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- Apr 18, 2008
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Ask Lioness, if she's still around. She might be willing to give her voice, she did that a lot in the past.
So... Which extension of JASS does this map use again?
WRONG.By the way, RDZ:
It's artifact.![]()
Thank you sah.
It doesn't. See below:So... Which extension of JASS does this map use again?
Whenwolf is correct. I am using vanilla WE with no extensions, preprocessors or any additional support (beyond the bods of the WC3C IRC). The meat of the map is done in real triggers with the occasional leak-removal or custom function call for convenience.RDZ only uses GUI (unless he decided to switch it up or something this time)
Contrary to what some people preach, it is possible to make a good fulfilling map with standard triggers if you know how to do it right.
No. Plot-wise, there is absolutely no space for infantry (in fact, it's pretty much integral). Infantry also can't support the kind of heavy armaments it would take to deal with something like the AP-AM.Will there be humanoid units too?
Either way, in comparison to the main mechs they're miniscule. Considering all the huge drones have "gone haywire" and shot everything to pieces, it's not advisable for survivors to be wandering around outside without heavy armour (even the ribbon emitter for the XMech's rifle bullet is at least as wide as the Y4 infantry model's torso).You did some infantry (in spacesuits or whatever). They weren't so bad. Maybe to put it just to show some activity dunno.
They're model edits. I can cobble organics together fine out of existing models; I just can't do them from nothing. Since Project Y4 is all me, editing other peoples' stock is no longer an option. Not to mention it would be consistency suicide.But!! How you did those sonic heroes then?
If you can call a few hundred-odd word personal diary entries that have no impact on anything but vaguely help to set the scene mushy romance sub-plots, sure, there will be loads of them.So there is a mushy romance subplot!
Credits, as befits all generic sci-fi. Management are dicks so you have to pay for all your own upgrades/equipment/etc. Money can't be earned by just wasting spawnies, though: you get paid for completing objectives (whether they be main plot or side quest). You can also sell items as normal.Will there be currency in this game?
Reducing item cost is impossible in WC3, unless I make duplicates of all items that are worth less and swap them, and that's something I don't want to even think about. RDZ Industries isn't a bank so I don't see any Deus Ex-style ATM hacking, but I intend to add a credit chit item so you can poach peoples' personal finances by busting open their containment chambers and such.If so, may I suggest you take a lesson from Mass Effect 2 and Bioshock and have hackable wares to gain currency/reduce cost for items?
I intend to add all the bonus content before the final release, so when you download you get your huge pile of fun. After that, there won't be any space left on the map to add anything more (unless I start implementing multiple scenarios on the same mini-maps, which isn't actually all that unlikely).Being single player also would mean that more content can be added, good job!
WELL.Ehm, if by more content you mean new things added with an update then it would be a bit complicated, because as far as I know his map will be using the war3 save system and if the map file gets updated, then you won't be able to access your saves.
What? No. Credits are just gold. You can exchange gold for new equipment or some permanent upgrades completely as normal WC3. Gold is earned by having a job, just like real life.Oh, by the way, you say that those upgrade used credit-things will be recived for completeing objective... kinda like those things used for weapon or suit upgrades in Dead Space?
So will then there be some of these items just hidden in some far places so you would have to solve some kind of puzzle or just find it hidden somewhere?
There will be secrets, but they focus more on equipment than raw money. Facility EY43 performed a lot of research and development, so rather than getting paid so you can buy good things (though you can still spend your money on some nice things), you'll be looking around for exciting unique prototypes.Hmmm, got it... so will there be some gold that can be recieved by picking up some well-hidden storage box or solving some puzzle?
The biggest problem I have with chat input is that it isn't tied to a physical place or object. It just... is. Isolated. Pure. It's not like you can even use triggers to force the prompt to come up (as far as I'm aware).Not saying this is the greatest idea, but if you don't want to have to the command card being cluttered with numbers, you could always just have the player type out the code to activate the terminal, door lock, etc.
Your wish is my command.Ha I'm glad you liked my chat suggestion about the digits in blank space
Now implement that and show me a screenshot so I can gloat about being helpful
Confirm is automatic; once you've entered four digits, it will either let you out and do the magic, or else all the numbers will disappear and you must start again.Wow, that's a nice keypad. But where is Cancel and Confirm?
That is just nice, a bit more texture detail would give it more eye-candy too![]()
The sentiment is appreciated, but no. Project Y4 is a personal project; it's something I need to do alone to prove to the world (and myself) that I can.Maybe more of us could help with ideas or triggering if he wants?
No.Do you use vJASS in this map?
No, that is not what I meant. I meant I bounce ideas off people. Like introducing Gausslander to the concept of a keypad and him telling me to do it with units instead of the command card kludge I was thinking about.Wait so you'll need some brainstormers/idea givers? Yay, one more project waiting for my name in credit list!
No worries, I always come up with something intresting for most of projects...
There is an arbitrary human pilot inside the AP-AM, aye. He smack talks back to Operations Central every so often, and he also talks to trapped civilians.Is there a pilot inside AP-AM cockpit or is it entirely robotized with remote control?
If you have something, I'm interested. Right now, it's a lives system, pure and simple -- lose them all, the game ends (barring the defend-the-processing-core objective, which ends the game on its destruction. Some other objectives may be similar). I currently also have a system of fines lined up; if you kill yourself, then you lose 500 credits for misuse of company property. Normal death just loses a life.And do you still need idea for death penalty?I have some.
See, I'm of the opinion that without the prospect of an absolute end to the line, then there isn't any meaning to success. There simply must be some method by which the player can lose the game, even if it's hidden behind a buffer layers of lives and respawning.Death need to be dissuasive to discourage the player from dying as much as possible and challenge himself.
Lives system don't make death dissuasive as long as you have them.If you have no life then death doesn't even become an option.
Game over completely exclude death from the gameplay and contrain the player to save often breaking the immersion.
Death becoming an active mini-mission is quite a nice idea; the AP-AM already leaves behind solid wreckage (leaving everything that was in your cargo hold with it; you only get to keep what was on the mech itself, so if you want the items from your hold you'll have to go and get them), so it wouldn't be hard to implement something more.I thought about when you die the pilot emergency eject himself from the cockpit and must go back to respawn area by foot.The pilot is invulnerable because he's too small to be considered a threat by enemies.
Or The player get control of a tow truck and must recover his wrecked AP-AM back to the respawn area.
Or the combination of both : pilot eject from cockpit, go back to respawn by foot to take the tow truck to finaly recover your AP-AM and with a small fee because renting the tow truck and repairing the mech cost money it's about consistency.
Death become an active mini mission where respawning is your quest .
It may be fun the few first time but will rapidly get repetitive and boring doing all these round trip making death dissuasive enought without breaking the immersion.
Staying alive does provide Unreal Tournament-style sprees, which I will eventually translate into end-game score and possibly other bonuses, so there will be incentives to stay alive alongside disincentives to getting killed.
That's the point.It would explain death and respawn realisticaly but the task itself is meaningless and boring.The tow truck will still have reasonable speed to not frustrate the player to the point of reloading or quiting.See, I'm of the opinion that without the prospect of an absolute end to the line, then there isn't any meaning to success. There simply must be some method by which the player can lose the game, even if it's hidden behind a buffer layers of lives and respawning.
"Loss" is characterised by management giving the facility up for gone after your repeated failures, and just nuking it back to the Ming Dynasty.
Staying alive does provide Unreal Tournament-style sprees, which I will eventually translate into end-game score and possibly other bonuses, so there will be incentives to stay alive alongside disincentives to getting killed.
Death becoming an active mini-mission is quite a nice idea; the AP-AM already leaves behind solid wreckage (leaving everything that was in your cargo hold with it; you only get to keep what was on the mech itself, so if you want the items from your hold you'll have to go and get them), so it wouldn't be hard to implement something more.
However, the thing here is that it just pushes the original problem elsewhere. If the pilot is invulnerable, there is no challenge here and this segment is completely meaningless; the player will just get frustrated and reload a game before they died anyway (or worse, quit completely). The movement speed of a normal human against the mechs would also have to be punishing to make it believable.
Then if there are infinite tow-trucks and they respawn (or the truck is also invulnerable), again there is absolutely no prospect of an ultimate defeat; the struggle once again becomes meaningless.
So I'm not convinced. I'm intrigued, but not convinced.