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[UMS] Hive Keeper (Dungeon Keeper remake) - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
Bibendus
Profile Joined July 2010
Italy104 Posts
June 20 2013 19:40 GMT
#41
I've almost completed my total UI rework, soon I'll release a new version of the map.

Check some screenshots
[image loading] [image loading] [image loading]
Fulla
Profile Joined January 2011
United Kingdom519 Posts
June 20 2013 21:49 GMT
#42
Looks amazing! Hope you can finish it asap.
New Hearthstone Cards ----> www.youtube.com/FullasGames
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 22 2013 08:47 GMT
#43
Can you make mineral blocks unvisible in the fog of war?
Bibendus
Profile Joined July 2010
Italy104 Posts
Last Edited: 2013-06-23 21:25:33
June 23 2013 21:19 GMT
#44
I know minerals in the darkness look pretty ugly but unfortunately I need them visible or the players won't know where to dig. The plan would be to make all the ground tiles visible but there is a bug with actors and visibility so ATM I can't fix it

BTW I finally released the new version on all 4 b.net servers, now I need some feedback about the new UI


Here is the changelog:

CHANGES
o Game UI completely remade, the work is not complete yet but it already include improvements and new features
o Improved drones AI, close tasks will now be priorized
o Army UI moved in the bottom part of the screen under the Army Panel Tab
o It is now possible to remove the current selected tool by pressing the ESC key or by pressing the right mouse button
o It is now possible to quickly delete alerts by right clicking on the respective icons

BUG FIX
o Removed visibility for enemy treasury minerals
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 23 2013 21:41 GMT
#45
but unfortunately I need them visible or the players won't know where to dig.

Increase value of minerals but make them unvisible in fog. That was the main thing in Dungeon Keeper 2
Bibendus
Profile Joined July 2010
Italy104 Posts
Last Edited: 2013-06-23 23:40:10
June 23 2013 23:38 GMT
#46
But I think in dungeon keeper you had a close area where gold tiles were revealed around you, am I wrong?
The problem for me is to change their visibility for only a player after they have been created

BTW exis can you give me some feedback on the new UI?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 24 2013 00:14 GMT
#47
Interface is great. I think there must be something in the right corner, like picture, or just cut the UI in the middle of screen, so right corner will be transparent.

I think, you should try make darker texture for minerals.
Bibendus
Profile Joined July 2010
Italy104 Posts
Last Edited: 2013-06-24 21:37:25
June 24 2013 19:21 GMT
#48
In the right corner there are already the menu buttons and timer, what u want to place there?
Minerals should have a different texture (dirt with some minerals nuggets socketed inside), however I'm not able to work on a texture like that :D

Take the original as example
http://www.rudythedev.com/wp-content/uploads/Resource-Gathering-Dungeon-Keeper-2.jpg
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-06-25 02:14:15
June 25 2013 02:14 GMT
#49
I mean they are too bright comparing to standard (non-minerals) blocks. They glow like it's a blue tiberium, but it should be less bright, I think.

What about UI, I mean right corner which does not contains anything.

http://i.imgur.com/Qt1ihkO.jpg
Bibendus
Profile Joined July 2010
Italy104 Posts
June 25 2013 21:07 GMT
#50
It's nice if they glow, starcraft 2 minerals glow too. The problem is that the block is totally blue and it's awful to look at.
If I was able to create a ground texture with small mineral ores inside it I would have done it :|

I can't use the bottom right because on 4:3 monitors you don't have a lot of horizontal space.
BTW consider that more then half of the bottom bar is used by alerts or army portraits
Bibendus
Profile Joined July 2010
Italy104 Posts
July 28 2013 18:34 GMT
#51
I just released a new version, this one was focused mainly on improving user feedback.
Additionally a bug that may have caused AI freezes and game slowing should have been fixed now.

here is the full changelog:

BALANCE
o Goliath damage reduced by 37%
o Waves 8-9-10 of map Hive Fort have been slighly tuned down

CHANGES
o New spawned drones will now priorize close tasks
o Improved mineral tiles textures
o It's now possible to right click on army unit frames to move the camera close to a random unit of that type
o Added supply informations in the UI
o Increased width for the army and the alert panels
o Increased pheromone slap area
o Added ingame tips in multiplayer games: conquer a nydus worm, build lair & hatchery & library, research rooms & spells
o Added ingame checkbox to enable/disable ingame tips
o Changed alerts layout
o Tutorial improved with new informations and UI buttons highlighting
o Added tooltip additional infos for rooms
o Hatchery and Library tiles brightness increased for better visibility
o Library room renamed to Psionic Nest
o Workshop room renamed to Furnace
o Call to Arms spell renamed to Pheromone
o Removed misleading level 2 research cost for unimplemented rooms and traps

BUG FIX
o Fixed bug that was causing lag and AI breaking whenever a player reached 0 minerals
o Fixed error message shown when creatures were receiving damage over time from dead units
o Improved movement rotation sensitivity in possession mode
Fulla
Profile Joined January 2011
United Kingdom519 Posts
Last Edited: 2013-07-28 19:13:52
July 28 2013 19:12 GMT
#52
Nice update, glad to see your continuing.

Races:
- Are you definetly gonig to keep everything Zerg? Dungeon Keeper had such a cool vaste range of units, everyone had their own favourites, from mistresses, warlocks, knights, vampires, goblins, bile demons and on here it's a complete dissapointment to lings, muta, queens :-(

- Some of the rooms look terrible, despite everything else in the game being exceptionally well done and looking great. The hatchery why not just make it a library or a research center? It would look 100x more appealing.

Research:
- Where is the slap unit command? To make them work faster / fight faster, but loose morale and take damage.

Spells:
- Could you add some more variations and alternatives, right now at the start all you do is cast drones, it is very boring.

How about adding 1 or 2 more to start with such as, 'Make Gold' - make a little bit of cash, Just mere example but the idea is to open up diverse strategies from the moment the game starts.

Call to Arms:
- Why does this ability cost so much and why can't I just cast in from the start, it's needed for gameplay. Simply have it for free but with a cooldown?

UI units:
- Looks great, you still cannot select individual units and I mean specifically ones you want. Could you make it so you can switch between View All/View Units of type.
So if I click view ONLY zerglings, I now can see all zerglings I control, with health/mana/in combat yes or no and then manually click them to move them about.

Slap:
- Where is the slap unit command? To make them work faster / fight faster, but loose morale and take damage.

I seriously want to play this and want to love the map but Dungeon Keeper was just much better :-(
New Hearthstone Cards ----> www.youtube.com/FullasGames
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-07-28 20:05:07
July 28 2013 19:57 GMT
#53
- Where is the slap unit command? To make them work faster / fight faster, but loose morale and take damage.

Already here. Just click on drones.



Also wnat to say thanks about update. Everything feels a bit faster and more fresh now
Fulla
Profile Joined January 2011
United Kingdom519 Posts
July 29 2013 12:18 GMT
#54
My bad. Btw have you seen this? Dungeon Keeper 3 basically in beta:



Great for inspiration.
New Hearthstone Cards ----> www.youtube.com/FullasGames
Bibendus
Profile Joined July 2010
Italy104 Posts
Last Edited: 2013-07-29 18:56:31
July 29 2013 18:54 GMT
#55

Races:
- Are you definetly gonig to keep everything Zerg? Dungeon Keeper had such a cool vaste range of units, everyone had their own favourites, from mistresses, warlocks, knights, vampires, goblins, bile demons and on here it's a complete dissapointment to lings, muta, queens :-(

The theme is about you beeing a zerg overmind so there is no reason why humans should work at your command... except after infesting them obviously.
When infestation (torturing) will be available you'll be able to get other races.
Additionally consider that half of zerg creatures are not yet available.


- Some of the rooms look terrible, despite everything else in the game being exceptionally well done and looking great. The hatchery why not just make it a library or a research center? It would look 100x more appealing.

Unfortunately there are not a lot of models in sc2 that I can use to make nice looking rooms, I could add HOTS mod but then it will be required to play the game and I don't want that.


Spells:
- Could you add some more variations and alternatives, right now at the start all you do is cast drones, it is very boring.
How about adding 1 or 2 more to start with such as, 'Make Gold' - make a little bit of cash, Just mere example but the idea is to open up diverse strategies from the moment the game starts.

Create gold is a mid tier spell that will come later, I don't see the problem of choices of spells simply because the game is about choosing your specialization between rooms, spells and traps.
You can do everything but you have some options to focus on one tree instead of another one.
You can choose if you want to quickly train mutalings (and keep them) to increase room research ratio or you can focus on more powerful creatures.
Depending on what rooms you build and on what creatures you keep you decide to focus on spell or traps research.


Call to Arms:
- Why does this ability cost so much and why can't I just cast in from the start, it's needed for gameplay. Simply have it for free but with a cooldown?

It's not needed, creatures combat engage radius is already big and they are even able to detect if another allied creature is engaging in combat (pratically doubling the radius).
Creatures tend naturally to chase enemies, call to arms is just a tool used to send everything to fight your enemy and at that time you want to do that you will probably be already able to cast it.


UI units:
- Looks great, you still cannot select individual units and I mean specifically ones you want. Could you make it so you can switch between View All/View Units of type.
So if I click view ONLY zerglings, I now can see all zerglings I control, with health/mana/in combat yes or no and then manually click them to move them about.

A view by creature would not be so useful, during combat you need a quick view of all your available creatures and you won't have time to open and close so many submenus.
The army panel still lacks the nice features the original DK had like select by in/out of combat, level of happiness, etc.
It's not a priority atm but it will be done soon or later.


Research/Slap:
- Where is the slap unit command? To make them work faster / fight faster, but loose morale and take damage.

As Existor told you it's already in the game, just right click on one of your creatures. You can even slap feederlings (chickens) if you desire so.


I seriously want to play this and want to love the map but Dungeon Keeper was just much better :-(

The map is not complete yet, the big advantage of this map is that it allows you to play in multiplayer with other people while DK multi is dead


My bad. Btw have you seen this? Dungeon Keeper 3 basically in beta

Of course I know, they are pratically doing what I'm doing. Remaking DK2 with some twists.
Bibendus
Profile Joined July 2010
Italy104 Posts
August 02 2013 21:53 GMT
#56
BTW I published a gameplay video to show the advancements of the map since the last one I did in 2012
Skrita
Profile Joined May 2011
Czech Republic55 Posts
September 01 2013 11:02 GMT
#57
Well done, great improvement since i last played it. Gamplay seems really smooth now.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 01 2013 12:56 GMT
#58
Now you should rotate entire map by 45 degree, and it will be a finally a good Dungeon Keeper remake
Ahli
Profile Joined May 2012
Germany355 Posts
September 01 2013 13:28 GMT
#59
On September 01 2013 21:56 Existor wrote:
Now you should rotate entire map by 45 degree, and it will be a finally a good Dungeon Keeper remake

But the minimap can't be rotated (afaIk).
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Bibendus
Profile Joined July 2010
Italy104 Posts
October 12 2013 14:06 GMT
#60
I just released 0.96 BETA on all servers

This version was focused on adding new content and fixing some old bugs.
From now on you can play in cooperative mode with a friend against invading waves of heroes, additionally you'll be able to upgrade all traps and rooms up to level 2.
A couple of old and annoying bugs have been fixed too so the overall experience has been improved a lot.


Full changelog:

BALANCE
o Guard room creatures sigh radius bonus reduced to 50% from 100%
o Barricade HPs reduced by 20%
o Reduced all traps armor to 0
o Reduced waves 11-15 difficulty on map Under Siege (1)

CHANGES
o Added level 2 upgrade for all available rooms and traps
o Added new map Twin Caves (2) to play in coop mode (2vsCPU is now the default mode on b.net)
o Added floating texts to show minerals spent/obtained when building/selling rooms or traps
o Increased fatties happines gain by eating feederlings but only while hungry
o Changed fortified walls graphics on high or better terrain details and increased tiles visibility radius
o Minimap clicking re-enabled
o First time players will be asked to play the tutorial

BUG FIX
o Fixed a bug that was breaking AI of creatures dropped inside your nydus worm room
o Fixed a bug that caused invading heroes to attempt attacking feederlings, getting stuck in hatcheries
o Fixed health display on traps and minerals
o Fixed occasional minerals storage bug in treasuries
o Fixed bug that was preventing queens to cast transfusion and medics to cast heal on injured allies
o Fixed a bug that caused error messages to show up when right clicking before a map was selected.
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