- Joined
- Jul 1, 2005
- Messages
- 393
30 rainbow builders vs. RGB vertex coloring system with 1 builder.
I want something that is going to be cool, but I don't want to heavily tax the warcraft 3 engine.
I had some ideas to get the map there, and these are it.
1) 30 or so builders each assigned a specific RGB, these builders then build shelves, barrels, etc with the exact duplicate RGB color as the builder.
2) 1 builder, 1 RGB vertex coloring system. This builder builds normal appearing shelves, barrels, etc. When the objects are finished, the player selects each one and sets their RGB vertex color and transparency.
3) Easter Egg Color System. This system matches vertex colors used within a region and checks them against an internal recipe list of 1000 recipes.
Personally, I see option 1 as the easy way out of something complicated, but I am worried about making that many custom objects, since I was going to have a lot of them with each color.
I view option 2 as the more advanced version of option 1. You will automatically not know if the color you assigned will automatically work with the second system I am working on. So it makes the game harder to play. But from what I have seen, I think people might love a game that is especially hard or difficult to play.
Option 3 is pretty much mandatory, it is the system behind the reason for choosing a color system. It's purpose is multi-functional, it'll keep the older players happy by giving them something interesting to do once they gain some mastery over the game. I wanted to really give players something that is both 'new and different'.
I've already been told twice, "If you had thought of this when warcraft 3 The Frozen Throne had just come out..." But I didn't, so here I am.
I want something that is going to be cool, but I don't want to heavily tax the warcraft 3 engine.
I had some ideas to get the map there, and these are it.
1) 30 or so builders each assigned a specific RGB, these builders then build shelves, barrels, etc with the exact duplicate RGB color as the builder.
2) 1 builder, 1 RGB vertex coloring system. This builder builds normal appearing shelves, barrels, etc. When the objects are finished, the player selects each one and sets their RGB vertex color and transparency.
3) Easter Egg Color System. This system matches vertex colors used within a region and checks them against an internal recipe list of 1000 recipes.
Personally, I see option 1 as the easy way out of something complicated, but I am worried about making that many custom objects, since I was going to have a lot of them with each color.
I view option 2 as the more advanced version of option 1. You will automatically not know if the color you assigned will automatically work with the second system I am working on. So it makes the game harder to play. But from what I have seen, I think people might love a game that is especially hard or difficult to play.
Option 3 is pretty much mandatory, it is the system behind the reason for choosing a color system. It's purpose is multi-functional, it'll keep the older players happy by giving them something interesting to do once they gain some mastery over the game. I wanted to really give players something that is both 'new and different'.
I've already been told twice, "If you had thought of this when warcraft 3 The Frozen Throne had just come out..." But I didn't, so here I am.