Baskerville Galaxy Diaries
Blogs > fluidrone |
fluidrone
France1478 Posts
| ||
fluidrone
France1478 Posts
A live updated new kind of real time strategy map/game published on bnet + Show Spoiler + Playable for 1 to 8 players (right now there are 8 unfinished heroes.. do come and petition for the creation of YOUR hero to join in, just post here and you could get lucky) the latest map iteration of my game + Show Spoiler [concept] + : Disclaimer: all is in process of being implemented, not everything is, because layers need to be done concurrently / right now i am making the base (heroes in their ultimate versus the most bad ass computer map boss / computer) and every bit of help is welcomed (players/game critics/visionaries/techies/micro addicts/game enthusiasts/etc) Road map/goal make the most complete and fun competitive real time strategy game WITH players Melee type Gameplays: you need to protect your buildings and have one (of type "x") survive to win "alone" (if all your buildings have been destroyed) you can still win by allying with another player but that will be a "team win". you need to provide food count for units spawned/warped/deployed Hero type gameplays: zerg (scoring comes on how quick you were to infest/win the map) protoss (scoring comes from capturing/counter heroes once alliances break/ preventing others from winning) terrans (scoring comes from having most civilian units / structures still standing when you win) Once a hero is chosen you will have chosen a win scenario type (balancing them will be the hardest part) Tanks are powerful heroes because they spawn/warp/deploy many units at almost no cost but will lack other tools. They have mostly attack driven spells/abilities/buffs and are meant to shine in the middle of a battlefield being boosted/healed/assisted by casters. they will be more awesome (simply put i want to want to select all the heroes i send in .. so they must outdo outshine the previous one every time i do a new one ) Casters are powerful enough to win alone against the LegionCorp .. but will fall short easily against more aggressive driven heroes (ergo casters will be the most intensive hero throughout since choosing it might mean you want/expect to win alone (and will sever alliance at the right time to do so) after having defeated the "common enemy" in a "loose" team gameplay first. Last but not least: the end game heroes. these are my latest workshop. The idea is to have 8 players.. then why not have two heroes that drive the narrative? These heroes would start as others but be disclosed as such later (like a cat and mouse / who's who? gameplay" and reveal themselves fitting their own 1v1 (as indeed others would be fighting the ai as a pseudo team.. to allow making both actions parasite/add depth to each other during the 15/20 minutes overall game. Players would start by "winning as a team unit in 20 minutes then get it under 3 on second take! Then (with all info out in the open) you restart with competitive play in mind and people leave the general alliance group as the game unfolds. (reminder: in this game heroes don't die, they revive so your defeat (losing buildings for instance) would mean you can ally versus the very player that "got you".. which in the end could produce many draws .. but nothing wrong with that hf | ||
fluidrone
France1478 Posts
`Why the name? i have been trying to find and set opinions on things that would make my game "my own" to a fault for years. i guess this is what i came up with: my map is what comes out of this strange love i have for real time strategy games. Also, doctor strangelove implies you are crazy for high octane rts action with and against other live players. So.. with this said, here is the list of what i am set on: rts has to be hard rts has to be varied rts must have depth rts should never be developed/balanced though reducing the palettes of gameplay, if you cannot include it then tough love but you should struggle to get them in before you toss them away! all potential gameplays should be introduced/tested/kept in or not (keeping them when they enhanced the experience, adds more deph) | ||
fluidrone
France1478 Posts
i like rts and right now it is a good platform as far as its potential is concerned Free platform Quality software .. Excellent community Enormous potential | ||
fluidrone
France1478 Posts
When in game use the numerical panel to enhance viewing experience 0 resets camera 1 2 3 zooms (1 to left / 3 to the right / 2 dead center) (always re center camera on your units/hero before you zoom) 4 the camera follows your selected hero (always re center camera on your units/hero before you zoom) 5 camera unfollows hero 6 gives you a high point satellite type of view (still working on next camera moves ) This is meant to produce replays that look like a cartoon, so i can make a movie over it. i am looking for people interested in proving that can be done. tldr: telling the stories that happen between the fights (two banshees eating lunch or other.. might really be what i am into (gasp) most <3 | ||
fluidrone
France1478 Posts
i am looking for a gamer interested in streaming it with friends etc, i cannot "work" and stream, but i am available online. i wish for a few dedicated gamers that would enrich the experience, here are a few "pointers": #soon | ||
fluidrone
France1478 Posts
(not implemented yet) Three gameplays / three leveling types / three endgame scoring type / infinite combinations, this aspect deals with the leveling of heroes, having an alignment and how an 8 player can be as diverse as it is balanced, as full of depth as it is fun! The terran want to survive, the zerg infest and protoss eradicate dangerous technology. Terran heroes recruited in Bars must get/retain control of a maximum of structures under the LegionCorp siege/control and bring diplomats safely to safety (rescue starship(s)). Victory is achieved by the hero by restoring democracy! Zerg heroes spawn from an Infestation Network that needs to be constantly healed/fueled , must infest a maximum of the city's vital mainframes and power generators (city neutral structures) and capture/infest diplomats in the city. As they have gained control of enough of them, the Overmind structure can start to be morphed (unit completion in center special area insures victory for the hero). Protoss heroes are here to eliminate psionic zerg hybrid (or worse) constructs and individuals. They wish to leave the planet assured that the zerg strains and all LegionCorp plots have all been destroyed (obviously the same power structures/units that are required by the terran and zerg heroes.. They arrive through a warp gate that can be upgraded. Terran and zerg hero level up from structures that they fight over, the same that must be destroyed by the protoss. Terran heroes achieve highest score when winning if a maximum of the city's structures survive the battle/game. Zerg heroes achieve highest score when winning if a maximum of the city's structures are infested not destroyed. Protoss heroes achieve highest score when winning if all heroes are captured (brought to specific "prison" areas) and all special structures have been destroyed. When a terran hero gets control of a special structure, it levels.. when a zerg infests it it levels and this is a revertible change (back and fro) while protoss destroys it for everyone. Heroes leveling: Heroes get periodical reinforcements/assets/buffs/temporary abilities from taking control of special structures (placing the hero on a special region/area on the map (near the structure, signaled by a doodad (signaled graphically by something noticeable near/on the structure))). Heroes level up through experience (kill points). Leveling up will include upgrading vision, speed, defense or attack, permanent or temporary buffs or abilities (for example (lets say a marine gives 50 exp points to the hero that kills it) : every 300 exp points won, the hero gets an extra1 charge for its ultimate ability) etc etc Trying to put as many abilities and enlarge gameplay as much as possible to end up enriching it through trial. fun fun fun | ||
fluidrone
France1478 Posts
standard units / hero units / god tier hero units The standard units is the wild card for now.. i have not worked on them yet.. but i will.. they reflect a form of sc2, in a cloak of campaign dependencies right now (i took all dependencies for the models/assets and they tend to pile up) Right now the building mechanic is the only real vital aspect but it will not end there, just start there... There has to be a point to choosing to counter heroes with "standard army" .. but again not to fight against the map bosses (i design the map bosses thinking only several heroes combined will defeat them!) ... The hero units are meant to seduce you as a micro player, all their abilities should be used because they are enjoyable / tactical to use / their leveling is intuitive and ways to make them more powerful are obvious (coupling two heroes versus a stronger third etc) The god tier heroes will mostly be played by the computer (map bosses will be sort of god tiers heroes), but maybe people can rise up to the challenge and use the two i have designed? The idea would be that it would be so hard to win with one of them that the "more you have played this game the more likely you will have to choose them".. to allow easier heroes to be enjoyed by new players. The idea is that these two units (xxx and z, as PLAYABLE map bosses) drive the events while other players have their main war against the legioncorp computer first and that what ever happens one of these two (xxx or z) will win over the other and that will in turn set the specific general win conditions type .. towards terran destruction or universal piece So that in one 8 player full game you can have any type of player (any skill level in rts or sc2 or indeed skill in my game) play against each other with a fun 15/30 minutes adventure game where strategy is less balanced than it is fun, agreed, but where the heart of development in rts lies... hf | ||
fluidrone
France1478 Posts
| ||
fluidrone
France1478 Posts
| ||
fluidrone
France1478 Posts
Look for previous iterations online : origins/apocalypse/central/duel/party + Show Spoiler [Duel] + Experiment an original competitive 1v1 starcraft spin-off adventure Starheroes Duel Current load picture + Show Spoiler [Previous] + 0 Live Update 11 oct 16: map version 0.91 is live on eu arcade! version 0.91 is live on eu glhf <3 Camera moves ingame:+ Show Spoiler + Type directly on keyboard: Use the numerical panel ; type any of these "0/1/2/3/4/5/6/7/8/9" to change camera (0 resets) 789 456 123 0 ...... camera reset 5 > zoom in 8 > zoom in further with pitch tilted further up quake like view 2 ground to sky view 7 4 1 all go to different left field cameras 9 6 3 all go to different right field cameras Type p for the camera to follow xxx Type o for the camera to follow z Type i for satellite view The mouse scroll wheel works the same way as in sc2, scroll to un-zoom/reset camera Character Design+ Show Spoiler + CURRENTLY BEING UPDATED Abilities: xxx Mind Sweep allows scouting and detection of all cloaked units (Scan) F Healing Storm ability R Mind Choke (incapacitates, raises in mid air and chokes units to death) C Summons Darkness energy minions Z Projects powerful Psi Burst attacks Q Chaos Wave (repels opposing forces) V Psi storm X Personal Cloaking Teleport anywhere E Perks: Bombshell Agent network / Quartermaster / IO Resources Relays and hidden assets Goals: Restore control of the city away from the LegionCorp and stop their doomsday scheme (Destroy key Smersh/Specter and LegionCorp structures and representatives and bring a democratic dome to the center platform) + Show Spoiler [Wip not implemented yet] + falls into evil and becomes a planet eater z Mind Sweep allows scouting and detection of all cloaked units (Scan) F Heal Burst ability R Mind Choke (incapacitates, raises in mid air and chokes units to death) C Mind Blast (incapacitates and deals major damage to buildings) W Summons deadly Mirror image minions Z Psi Claw short range teleport attack that uses life as energy Q Deploy Crash Cat: Resource Collection Burrowed Drone Apocalypse doom attack T Personal Cloaking Teleport anywhere E Perks: Smersh/Specter hidden assets Goals: Destroy all key Democratic or LegionCorp structures and Representatives Take control of LegionCorp R&D Facilities / all the city + Show Spoiler [Wip not implemented yet] + gets rid of his killimposed program and saves xxx Quartermaster Nemo is here to take control the situation Blofeld accompanies and then double crosses z Klytus is the Legion corp target for both players, being the one to kill it grants "bonuses" Agent Onatop (to be done) Agent Galore (to be done) Agent Swan (to be done) Agent Jinx (to be done) Baskerville (picks up when B doubles crosses z), is here to end the game. + Show Spoiler [liquid bio] + http://www.teamliquid.net/forum/closed-threads/504847-why-does-team-liquid-endorse-map-theft http://www.teamliquid.net/forum/closed-threads/484001-bring-back-total-biscuit http://www.teamliquid.net/forum/sc2-maps/180105-who-killed-black-fog http://www.teamliquid.net/forum/sc2-maps/410717-blog-25-years-of-casual-map-making http://www.teamliquid.net/forum/closed-threads/32696-automated-ban-list-latest-lisandrowill01?page=1788#35754 "for it is the doom of men that they forget" http://www.twitch.tv/houndofbaskerville know apathy per patron appalled <3Casting in progress starheroes duel is looking for voice actors of any type, pm me if you wish to be apart of the adventure Casting in progress starheroes duel is looking for gamers - actor/actress play out a script with the units with awesome micro and know-how/multitask/training - camera man/woman make a multiangled movie replay (follow the action and place the camera to showcase it awesomely) some of the action will be up to the game engine itself through triggers, but actors hitting their marks will allow for a perfect storm of a movie! Art design: starheroes is looking for people to make maps / "sets" to make a movie out of this game storyline. The lists of sets Would be too long for me to showcase here, if you wish for examples + Show Spoiler + a sand dune, a dust terran outpost/village on a desert planet.. old western type of ghost town, in the middle of nowhere apparently. a cantina in this town a space station bar a mechanical sub sub sub level, antic to latest technology scaling up a maze prison, think the cube for instance DUEL! 1versus1 or solo play is live! Playable up to 5 players (2 extra players can ally to who ever, IF YOU SET alliances as not locked in the lobby when you CREATE a game) (an extra 5th player was introduced to rescind the automatic start when the lobby is full so that players can set up what they are going to do! Ally or go full ffa etc) + Show Spoiler [How to play NOW] + Type "starheroes duel" or "duel" in search window of the eu sc2 Arcade / "Browse" field Select it, CREATE game, Select "normal speed" (trust me start with slow to get the map figured out) Tick on "no" to "unlock alliances" so you can change alliances (also give control) at will during the game Place all the ai / computer players in team 4 (you are team 1, your gamer opponent is team 2) (team 3 is the computer "ai" Legion preset players) Open lobby / invite an opponent and place it in team 4 (or ad an ai in team 3 or 4 // (this would replace gamer player 2) + Show Spoiler + if you place all the ai s with the already existing computer player then it will be you against the whole city ; if you place them on your team, it will populate the city somewhat but will take a part of the fun away Launch game read the instructions on the loading screen At the start of the game: EACH USER MUST PLACE ITS HERO ON THE PROPER BEACON (you are Player1, place your hero unit on the "1" beacon your opponent is player2), she/he/it must place the other hero on the "2" beacon) OR THE HEROES : THE MAP WILL REMAIN IN "DEMO MODE" + Show Spoiler + this is to allow new players to "visit" the map, the unit will not be targeted by the opponent ai but the triggered events will not unfold properly if you place the unit on event regions/beacons, this is a visual tutorial of sorts Furthermore camera commands (via chat message) won't work until hero selection process is done! Placing a hero launches its story. (if you play alone, start by ordering the hero you are going to fight on the "2" user beacon and then place your own on beacon "1") 2 extra players can join to obs/ally/change alliances (if unlock alliances has been set in the lobby when creating the game) Disclaimer: this is a live alpha: - melee "standard" win/lose triggers are retained (if you have no building you lose) <3 - each hero has a win/lose story triggered by events (hero placed on beacons, destroying "x" units, retaining "y" unit, placing units "z" unto the "a" area, killing the "b" building disables unit "c"'s invulnerability etc) - you cannot play both heroes, while it is do able, it just doesn't make sense to do so) Playthroughs: outdated + Show Spoiler [Previous] + + Show Spoiler + Still buggy but i set the camera moves to direct user input+ Show Spoiler + (works but if you play filled screens of units fighting/reacting, it can get really buggy). Ingame (while regular play, not while/if the camera storyline is unfolding) you can change the camera directly through the numerical pannel and o and p (respectively makes your camera follow z by pressing o and p for xxx) The very nature of a camera move is in the midst maybe my first "worth it" move. So both heroes are used to test and might be conflicting i re worked the ability command card and rationalized the two different heroes' (with balancing coming into it, but mostly making sure you can play either and organically improve at using the whole sets of available commands. The events are appearing, starting events still noobie but getting a place. the whole "free open city" concept has a harsh follow through / follow up mostly long! never dull). Started working on tittles/tips/UI, but really just to see what i want. Generally speaking the idea that you can talk to the player seems more potent, but UI reinforcement/help/tutorial aspect is getting to me too (it not being there ) i have started working on map bosses+ Show Spoiler + , and boy am i having fun! Started on making them have periodic orders / validators and behavioral attack orders etc.. made me think that now i have to start all over again + Show Spoiler + `not like this emote <insert here The idea is that through data and triggers, these "npcs" follow the action all through the storylines unfolding or make a cameo appearance and disappear or other ; really the most important aspect is that they should act on their own while you are using the main hero and so be used in replacement of a proper Ai. These "map bosses have a counterpart, the player's field commander. First Field commanders are tank units (basically if you want your hero unit to be unbeatable, you need the second unit to not be), you get one per player. These units will drive the narrative, making the hero keep on the rail neuroChamp catzgasm! These units (one for each player, all through the game) is to be macroed and is to be played / can be played by a player 3 or player 4 allied with player 1 or 2). If the main hero is to be played throughout .. these "second unit" are meant to have stories (side quests) that impact the plot and allow more branching in the available stories). The main units you play are set up as a cross between a diablo and a WOW !!! + Show Spoiler + Main Heroes: you level your main hero, this through their main storyline (placing hero unit on beacons (area/region on the map), through side quests where you make "choices" (wip) and through showcased achievement triggers (such as unit has killed "x" units or map count "y" units on map is "0" etc) that allow for further branching (expanding) the potential variations of the main storyline being played.. and win countdowns etc. Past the two first main outcomes "xxx" or "z" wins first (the map is sort of a race anyway) then there are counters/ui statistics that will showcase score (such as defined in the two main storylines: "xxx" must "save the city" "z" must get to win conditions with as few interactions as possible" So the highscores would feature: for xxx : "how many civilians died" "how many buildings still up when win occurs" for z : "time before K is dead" "damage/loss to city/assets before takeover" etc The 2 main units have a story (with three playable potential outcomes applied from "choices" made by the player (advertised and unadvertised to the player, such as gameplay stats (player uses "x" ability more than "y" ability etc). If the main hero unit is meant for micro then he can be considered to be a spellcaster type of unit in wOw like games (even if he does a lot of close quarter combat too, the idea is that it should always stay clear of the epicenter of huge fights where you may lose it), These tank units (that will also respawn if killed) are meant for players that want army positioning gameplay to shine. They are powerful but not nearly as the main heroes, they on the other hand "auto-spawn" armies, so when left idle / un-attacked in a neutral/safe zone you can make garner an army while you micro the main unit or be adding to the potency of said army as a field fighter). Mainly they are meant to allow you to play out suspenseful stories available by being required to be placed on event regions (discreet areas that are around a structure or hidden under one on the map). The main hero can teleport anywhere unto the map, so it seems appropriate that the micro involving the field commanders would not, and therefore have to be microed differently around the map. They also serve the purpose of "escorting" special frail units (like technicians for instance) to event regions again to unlock unit upgrade or follow though in the storyline. They are awarded to you on a side quest / main quest related events (such as defeat unit "x") or just through out the scripts and you may lose them (gaining an alternative one to continue forward in the story) or they may change allegiance and back stab you | ||
fluidrone
France1478 Posts
the man without a name + Show Spoiler [more xxx] + Spirit form In this form the caster can scout the map mostly unhindered but not attack Battle form In this form the hero will be deadly if he gets energy from support units. Ultimate form This temporary ability makes for interesting dinner conversation This playable segment (strangelove map) is played out according to the tempo of a scripted adventure.. a duel between 2 god tier heroes crossing paths. The idea is to have their duel be played out while other players pursue their own endeavors. Within the framework of the terran zerg and protoss win requirements, xxx and z are meant to be free electrons. The cat and mouse game involves getting rid of the map bosses as in a race faster than the other.. so that leveling alone may overcome the opponent. The idea is that they both must be stopped by several players countering one, because of the clear difference of power levels involved. i think it is possible to have players wield very different units/gameplays.. providing the victory conditions properly synch/reflect these differences! In an 8 player game, 2 gods, 6 competing heroes and fate (the infinite combinations / permutations the players' choice of hero, start location, situation vis a vis his opponents etc etc... the xxx player must defeat his nemesis and control the city (defeat all opponents and has terran type "save the city" alignment/stats. Most terran will rally to xxx or together against him if defeated (reminder: when all your buildings have been destroyed you lose, but can still ally with another player and continue playing with your hero) | ||
fluidrone
France1478 Posts
z is a Doomsday weapon Data:+ Show Spoiler + So i started xxx and then went on z.. xxx has 3 forms, z has two. i am in the process of refining all theses heroes and while only 10/40% of the overarching concepts are implemented yet .. they are all thought out. Every form should have its "use" and just by limiting/timing the access to the abilities i devise i think you can have real interesting palette of different heroes. For example the heroes can have all their abilities at the start but require a lot of energy and leveling up means you require less energy to use each of those abilities or the hero gets few abilities at start and then piles them up when leveling.. ergo i need to hurry up and settle on an all cast of heroes in their ultimate form to even start about setting their individual/different leveling (which i want to be different per race AND per hero). fun fun fun perspective awesome endeavor Right now it is making ultimates and that is so fun it might carry me over to the other side where maps are finished cya laters | ||
| ||