• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Spells & Systems Mini-Contests: Resource Collection

Status
Not open for further replies.
160036-albums4747-picture60428.png




160036-albums4747-picture60399.png


160036-albums4747-picture60398.png


Select a resource and brainstorm a system to gather it in WarCraft III!



160036-albums4747-picture59735.png


25 reputation for the winner & every contestant shall receive 5 reputation each!

160036-albums4747-picture59734.png


None yet!

160036-albums4747-picture59736.png

  • No submission may violate any of the site rules.
  • If a submission does not follow the Spell Submission Rules, the creator will be disqualified.
  • Your submission must be posted before the deadline. The post containing your final submission must also contain the following:
    • An in game screenshot showing your submission in action.
    • The file in the appropriate format.
    • The resource that you have picked; ideas for resources can be found here.
  • Your submission may not be started/made before the official launch of the contest.
  • Judges may not participate.
  • Teamwork is not allowed; however, finding testers to help you with your submission is not considered teamwork.
  • Imports may be used in the map, however they must all be credited.
  • Every submission must be followed by a Work In Progress (WiP), before it is published and labelled as the final piece.
  • Either GUI or JASS may be used to create your system; you will not be penalized if you use GUI over JASS.
  • Convenience over effort won't be an excuse to make use of third party programs (exception: Jass New Gen Pack). GUI actions that do not exist in the vanilla editor's database may lead to disqualification. WEU (World Editor Unlimited) and UMSWE fall into this category.
    [*]All spells must have documentation, regarding the use of each variable and/or actions (if needed). This will ensure readability and easier configuration for testing purposes.
    [*]You can use any enhancing system (xe, IsDestructableTree, Damage detection systems, etc.), as long as the judge(s) and/or host give(s) consent to its usage and as long as it does not do most of the work for the system.



160036-albums4747-picture59727.png


The Spells & Systems Mini-Contest "Resource Collection" shall begin on 10th of August and conclude on 20th of August.
 
Last edited:
Level 16
Joined
Aug 7, 2009
Messages
1,406
[*]Teamwork is not allowed; however, finding testers to help you with your submission is not considered teamwork.

Asking my friend to give my ideas, and such is not considered teamwork, is it? Not that anyone could prove it that I did it, and I also don't think it should be prohibited, but I still felt like asking it; y'know, better safe than sorry. I may join this one as triggering is for me, but I'll need a cool idea.
 
Level 25
Joined
Jul 10, 2006
Messages
3,315
How in-depth can you go?

For example, a system where each unit of resources is an item. Harvesting units extract a raw (item) version of it from Unit Type X, return this to a refinery unit which produces the refined (item) version.

And since you've linked a clarification of what a resource is, does that remove non-tangible resources like Happiness (if you're making a city sim of sorts) or Souls (if you have a demon race)?
 
Asking my friend to give my ideas, and such is not considered teamwork, is it? Not that anyone could prove it that I did it, and I also don't think it should be prohibited, but I still felt like asking it; y'know, better safe than sorry. I may join this one as triggering is for me, but I'll need a cool idea.

Well, creativity will be judged. Simply coding a system, when the idea belongs to someone else is.. well, half of the final entry.

How in-depth can you go?

For example, a system where each unit of resources is an item. Harvesting units extract a raw (item) version of it from Unit Type X, return this to a refinery unit which produces the refined (item) version.

And since you've linked a clarification of what a resource is, does that remove non-tangible resources like Happiness (if you're making a city sim of sorts) or Souls (if you have a demon race)?

Everything that you have asked is acceptable; the link was posted so that you get some ideas, it's not part of the actual rules.
 

Deleted member 212788

D

Deleted member 212788

I have a great idea but sadly I'm not very good with triggers.
 
Oooh, interesting.
I might join ^_^

Won't take me long to whip up something :D

edit
I have two ideas.

The first one has already been done by my trusty amigo Nestharus: http://www.hiveworkshop.com/forums/submissions-414/system-stamina-204739/
The second one might be a bit too cliche.

edit
The third one is cool, but it might be taken by one of you guys ;c

edit
10 minutes into it, and I already have this:

JASS:
library Resource requires Misc

    globals
        constant integer RESOURCE_TYPE_ATTRIBUTE_NO_CAP = 2147483647
        constant integer RESOURCE_TYPE_ATTRIBUTE_NO_MIN = -2147483647
    endglobals
    
    struct ResourceType extends array
        private static integer count = 0
        private static integer array max_p
        private static integer array min_p
        method operator max takes nothing returns integer
            return max_p[this]
        endmethod
        method operator min takes nothing returns integer
            return min_p[this]
        endmethod
        static method create takes integer minAmount, integer maxAmount returns thistype
            set count = count + 1
            set min_p[count] = minAmount
            set max_p[count] = maxAmount
            return count
        endmethod
    endstruct
    
    struct Resource extends array
        private static ResourceType array type_p
        private static integer array amount_p
        
        static method operator [] takes player whichPlayer returns thistype
            return GetPlayerId(whichPlayer)
        endmethod
        
        method operator amount takes nothing returns integer
            return amount_p[this]
        endmethod
        
        method operator amount= takes integer value returns nothing
            set amount_p[this] = value
        endmethod
        
        static method add takes integer value returns nothing
            set amount_p[this] = IMin(amount_p[this] + value, type_p[this].max)
        endmethod
        
        static method remove takes integer value returns nothing
            set amount_p[this] = IMax(amount_p[this] - value, type_p[this].min)
        endmethod
    endstruct

endlibrary

JASS:
library Misc
    
    /*
    *   These are only a bit faster 
    *   than the BJs. I still hate the 
    *   red color though :3
    */
    
    function IMin takes integer a, integer b returns integer
        if a > b then
            return b
        endif
        return a
    endfunction
    
    function IMax takes integer a, integer b returns integer
        if a < b then
            return b
        endif
        return a
    endfunction
    
endlibrary

edit
Whoever's going to judge this better know a thing or two about modularity before judging my entry D:
 
Last edited:
Level 25
Joined
Jun 5, 2008
Messages
2,573
When you create something modular it means it is in pieces.
You have a core and modules of it would be separate libraries doing different things.

For example one library handles data structure, other library actually controlls the data flow while the third graphically represents the data inside the game.

Or another example, computer's architecture is modular.
You have the CPU, memory, external memory, Input devices, output devices.

You need them all for the computer to work but design wise they are separate pieces and can be replaced/modified to an extent.

That at least is my definition of modularity.
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,220
My system will be based on seeds wich spawns randomly around the map (item) you pick it up and it will add 1 lumber.
Dig - converts the terrain type east of you (0 degrees) 500 range (configureable)
Plant seed - costs one lumber and plants one seed on the ground and after 10 seconds (configureable) it will become a item of choice atm I use banana, pumpkin, carrot
water - simply give water to the seed if this aint used on the growing seed it wont be the item of choise and just expire

dig is shown in the old video and is not changed so I did not show it again.
This is my little WIP on my system so far

So basicly you got 3 skills:
Dig - converts the terrain type to dirt
plant seed - uses one seed wich is randomly gathered around the map (lumber) to plant it into the dirt
water - if this is not used on the seed they wont grow

suggestions are welcome ^^
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
Eh this is a messed up theme... Too complicated and it becomes overly micro-intensive, too broad and it's not original at all.

Tough.

Also, Mag's idea is straight outta Supcom, not RA.

Edit: Just thought of something so genius.
 
Level 14
Joined
Sep 17, 2009
Messages
1,297
Okay, you wanted a wip, here you go::ogre_hurrhurr:


attachment.php


As you might figured, my system will be about electricity harvested from wind.
Windmills will get mana points related to their capacity, and the speed of the wind.

PS:maybe system wips should be about showing the triggers but i dont care, this wip is for showing my idea.
 

Attachments

  • Rescource_System_WIP.JPG
    Rescource_System_WIP.JPG
    149.6 KB · Views: 219
Level 14
Joined
Sep 17, 2009
Messages
1,297
For now, the speed of wind is global, but i want to change it (and this would be the beautiful part of the system) so that you can add wind speed modifiers for regions or units. And the wind speed will be calculated for each Mill differently.

I need some idea and clarification to make this modular and simple :)

Also i want to implement a mana transferring system as a bonus because you cant really use mills generating 'energy' when you cant bring the energy to the machines that use it.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Okay my idea is... Each terrain-type has a certain yield, Dirt being the highest, Rough Dirt second highest.

You can build Oil Drills on the terrain, depending on the placement, they will yield a certain amount of oil every 3 seconds. You can use Blasting Charges to turn any small area into Dirt, but if an area is blasted twice, it loses yield and is reduced to Rough Dirt.

I don't know if I'm going to finish it, but this is my idea.
 
Well, I'm not going to participate in this contest anymore because I have a ton of other things to do.

1. Finish Judging Zephyr Contest 9
2. Finish Save/Load system for SotP
3. Clear out Pending Spells
4. Finish SDL Game Engine (C++)
5. Clear out Pending Spells that appeared while I was doing the Game Engine ._.
6. Finish reading "To Kill a Mockingbird"
7. Clear out Pending Spells that appeared while I was reading.
8. Start and finish reading "The Alchemist"
9. Clear out Pending Spells that appeared while I was reading.
10. Get back to Game Engine project, optimize, and make game.
11. Clear out Pending Spells that appeared while I was programming.
12. See what else -Kobas- needs me to do.
13. Clear out Pending Spells that appeared while -Kobas- and I were discussing SotP.
14. Code shit.
15. Clear out more JASS submissions.
16. Clear out Pending Spells that appeared while I was doing the above.

So yeah.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Well, I'm not going to participate in this contest anymore because I have a ton of other things to do.

1. Finish Judging Zephyr Contest 9
2. Finish Save/Load system for SotP
3. Clear out Pending Spells
4. Finish SDL Game Engine (C++)
5. Clear out Pending Spells that appeared while I was doing the Game Engine ._.
6. Finish reading "To Kill a Mockingbird"
7. Clear out Pending Spells that appeared while I was reading.
8. Start and finish reading "The Alchemist"
9. Clear out Pending Spells that appeared while I was reading.
10. Get back to Game Engine project, optimize, and make game.
11. Clear out Pending Spells that appeared while I was programming.
12. See what else -Kobas- needs me to do.
13. Clear out Pending Spells that appeared while -Kobas- and I were discussing SotP.
14. Code shit.
15. Clear out more JASS submissions.
16. Clear out Pending Spells that appeared while I was doing the above.

So yeah.

Cool story. +Rep.
 
Level 25
Joined
Jul 10, 2006
Messages
3,315
Well, I'm not going to participate in this contest anymore because I have a ton of other things to do.

1. Finish Judging Zephyr Contest 9
2. Finish Save/Load system for SotP
3. Clear out Pending Spells
4. Finish SDL Game Engine (C++)
5. Clear out Pending Spells that appeared while I was doing the Game Engine ._.
6. Finish reading "To Kill a Mockingbird"
7. Clear out Pending Spells that appeared while I was reading.
8. Start and finish reading "The Alchemist"
9. Clear out Pending Spells that appeared while I was reading.
10. Get back to Game Engine project, optimize, and make game.
11. Clear out Pending Spells that appeared while I was programming.
12. See what else -Kobas- needs me to do.
13. Clear out Pending Spells that appeared while -Kobas- and I were discussing SotP.
14. Code shit.
15. Clear out more JASS submissions.
16. Clear out Pending Spells that appeared while I was doing the above.
17. Type out this list.

OT: Started with a little system that has your workers harvest the terrain itself, so grass = 2, dark grass = 3, and after harvesting it's replaced by dirt.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Mags it's not an excuse, you can finish this in 3 hours or less :p...

Anyway, here's an idea of my WIP:
Units Trained and Constructed structure requires metal, the resource for getting
a resource metal is a rock, my problem is IDK where to diplay that metal,
whether to a multiboard or a dummy unit...

Harvest the metal from rock tiles, return it to processing facilities, and add it to your gold/lumber. :\

No reason to use variables.
 
Level 16
Joined
Oct 12, 2008
Messages
1,570
Have been thinking about this.. I might have a nice idea.. Taken from Stronghold
Instead of buying units, you can make weapons.. this is cheap, but takes time. When using weapons, the units only cost a fraction of their normal cost, or nothing, along with Food capacity..

Still.. I need to get back into (v)Jass and find time to work this out and code it.. I /might/ do this..

(Actually, the idea is taken from the strategy from Stronghold that I /don't/ use.. I always buy weapons with my buttloads of money, instead of making them ;D )
 
Last edited:
Have been thinking about this.. I might have a nice idea.. Taken from Stronghold
Instead of buying units, you can make weapons.. this is cheap, but takes time. When using weapons, the units only cost a fraction of their normal cost, or nothing, along with Food capacity..

Still.. I need to get back into (v)Jass and find time to work this out and code it.. I /might/ do this..

(Actually, the idea is taken from the strategy from Stronghold that I /don't/ use.. I always buy weapons with my buttloads of money, instead of making them ;D )

Didn't really get how "weapons" can affect a resource system, care to explain? :D
 
Level 25
Joined
Jul 10, 2006
Messages
3,315
Here's the WIP.

The peasants harvest the grass terrain tiles, leaving behind dirt. They then return the harvested material to the lumber mill for processing.

They automatically return to harvesting a nearby spot, although I'm still working on improving that AI.
 

Attachments

  • GrassHarvesting.w3x
    20.9 KB · Views: 52
  • grassharvestwip.jpg
    grassharvestwip.jpg
    89.6 KB · Views: 85
Level 15
Joined
Feb 15, 2006
Messages
851
Well, I'm not going to participate in this contest anymore because I have a ton of other things to do.

1. Finish Judging Zephyr Contest 9
2. Finish Save/Load system for SotP
3. Clear out Pending Spells
4. Finish SDL Game Engine (C++)
5. Clear out Pending Spells that appeared while I was doing the Game Engine ._.
6. Finish reading "To Kill a Mockingbird"
7. Clear out Pending Spells that appeared while I was reading.
8. Start and finish reading "The Alchemist"
9. Clear out Pending Spells that appeared while I was reading.
10. Get back to Game Engine project, optimize, and make game.
11. Clear out Pending Spells that appeared while I was programming.
12. See what else -Kobas- needs me to do.
13. Clear out Pending Spells that appeared while -Kobas- and I were discussing SotP.
14. Code shit.
15. Clear out more JASS submissions.
16. Clear out Pending Spells that appeared while I was doing the above.

So yeah.
You forgot to add the things you have in your signature :p

Hugzz!!!
 
Level 14
Joined
Sep 17, 2009
Messages
1,297
Okay, here is a WIP to prove my work.
Hope I can fix the bugs till tomorrow, and i will have some time to enchant = Show users what the system is really about.

I want to keep it in GUI, if you have problems with the leaks, please mention it :)
Wind modifier doesn't seem to work atm, but have fun with building mills around!!:ogre_hurrhurr:

I like your wips, i think you all got the theme right!
 

Attachments

  • System_minicontest_kari0003.w3x
    23 KB · Views: 90
Status
Not open for further replies.
Top