Silentwings wrote:I'm not clear on is wanted for "leech life"? If it's going to go into the command queue and then only act when in sufficient range, I can't see what about it prevents it just being implemented as a normal attack command from a normal weapon, with health transfer implemented in UnitPreDamaged. Also, are we going to have more than one such spell?
That's definitely one option! I think for the submission we should focus on only one such spell, although initially I wanted more, which might have different use (some might not damage, some might be targeted at friendlies or multiple targets, and so on -> basically think at least Warcraft 3 variety of skills).
I guess this can still be hacked by having weapons do 0.01 dmg, and then use it to do a different effect instead.
Commands kinda seem nicer since they're automatically added as buttons in many such widgets, and also allow additional condition handling, but still very limited as far as the range/cooldown/facing (as normal weapons would). :S Any ideas?
Silentwings wrote:
I don't know if its possible to properly disable zooming, can that be implemented nicely or does it need a hack?
I've done that, it's trivial, just return true in mousewheel event:
https://github.com/SpringCabal/Corrupti ... ol.lua#L28
What I haven't done yet is to set a default zoom + panning level (so camera is zoomed to something sensible).
In Scened I have a way to make sure camera always follows units (as can be seen on the video), so that's settled.
Silentwings wrote:
Imo the things that will eat time here are unitscripts + textures + models.
Textures aren't that important in the early phases, and can always be made simplistic (even in the final game), a simple multiple-color textured unit (one color for clothes and one for skin) is enough for the final release too. Animations are more important, they add life to the game!
Silentwings wrote:
We could focus on making the humans ourselves and add some random innocent animals (suitable model+scripts already exist in a game but I forgot which). It could add some cute variety without need for much additional work.
Check
the rules! We won't be able to apply for the "Graphics" category if we used existing art. I really think all models, unit textures and animations should be made ourselves. Ground textures should be ours too (I can do the map with just two original ground textures). The only thing in question are icons, and I think we should do our own if we have the time, or minimize them so we can still apply for art with a disclaimer ("The 3 icons used were obtained from pre-existing resources").
Anarchid wrote:Models, animations, and art in general do seem to be our primary bottleneck.
It would be very good if someone talented like picasso was highly available and equipped with a microphone, during the event, because it would be good to have more art people.
Yep, although we still didn't do CEGS, lups, stuns, or proper skills on our side
You're usually supposed to spend time "finding the fun" in your game, to make sure you'd actually want to play this, and this is mostly the objective of the coding and should be done while art is making textures (which come last before polishing as far as art is concerned).
As written in the "lessons", I'd really like to know more about what people were doing as well as their availability. I felt my productivity was pretty low when I was struggling with the unitdefs/weapondefs until we did our first checkpoint, and later there were times where it wasn't completely clear who was doing what (there were a lot of switching around that happened). Project management is tough I guess.