifit enemy units on your radar(minimap)
Q is used to detect closes enemy to your unit currently displayed on your radar.
W is used to cycle to next enemy unit, where next enemy unit is first enemy unit that that is displayed on your radar starting from closest one (currently selected one if there is any).
E works the opposite way. Starting from unit that is most distant.
R removes currently acquired target. Note that acquire enemy unit doesn't mean unit targeted or unit locked on. This will only give you display of enemy unit's stats. And option to missile lock on.
T is used to acquire currently targeted unit (this can be used for missile lock on).
·A button will result in triggering action called „Missile Lock on“
That will mark acquired enemy unit as target for your missile pods. Note that missiles can fire independently of your other weapons. Also, this action also requires some time to lock on. What is different here is that time required to lock on is calculated by distance between your and enemy unit.
„Missile Lock on“ will reset if enemy unit goes out of radar range.
·S button that is used to reset(or remove) „Missile Lock on“
This is useful if you want to use MGS – Missile Guided System system, firing blank in the air letting missiles to track unit that was marked with MGS.
·F to use coolant pods/coolant/CPOD(s)
When firing, your weapons will overheat. Overheat can cause weapon mailfuntion if you are firing more than you unit can sustain. To resolve this problem, use coolant pods as chargable „ability“. This will automatically remove some percetage of your heat level.
·Use abilities – this hasn't been defined yet
Idea behind that is that you unit will be able to call some kind of order from satellite. Like, laser strike, or artillery strike, or scanning the area...
·Y and X as camera Zoom In/ Out
·Left Shift to use/toggle MAS – Movement Acceleration System
Toggle to increase speed of your unit. Toggle running. This slightly increases heat level over time.
·Night Vision
When too dark it can be toggled on to improve your visibility.
Features and game mechanics:
·Damage detection
Depending from which side you are hit will cause damage on that side. Torso, Hands, and maybe sides of torso. But for now only Torso and both hands(sides).
·Unit Customization
For now, before planned system where you would be able to customize parts of your unit like weapons is scrapped.
·Shield and HP
Units will have Shield(similar like protoss units in SC) and Hit Points or Endurance(armor/plate). As long your shield is not down it will recharge if you keep out of combat(not taking damage).
·Weapons Overheat
Whenever you fire a weapon, it will cause some heat. Some weapons will cause more, some less. When overheat is detected will will get an warning message/voice. If you ignore it, and continue firing, overheated weapons will eventually mailfuntion. This can be repaired.
·Units can be repaired
·Variety of different victory cinditions.
From capturing different parts of field and bases to simple team elimination.
·Variety of different objectives that will help you in taking advantage over opponent.
·Lots of different type of weapons and effects they cause.
·Progressive expanding
As you capture parts of field AI will try to expand your base to those parts of map giving you more resources and advantage.
·Active/Passive Radar
Ability to run under passive radar reducing sight of enemy radar detection.
·RCM or RCMS – Radar Counter Measure (System)
Ability to interference enemy radars so you can be detected only within close range.
·Heat Sinks
This part of unit is used to control level of heat level. It slowly reduces produced heat. How fast it removed heat it depends on the model of Heat Sinks. Addition to that are coolant pods.
·MCM or MCMS – Missile Counter Measure (System)
Increases enemy missile lock on time.
·EP - Eagle Probe
Probe that detects hidden or invisible units. Also negates enemy RCM system.
·AMS – Anti-Missile System
Reduces missile lock on time. Also negates MCM system.
·RP – Repairing Probe or Drone
Repairs your unit over time if damaged.
· AMP – Anti Missile Pod or simply a Missile Pod
Used to fire at SGM(Satellite Guided Missiles) reducing damage input.
·MGS – Missile Guided System
This is obtained by using TAG weapon that marks enemy unit as target of all missiles that are fired at blind.
Note that benefits from systems do stack positively, and negatively.
Concept and background story:
What we have here are 3 factions(4v4v4 or 6v6 if this will be changed). Is different reality that has nothing to do with ours. Its SF, or fantasy world.
You take a role of pilot in one of those factions. Satellite pilot. Now, you are controling machine, war machine. Similar like battle mech.
In this reality its all about conquering planets and economy. Most valuable thing in economy are war machines. War machines are remotlly controled machines that are used as soldiers; and there are tons if different models.
They are sent(or deployed) on planets in order to clean all life form from planet preparing planet for inhabiting.
Thing is that other factions(between ones that we will introduce) are also trying to conquer planets. Its not just about resources. Some of them are collectors. And in fact, one of factions are „The Collectors“.
Here's where the game starts. You(your machine) are basically „dropped“ into one planet where you are fighting for it.
Explanations of gameplay and game mechanics:
First you pick a faction(a team). Then you pick your War Machine. Sorted by class.
Your machine drops from the sky in capsule pod. Opens, and your war machien comes out of it.
Gameplay is quite simple and I find is similar to SC concept. Yes there will be big explosions and effects. But main core of game is tactic and thinking what kind of tactic or move will you pull. That's why I included half automatic targeting. Meaning that you wont be targeting with your cursor pointer, I'll leave that for another day. Instead, you will be busy wil monitoring what is going on in the actuall game. Similar like in SC2. In SC2 you have to monitor things very carefully and act really quick in order to win (its what I think). When in other RTS like WC3 for example, unit could take lots of damage.
Ok, lets start with one example.
You notice enemy detected on your minimap. You are going towards it.
Now, you notice enemy unit on your screen. You simply left click on it and torso of your unit starts to face it. It will take some time but eventually you got him locked on.
Now you can fire; not before. So you can't fire if there is no target. This actually explains machines, and highly advanced technology. Top view also explains your view, as you are controling machine from a satellite were machine is sending signals to your satellite.
Before that you can mark that target or before acquired enemy unit as the target of your missile pods. And you can start firing as soon it gets locked on.
Note that you can not reset target lock on until you finish firing animations that are in progress (mostly less than a second).
...will continue on next update...
Note that I do not intend to include all features at first release. I plan to start simply and I plan to exclude things that will turn into something complex and are too hard to do.
As I mentioned in your private messages, some of this sounds pretty interesting, but some of it is beyond what the editor can do. For example, you either have the default UI with the minimap in the bottom left corner, or you don't. I haven't seen or heard of anyone being able to separate the minimap/radar from the rest of the default UI and place it wherever they want. If you can find a reference to changing the minimap/radar, let me know, but I haven't yet found such a thing.
Anyways, Ill help out with this project as I'm able to, time and ability wise, but at the moment my focus is actually getting things to even work right in the editor. I learned a lot with Godzilla, and even more with Avatars, but there's just sooo much. To even begin to understand how to do some of the things you want to do here, I have to have something to actually work with in the editor, like a model that actually has the ability to do some of the things you've described.
Which reminds me, are you done with your first custom model yet? Solid piece, the 2 pieces, and texturing? I'm really anxious to actually get that in a map and working, because I know there's going to be some bug fixing to do, it's not going to be simple cut and paste into the map. Focus on that right now, just getting the working model into the game, after that and we see exactly what the model is capable of and can be manipulated to do, we can talk about ideas such as what you've posted here.
You can disable UI, and make your own UI using dialogs and images. Check few maps. There is map where minimap is same as Diablo II minimap, where its moving over the map and following you.
I have one 1 texture out of 3, last one is fast, second one is not that big as 1st one.
Its taking so long since I am having problems with synchronizing movement with the ground. I am working on that. I want it to be perfect.
I'll upload test map now so you can see.
Attachments are working fine, almost. Tho I can fix it. Seems like it has soem problems with detecting how you link the bones, so I will have to add 1-2 more bones in order to fix that. Now I think all 4 weapon attachments are replaced by 1.
For now work with SC2 models ? Use any models, we just want function, doesnt matter how will it look.
BTW , lets do some short video showing some features and what we plan to add and post it on SC2 mapster to get few coders ?
I will finish texturing today or tomorrow MAYBE. Depends on my free time.
Do you need this model 2 parts or you can use other sc2 models for testing ?
Sry for taking so long, SC2+exporter isnt perfect and I got job and training.
I haven't seen such a map, but I'll take your word for it.
If you ask me, you should just finish texturing and send me the model and pieces. I can understand you wanting it to be perfect, but do you even have any idea what it will look like in game? For example, how is it going to look when I give it a default speed of 2.75? What's it going to look like when the 'Mech gets leg shot, and slows to 50% speed, or engages MASC, and now moves at 125% speed? All these abilities are created and ready in game already.
I already used the sc2 models.
Torso facing that is independant from leg motion:
Walking/sprinting animation:
Yea I have an earlier version of that map, same model, just untextured. 2 Model pieces, as posted above, I already used the sc2 models.
I have lots of short videos posted, they're sprayed all over this website and my youtube account.
What I need are people who actually do what they say they are going to do. I've already had 2 people approach me about doing the terraning, only to completely flake on me. So if you want to get some help for the project, get someone reliable to actually draw a nice map for us.
I know how it all looks ingame since I am testing as modeling.
BTW in your test model walk animation was too fast, you can fix that ? Since it all works fine here.
I'll finish texture now, and will start on new mech, will try to keep the bone structure. Tho I will create new texture structure and that will take time, A LOT of time. Days probbly, Then few days for texturing again.
EDIT: This is made by Mike using Umbrea's example. Its now updated with new model and texture. And it looks quite decent I have to say. http://www.mediafire.com/?gipi0g7qykcb97s
I dont know what concept of gameplay should we use now... this new is somehow more unique and original. Dunno...
But Mike made movement for older concept.
Looks like downgraded version since movement animation is out of sync, and torso twisting is lagging.
Download my map(with textured model) and just remove those blocks, then make and video preview of that system :P . And upload that map ofc.
BTW can you make torso more smooth, when mech is walking, torso is shifting to left and right side, tho that is ok. But still. If that cant be improved that's ok. Look realistic anyway.
But as it goes for other 2 bugs, they should be fixed.
So did you read the summary ? Targeting system is different here. What do you say ? Tho this system you "copied" and improved is quite interesting. It definitely should be used somewhere.
BTW, GJ on this neat system.
Also, pls dont upload to mapster, since you ae using Umrea's Lib that isnt finished, and not sure if you are allowed to show it to public.
BTW you can fix torso lagg by decreasing event to
Timer - Every 0.001 seconds of Game Time
or
Timer - Every 0.01 seconds of Game Time
and increasing action to
Unit - Make Unit[1] face (Position of Unitsauce) over 0.3 seconds
or
Unit - Make Unit[1] face (Position of Unitsauce) over 0.5 seconds
Walk isnt synced also. Can you make those balls smaller ? I did but now you have to fix position in triggers. Also when they are spawning, they arent alligned peoperly, as they are when they spawn at start, any way to fix that ?
If you are creating balls around model, instead create them in square type shape(region).
And is there something better using lily pads ? I can make custom models...
the torso lags b/c the game can't handle the mass unit generation for the grid. It needs to be done with an extremely simple model and fewer of them. As for your ideas they'd be much to complicated for me to handle. I now have no time at work to do anything and am looking for a new job since I hate mine so much (especially the people I work with and the customers).
Ok, I will quit my job soon. But my job is actually awesome xD. Coz I am starting school.
New concept seems less complicated to me hm...
I think models wont cause lagg if you make them invisible to player and plane model. That's almost lowest geometry object. I can make that 4 you.
Can you improve what I asked for if you will have time and will ?
EDIT: Texture 1 and texture 2 finished. Now only weapons, that can be done in few minutes.
This mech texture is kinda to colorful. Next one will be mostly metalic, silver. I was playing with rigg, and I can change structure of mech geometry without changing bones and animations ^^. That is awesome thing.
Also to mike:
Try to hide those balls in next version, or write short guide how to show hide them, so I can do it manually. Coz we should make some short video, so we can brawl on SC2 mapster :P, without revealing the code since its not ours neither its finished.
EDIT:
Adding here list of controls types:
Movement:
Moving with right click
Moving with WASD
Moving with WASD toggle
Targeting and firing:
Torso facing mouse pointer (top down) - manual fire(to the position of mouse pointer)
Torso facing enemy when selected = manual fire and autofire
I'm afraid the largest problem here is that the balls- or any unit we use in it's place must be shown in order for the targeting system to work. My only thought is translucent, flat squares imported to fill their place if you can make such a thing. As for a smooth rotation, my thoughts are if the rotation is over 180 degrees it becomes an instant movement so it doesn't lag behind the attacks; the math for this in trigger form I'm still thinking over.
Edit: I figured out a the trigger for 100% smooth movement. I think the movement animation might have to be adjusted by you on the unit b/c the way I'm doing now is that the untis aren't actually walking they're being moved and told to do the animations and I can't seem to tweak the animation speed through triggers.
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