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Farmvill for Wc3

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Deleted member 177737

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Deleted member 177737

First of all, I do like maps like these because they're different from the regular hack 'n' slash of Warcraft 3. But...

There are so many location leaks within the triggers (use the Leak Check tool to check for them), and there are so many triggers that can be grouped together (mainly the harvest triggers) for better game flow and structure. I highly suggest getting on top of those triggers now so you don't have to worry about fixing too many later on.

As far as the actual gameplay goes, it seems alright. The crop harvesting system is a nice idea. What I don't like is having to travel to town. How about adding a bus or taxi system that costs a very low amount of gold and takes you to town instantly? Using some custom sounds would make the game more interesting.

Sometimes crops spawn for other players and myself when I harvest them. I'm guessing that's not supposed to happen... Land Salesmen shouldn't be able to move, especially since they have no collision and can move out of their designated areas.

Yeah I knowingly made the harvest triggers separate at the last moment before I released V2.0 because there is (or was) a bug with them when I tested that always made 3 items spawn from the half harvest. It is normally only supposed to spawn 1 item... I will use Leak Check to fix whatever else it says to though:thumbs_up:.
Hmm a taxi system does sound good, I'll get to work on that right now. As for the custom sound's, I'm probably going to add them in within the next 2 beta releases.

The Land Salesman was based off of a footman model for testing purposes but I just never remembered to change it to a scout tower based unit (fixing now).



Edit- Cant get leak fix to work =(
Uploaded a new version of the BETA on main post, the file size has bee reduced slightly and the tele boundary's now get disabled when you buy more land =)
 
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Deleted member 177737

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Deleted member 177737

Yet another update to the map.

Update includes:
-Large trigger fixes
-Taxi item (teles you to town!)
-Auto item collection system (instructions in quest menu)
-Minor adjustments to certain units & items.

~Map is attached to the top post on page 1, final update for today.
 

Deleted member 177737

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Deleted member 177737

maybe a random event like a contest, whoever can grow the most/best type of plants in X time wins some extra cash?

That would be a good idea for one of the mini-event's that I plan to put in, though it might be a bit hard to do without jass/gui xP

I'll try to make something like that.
 
Hey I just played it a few minutes ago. Maybe put these:
- Terrain change. Like if they buy ex a Snow Blanket. The terrain changes into a snow terrain.
- Barns/Chicken Coops. You can store chickens and cows in it.
- Maisons/Stables. Buildables which can only be fully built when you complete a set of items. e.x. 10 Bricks, 10 Wood, and other stuff.
- Petting. You can tend animals and then they will have items. Like milk for cows.
 

Deleted member 177737

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Deleted member 177737

Hey I just played it a few minutes ago. Maybe put these:
- Terrain change. Like if they buy ex a Snow Blanket. The terrain changes into a snow terrain.
- Barns/Chicken Coops. You can store chickens and cows in it.
- Maisons/Stables. Buildables which can only be fully built when you complete a set of items. e.x. 10 Bricks, 10 Wood, and other stuff.
- Petting. You can tend animals and then they will have items. Like milk for cows.
-The terrain change is a good idea, but it is impossible to do because of the season triggers. The season triggers change any terrain no matter what it is to the specified terrain of the season. (Basically if you placed the terrain from the item it would disappear when the next season happened.)
-Working on those ATM.
-(Whats a maisons?) I should be able to work something out to make it possible to build like that.
-Adding that after I fix the item spawning problems (gonna take awhile.)
 
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Here's a suggestion for you:

Make like an Item of the Day that players get for free, or make a random item have a price deduction for that day.

Also maybe have like a Seasonal change every 6 days, and have the seasons effect the terrain, and maybe have some items only available for that season.
 

Deleted member 177737

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Deleted member 177737

Here's a suggestion for you:

Make like an Item of the Day that players get for free, or make a random item have a price deduction for that day.

Also maybe have like a Seasonal change every 6 days, and have the seasons effect the terrain, and maybe have some items only available for that season.

1.) Sounds do-able, I might put it in the map.

2.) Theirs already a simple season change system in the map (it only affects the farming area though.)

3.) The season items sound good.
 
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1.) Sounds do-able, I might put it in the map.

2.) Theirs already a simple season change system in the map (it only affects the farming area though.)

3.) The season items sound good.


Well, if you haven't already, you could make like different farmers who specialize in different abilities...I'll give some examples:

1. Speedy Farmer
DESCRIPTION: A relatively fast farmer. His speed allows him to plant and harvest crops faster, but it offers less money per crop.


2. Diseased Farmer
DESCRIPTION: A farmer that used to be living but now is a diseased human. His crops are worth more, but he is really slow due to his disease.


3. Magic Farmer
DESCRIPTION: A farmer that uses magic to summon minions to help harvest and plant his crops. CANNOT USE VEHICLES


4. Wealthy Farmer
DESCRIPTION: This farmer starts out with less money, but gains more money from the crops he harvests.


5. Regular Farmer
DESCRIPTION: A regular farmer. After harvesting 500 crops though, gets an ability to transform into a faster harvesting Farmer(No money reductions when ability is used).
 

Deleted member 177737

D

Deleted member 177737

Well, if you haven't already, you could make like different farmers who specialize in different abilities...I'll give some examples:

1. Speedy Farmer
DESCRIPTION: A relatively fast farmer. His speed allows him to plant and harvest crops faster, but it offers less money per crop.


2. Diseased Farmer
DESCRIPTION: A farmer that used to be living but now is a diseased human. His crops are worth more, but he is really slow due to his disease.


3. Magic Farmer
DESCRIPTION: A farmer that uses magic to summon minions to help harvest and plant his crops. CANNOT USE VEHICLES


4. Wealthy Farmer
DESCRIPTION: This farmer starts out with less money, but gains more money from the crops he harvests.


5. Regular Farmer
DESCRIPTION: A regular farmer. After harvesting 500 crops though, gets an ability to transform into a faster harvesting Farmer(No money reductions when ability is used).


I might be able to use certain aspect's of those ideas but due to the way I'm using triggers for every tingle ability, and the fact that there's an ass ton of them just to do with harvesting, money, etc I won't be able to put those directly into the map.
 

Deleted member 177737

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Deleted member 177737

~Reviving Bump

DEMIGOD just reminded me about how I never finished this project, so I started doing some work on it again.
I've managed to fix a few bug's and add a couple more thing's to the map since ti died out xP. There's a new version on the first post.
*Note: I'm not 100% sure that I put the newest version on the main post because I have a few versions of the map in my folders.

-Dreamscape is still my main project so I'll only work on this in my spare time
 
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