- Joined
- Jun 16, 2011
- Messages
- 82
So i am trying to make it so the game plays similarly, but requires you to build things in aesthetically pleasing ways.
Namely, I wanted to get rid of the concept of using farms as walls.
Hoping to find a good mix between visually appealing and not scaled so small that it becomes difficult to play or ridiculously laggy
Not that close to releasing anything (got quite a bit of testing for balance before I do. And then im gonna have to do something similar for other races.)
Features:
Visual
Mechanic
Special
- farming field actually has obstructions to unit movement at position of buildings (might not keep this - was just a test of concept at first)
NOTES:
Heres Some more images. Less cramped, and some where i removed the ground texture to make it look less weird from above. At the end i add a hybrid where i keep textures for large cluster, but not small cluster.
==================
EDIT:
Adding on images of the individual custom structures added so far
==================
FARM
LARGE CLUSTER HOUSING
SMALL CLUSTER HOUSING
=======================================================
Plans for future
Namely, I wanted to get rid of the concept of using farms as walls.
Hoping to find a good mix between visually appealing and not scaled so small that it becomes difficult to play or ridiculously laggy
Not that close to releasing anything (got quite a bit of testing for balance before I do. And then im gonna have to do something similar for other races.)
Features:
Visual
- Buildings which use multiple models to make it look like a group of buildings
- Dummy units to add life (currently, farming fields)
- Actual Farm land --- no more feeding people via building a house.
- Random rotation for structures
Mechanic
- New gold system
- Large Housing Cluster produces gold from adjacency to town hall
- Large housing cluster produces extra gold per adjacent SMALL housing cluster
- Small housing cluster produces small amount of gold
- Both housing clusters produce extra gold if there is a small "farm house" (looks like base game farm) within 900 distance.
Special
- farming field actually has obstructions to unit movement at position of buildings (might not keep this - was just a test of concept at first)
NOTES:
- Currently models are just placed in local files. So exporting this map might be tricky
- probably going to remove/reduce the ground texture under housing clusters. Looks good zoomed down but can look a bit odd zoomed out.
- Currently utilizes local file changes to ubersplats excel file. Makes different scales for "burrow - USBR" ubersplat. Also retexture for the farm field!
- Also Shown: custom team color I did because I dont like the bright default ones and went for much more rustic and dull.
Heres Some more images. Less cramped, and some where i removed the ground texture to make it look less weird from above. At the end i add a hybrid where i keep textures for large cluster, but not small cluster.
==================
EDIT:
Adding on images of the individual custom structures added so far
==================
FARM
LARGE CLUSTER HOUSING
SMALL CLUSTER HOUSING
=======================================================
Plans for future
- More proximity bonuses/maluses to incentivize/de-incentivize certain building arrangements.
- Variants to visuals (not always same set of buildings). Currently have this capability working for farms when i want to do this --- but its a LOT of tedious grunt work slowly trial/erroring my way through different polar offsets and facing directions to mkae dynamically placed buildings look good
- upgraded city variants to the village housing clusters
- barracks with training yard and visual dummy units like field
- dummy units in housing clusters to add life
- similar things for other races
- ??? unit groups... like the LOTR strategy game where one unit visually shows as a whole clump of them. (not sure if im going to do this or not. but its an idea)
Attachments
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