Warcraft x Starcraft Converge

This Warcraft III mega map brings the Terran, Zerg, and Protoss races to the classic RTS engine with total fidelity. Designed for singleplayer or multiplayer, this project will make sure to stay true to most of the races and unit gimmicks of the Starcraft gameplay. This project will use Starcraft 2's Tech tree

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Protoss Sneak Peek #2

So here's the 2nd part of the Protoss Sneak Peek​

Some Protoss Gimmicks i recently did, and here's its progress so far
Note that these are all still experimental and might be subjected to change


Current Protoss Progress​

Protoss Chrono Boost
At the start I already encountered a problem, I cant find any way to speed up natural training speed, so I decided to just make a custom training method so it can be sped up Via the ability using triggers, so now I use a custom training method, so it can be sped up

Protoss Warp In
Warp units in designated areas where Pylon's are around, made sure it cant be warped in on areas not powered by pylons

Protoss Zealot Charge
I made sure they rush and jumpscare enemies :goblin_boom:

I'm still focusing more on Zerg, most of these are me trying to attempt to see if I can make these stuff work, expecting it to go meh, but actually worked so I left it as it is and returned to focus on zerg before I might mess it up:goblin_cry:
 
Wow, I was also looking for how to make something like Chrono Boost, and haven't been able to figure it out 😭

One option I ran across that allows you to keep the production queue view could be to have alternate versions of each unit that only differ by their training/production time, and to switch out the version trained when you use Chrono Boost. One problem with that approach tho is that it doesn't work for in-progress units.

I wonder if you could do a combination - show the queue by actually training a unit, but under the hood, use your custom trigger to simultaneously create a unit as well (and secretly cancel the unit that's being trained w/the normal method just before it would complete, so that you never get a duplicate).

I feel like the production queue is pretty important to keep, since players need to be able to queue multiple things and later cancel what they don't want. So I hope you figure something out, maybe involving a "dummy" queue!
 
Wow, I was also looking for how to make something like Chrono Boost, and haven't been able to figure it out 😭

One option I ran across that allows you to keep the production queue view could be to have alternate versions of each unit that only differ by their training/production time, and to switch out the version trained when you use Chrono Boost. One problem with that approach tho is that it doesn't work for in-progress units.

I wonder if you could do a combination - show the queue by actually training a unit, but under the hood, use your custom trigger to simultaneously create a unit as well (and secretly cancel the unit that's being trained w/the normal method just before it would complete, so that you never get a duplicate).

I feel like the production queue is pretty important to keep, since players need to be able to queue multiple things and later cancel what they don't want. So I hope you figure something out, maybe involving a "dummy" queue!
Edit2: and Unfortunately for that, the progress bar would become misleading, and confusing it'll have two bars(1 for the natural, and 1 for the custom) which in QoL wouldn't look better

I already have a maybe theory for that on how I might make it work
Currently the custom training on her can queue up to five units, and I might use the inventory and make sure it won't get filled with other items, and use dummy items as unit UI to show all the current queue units and use that unit item(item with dummy ability that does nothing) so it can be activated to trigger of removing that specific unit in the queue order

Edit: although making that work, would probably take me a hella lot of time and more trial and errors, but worth the shot
 
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As long as you have a production queue, I think whatever you can come up with should be good enough 🙏


and confusing it'll have two bars(1 for the natural, and 1 for the custom) which in QoL wouldn't look better
Why would there be 2 progress bars? Right now it looks like you don't have any bars when you're using the custom method. So having 1 bar for the natural one would just be 1 bar, right?

EDIT: I wonder if you could make a custom production queue that looks like the real thing by using the UI Frame API. Just an idea.


Anyway, looking forward to how Zerg comes out!
 
As long as you have a production queue, I think whatever you can come up with should be good enough 🙏



Why would there be 2 progress bars? Right now it looks like you don't have any bars when you're using the custom method. So having 1 bar for the natural one would just be 1 bar, right?

EDIT: I wonder if you could make a custom production queue that looks like the real thing by using the UI Frame API. Just an idea.


Anyway, looking forward to how Zerg comes out!
The one I have already has a bar, it's not probably just visible enough, but its there, and I can't rely on the natural progress bar because you can't manipulate it by speeding it up, the player wouldn't know if the unit production is sped up or not
Protoss implementation's greatest hurdle :goblin_cry:
 
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