CA Campaign (Announcement Thread) [Closed]
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- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
So far, we've decided on a few posts
Mission Coder and Writer
Lohengrin
Lua Coder and Editor
Quantum
Map Creator and Coder
Cronos
Start Menus and Installer
Licho
Mission Introduction Voice
Ianmac
Testers will be announced shortly when we find some but they won't be needed for a while.
Join the #cac channel to ask, help, suggest, and not annoy :D
At the moment, I'm going to work on sample Missions to flex my knowledge of the campaign mission with a few UF maps.
However testing will only work with one mod.
We will also need mutators with each having different buildlists for each/some of the levels. That way some units can be disabled so it forces you to learn that tier tree and tier level.
Hopefully before this is done, we will have the music added by then. :D
Mission Coder and Writer
Lohengrin
Lua Coder and Editor
Quantum
Map Creator and Coder
Cronos
Start Menus and Installer
Licho
Mission Introduction Voice
Ianmac
Testers will be announced shortly when we find some but they won't be needed for a while.
Join the #cac channel to ask, help, suggest, and not annoy :D
At the moment, I'm going to work on sample Missions to flex my knowledge of the campaign mission with a few UF maps.
However testing will only work with one mod.
We will also need mutators with each having different buildlists for each/some of the levels. That way some units can be disabled so it forces you to learn that tier tree and tier level.
Hopefully before this is done, we will have the music added by then. :D
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
The plan thus far;
[1] Gathering resources, ideas, team and analysising known problems
[2] begin designing a prototype (the demo)
[3] releasing the demo to testers after completion with UF maps for each mission (three missions per side)
[4] Analyse any problems and fix the demo and re-release demo to testers
[5] Repeat step 2-4 (unless problems resolved)
[6] Release to community
[7] Begin Designing *Missions 1-5* ARM/CORE
[8] Begin Voice Introduction and Mapping.
[9] Begin Mission Start up Development
[10] Test with Testers, and Analyse Problems if any
[11] Repeat Steps 7 - 11 for missions 6-10, 11-15 then go to step 12
[12] Write Lua interface
[13] Test Lua
[14] Impliment extras
[15] Announce possible release and set out trailer
[16] Repeat Steps 7 - 11 for missions 16-25 then go to step 17
[17] Release to testers
[18] Evaluate and finalize
[19] Set out final release date
[20] Release to community
The whole Campaign, 25 missions for ARM, 25 missions for CORE is to fully exploit the Game Engine, Mod and Units to the user, showing each units role and purpose giving some experience in player. Teaching the uses of Kbots, Vehicles, Air, Sea, Amphibious, and Hovercraft.
This will involve teaching to spam quickly, early rush, airdrop tactics, avoiding defences, microing, ecomony, working around eco problems, solutionizing from losing to winning and so on.
Each mission you will be limited to certain units, like you can only use kbots on one mission, or can't use air and so on.
Our Aim-date isn't decided but hopefully it will be ready before Easter.
Full work on the Campaign will not begin until the Completion of the next CA beta which this will be based on.
AI? No AI, and don't worry I'll be smart at creating the missions, and make sure every precaution is taken, like if the enemy base is being attacked, I'll make sure it stop you. :]
Future: CA will undoubtly release newer betas and we will create expansions for them.
[1] Gathering resources, ideas, team and analysising known problems
[2] begin designing a prototype (the demo)
[3] releasing the demo to testers after completion with UF maps for each mission (three missions per side)
[4] Analyse any problems and fix the demo and re-release demo to testers
[5] Repeat step 2-4 (unless problems resolved)
[6] Release to community
[7] Begin Designing *Missions 1-5* ARM/CORE
[8] Begin Voice Introduction and Mapping.
[9] Begin Mission Start up Development
[10] Test with Testers, and Analyse Problems if any
[11] Repeat Steps 7 - 11 for missions 6-10, 11-15 then go to step 12
[12] Write Lua interface
[13] Test Lua
[14] Impliment extras
[15] Announce possible release and set out trailer
[16] Repeat Steps 7 - 11 for missions 16-25 then go to step 17
[17] Release to testers
[18] Evaluate and finalize
[19] Set out final release date
[20] Release to community
The whole Campaign, 25 missions for ARM, 25 missions for CORE is to fully exploit the Game Engine, Mod and Units to the user, showing each units role and purpose giving some experience in player. Teaching the uses of Kbots, Vehicles, Air, Sea, Amphibious, and Hovercraft.
This will involve teaching to spam quickly, early rush, airdrop tactics, avoiding defences, microing, ecomony, working around eco problems, solutionizing from losing to winning and so on.
Each mission you will be limited to certain units, like you can only use kbots on one mission, or can't use air and so on.
Our Aim-date isn't decided but hopefully it will be ready before Easter.
Full work on the Campaign will not begin until the Completion of the next CA beta which this will be based on.
AI? No AI, and don't worry I'll be smart at creating the missions, and make sure every precaution is taken, like if the enemy base is being attacked, I'll make sure it stop you. :]
Future: CA will undoubtly release newer betas and we will create expansions for them.
a CA campaign?cool idea.
Problems i forsee:
do not make any statments as to what unit is better to what in ur missions.
You must let the player decide forhimslef what each unit does.why?because ca is always changing by the time some guy is gonna play this campaign in a few months ca might have changed dramaticlly.
again its very hard to make a full campaign for a mod/game is is constantly changing in unit stats in unit veriaty and in other content.
so i suggest that if u want to make a good campaign dont emphesize different unit usage..if you want to teach new players how to play focus on general gameplay and strategy desgin,usefull and used key shortcuts and so on... dont emphesize too much different roles of units...like dont make missions where u need to use one unit to counter another unit..
By the way,the best of luck to your team it would be really coo l to have a single player.and i really dont think its hard to make it very chanlenging since u can sript events and attacks..
Problems i forsee:
do not make any statments as to what unit is better to what in ur missions.
You must let the player decide forhimslef what each unit does.why?because ca is always changing by the time some guy is gonna play this campaign in a few months ca might have changed dramaticlly.
again its very hard to make a full campaign for a mod/game is is constantly changing in unit stats in unit veriaty and in other content.
so i suggest that if u want to make a good campaign dont emphesize different unit usage..if you want to teach new players how to play focus on general gameplay and strategy desgin,usefull and used key shortcuts and so on... dont emphesize too much different roles of units...like dont make missions where u need to use one unit to counter another unit..
By the way,the best of luck to your team it would be really coo l to have a single player.and i really dont think its hard to make it very chanlenging since u can sript events and attacks..
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
Glad to see someone reads properly.
And reason to limitting to specific units is to show them how to specifically initialize each unit role. Learning the units is a key to the mod.
There is also learning to econ, generate adequete income, create units.
Since playing CA, I'm far more aggressive than I have ever been, I have been able to claim most of the map, when ever in a suited position, rarely ever have to tech up even against tier 2. Only ever once built a bertha, to counter act several other berthas.
Learning to get around tight spots is going to be taught, you do not have the luxary when under heavy siege by tanks to change tier tree from kbots to tanks. So there you go.
I've learned how to beat a spam of flash and stumpies with one kbot and nanolathe alone developing units and overrun a base within a couple of minutes taking out an advancing army.
And reason to limitting to specific units is to show them how to specifically initialize each unit role. Learning the units is a key to the mod.
There is also learning to econ, generate adequete income, create units.
Since playing CA, I'm far more aggressive than I have ever been, I have been able to claim most of the map, when ever in a suited position, rarely ever have to tech up even against tier 2. Only ever once built a bertha, to counter act several other berthas.
Learning to get around tight spots is going to be taught, you do not have the luxary when under heavy siege by tanks to change tier tree from kbots to tanks. So there you go.
I've learned how to beat a spam of flash and stumpies with one kbot and nanolathe alone developing units and overrun a base within a couple of minutes taking out an advancing army.
- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39
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- Moderator
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- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
It will follow a storyline.
Storyline is about to be written and as I said we're releasing a demo.
As for being too hard and give up, I will also input a choice to have the missions in three settings
Setting easy - Non-agressive AI/Non-building
Setting Medium - Aggressive but non-defendent
Setting Hard - Aggressive, Defensive and Spammage
Will that satisify you?
Storyline is about to be written and as I said we're releasing a demo.
As for being too hard and give up, I will also input a choice to have the missions in three settings
Setting easy - Non-agressive AI/Non-building
Setting Medium - Aggressive but non-defendent
Setting Hard - Aggressive, Defensive and Spammage
Will that satisify you?
I'd like to see tutorial microchallenges - e.g. kill a gollie with one flash from behind, kill a gollie with 2/3 flashes from front, kill a llt that's powered by a solar somewhere, etc. IMHO this would have a lot of educational value.
(I even wanted to do something like this, but then uni came and stole all my free time.)
(I even wanted to do something like this, but then uni came and stole all my free time.)
- Complicated
- Posts: 369
- Joined: 06 Jun 2007, 18:51
Umm this campaign is generally a huge storyline and Flash would lose in seconds, as it is that Goliaths are equipped with flame throwers.imbaczek wrote:I'd like to see tutorial microchallenges - e.g. kill a gollie with one flash from behind, kill a gollie with 2/3 flashes from front, kill a llt that's powered by a solar somewhere, etc. IMHO this would have a lot of educational value.
(I even wanted to do something like this, but then uni came and stole all my free time.)
Then again, mini-games will be added in the expansion? :]