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- Jul 10, 2007
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Ftmn-
Footmen Wars Framework
Footmen Wars Framework
News Count- 3
-News Section-
Ok, so I started working on this since I finished Spawn v.01b as was requested by everyone. I'm really not sure what to do... Spawn has so much power and makes it too easy to do everything... I feel like I'm not really making anything... like honestly, I'm just setting up a layout and some basic settings, but other than that Oo. This is virtually empty.
I dunno what to do O-o.
JASS:
globals
Footman footman
endglobals
struct Footman extends Spawn_SpawnMethod
public method createNew takes nothing returns nothing
set .spawn = 'hfoo'
set .spawnCount = 1
set .spawnTime = 6
set spawn2.spawnHandle = unitHandle
endmethod //omg, all I have to do are set the basic settings and I'm done... all advanced settings are set by user.. what's the point then??
endstruct
public struct Barracks extends Spawn_BaseMethod
public method createNew takes nothing returns nothing
call .engraveSpawn(Spawn_SpawnPrototype.create3(footman)) //couldn't a user do this??
endmethod
endstruct
See, it's like no work when I deal with spawning... ....
Well, I'm going to sleep now ^_-. I'll think about it while I'm sleeping kk and we'll see what I come up with for this framework.
I dare you all to try and make a framework for a spawning map with Spawn... it's almost too easy... makes you feel like what you're making is worthless ><.
And then when I try to make it easy to add custom features, Spawn already does all of that, so it's like what do I do??
Ok, rather than controlling Spawn via this framework, I decided that it would be better to have an intermediary system control Spawn and have this framework interface with it. In this way, the game can function in any way. These libraries on top of spawns would be useful in any map and by just changing out one library for another, the entire map's spawning concept can be changed in an instant.
There are too many styles for spawning. I will be making 3. I am curious to see if anyone else wants to join in and make some ^_-.
Concept 1- Spawn Points (was originally going to do this for the footmen wars framework but I then though, what if people want an original style??)
-Bases have abilities and an inventory. The inventory has 2 open slots. When an ability is clicked, it adds 2 items each with charges. The one to the right is the current amount of spawns the base has for that type of spawn. The one to the left is the current active spawns. In this way, detrimental effects and spawns can be added and removed to bases thereby disabling certain spawns for a period of time, or something like that.
The base's first page will be abilities that link it to regular spawns and detrimental effects. Detrimental effects will contain things like spawns added by enemies and what not.
Concept 2- Trainers (this was another very interesting concept in which trainers move from base to base and train people. Similar to spawn points except that the points are very specific rather than general and the points have levels. Useful for a more complex game).
Rather than having an ability page, base's are treated more like training grounds. You can upgrade how many trainers a base can contain, the equipment, and the capacity of trainees. Trainers are units that move from base to base. There will still be a page of abilities that show trainers similar to spawn points, but it will show different information about them and have different functions (rather than selling back spawn points you make a trainer leave).
Trainers are much more dynamic and much more powerful, but much less arcade style. In a game like footmen wars, where it's more arcade style, spawn points would be a better option. In a mass strategy game like Risk, trainers would probably be a better option.
Concept 3- Class (the classic footmen wars concept. Easy and straight to the point)
Classic footmen wars.
Ok, so since I decided to have another system handle spawning altogether and only have this one handle footmen wars in general, I have another version. And if you notice, I'm using a different layout for versions now (v1.2 means version 1 number 2).
I'll probably keep in version 1 for awhile. I fixed up the random engine, it works rather nicely. Default is 50% chance to advance where it gets 100% harder per tier, which seems like a good setting to me for 4 tiers. If you add more tiers and what not, you know diversify, you might want to tweak it a bit, or it'll be near impossible to go beyond tier 4 : O. Or, you could just have one tier.
Other new noticeable things are working fog. All team and global fog works. If you look, you'll notice spawning via GUI. I'm not plugging Spawn into it until v1.3 (version 1 revision 3) is done. Why? v.01b not only has some flaws (it works, but I don't like flaws), but it's also for 1.24 only.
Other things to note is a revision to the hero function section. Now you can define whatever you want, or just the hero type for each thingie. 8191 hero instance limit (as if you'll ever hit it). You can look at the tier 4 hero for an example on how I used that stuff.
What else? The areas were cleaned up a lot and look much nicer. All events work. The gold is *untested* as it wasn't working properly when I tested it with some people, but I'm 75% positive that it works now.
This is another pre-release as i'm not comfortable with this revision. Most of version 1 will probably just be betas and testing and tryouts, but yea.
Take a look at the new layout and tell me what you think : ).
Oh, and there are some things in this you can't really edit at the moment because this is a pre-release and I just wanted to "put" stuff in and make it work like magic : P. I will open up these areas, but uhm... like usual, you don't have to look at any of the actual code. All you have to look at are the areas : ).
Also, Ftmn handles 0 spawning, so you can really plug whatever you like into it. I'll probably keep it managing teams and what not, maybe dif players per team, and as for the random thing in there... I'm probably going to take it out and make it into a utility as it is "quite" nice for random fun.
Oh yes, a new feature made it into the random utility that makes it less likely for the same thing to pop up twice : ). I'll probably make it keep a history and as it fades out it'll regenerate it's chances to pop up again in random mode and probably make it so that the more often it pops up the less likely it is to pop up again. Like usual, I'll open this up for everyone to play with when I get around to it. Right now it's just set at 30%.
The random utility will be set up to work with anything and will include a nice "easy" to use interface where you can set up different random thingies. I suspect it will most likely be used in random character picking =).
Again, tiers don't have to be used, but if you're into the super omg secret almost impossible to get heroes, you could use them, or if you want different tiers of items or something with gambling, or maybe an entire loot system or dungeon system. Who knows, all I know is it turned out fantastic : ).
Because I am being a little bit lazy about it as this is a pre-release, I'm just releasing the map I'm building it inside of like before.
This can use patch 1.23 or 1.23b+ (delete the GetHandleId() function in Mfn at the very top for 1.23b+).
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