Gameplay concept : Objective based skirmish - Page 5

Gameplay concept : Objective based skirmish

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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sunspot
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Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

PicassoCT wrote:You could deactivate selfdestruction? Its just a tag..

Oh, and game names... make something with A at the start so its top of the list
For the moment I'm just going to call it Domination, it's short, it sounds strong and it's exactly what it is. You have to capture the most objectives to win, so you have to dominate :)
knorke wrote:you probally also want to disallow transfering ownership of the captured unit: (h key ingame, if you didnt know)

Code: Select all

function gadget:AllowUnitTransfer(unitID, unitDefID, oldTeam, newTeam, capture)
	if (blabla) then return false end --no unit transfer!
end
Thanks I didn't thought of this
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PicassoCT
Journeywar Developer & Mapper
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Re: Gameplay concept : Objective based skirmish

Post by PicassoCT »

But domination.. that puts you in the middle of the list... under balanced annhi, under anything...why do you think aa, ba and zerok rule the world? Same reason why everbody puts important stuff in the first and last two sentences of a speach.. nobody cares about the middel..

Thats why my modname sucks for example, the only way this could be turned into win is either massive advertising (or simply riding someones else advert bandwagon)
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

PicassoCT wrote:But domination.. that puts you in the middle of the list... under balanced annhi, under anything...why do you think aa, ba and zerok rule the world? Same reason why everbody puts important stuff in the first and last two sentences of a speach.. nobody cares about the middel..

Thats why my modname sucks for example, the only way this could be turned into win is either massive advertising (or simply riding someones else advert bandwagon)
All Out Domination aka AOD
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PicassoCT
Journeywar Developer & Mapper
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Re: Gameplay concept : Objective based skirmish

Post by PicassoCT »

Better, much better.
sunspot
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Re: Gameplay concept : Objective based skirmish

Post by sunspot »

zwzsg told me yesterday there is something as a dedicated server. Yay exactly what I need but ... what about this.

Is it possible to start a map, where there are only 2 alliance teams ? I want my players only to be able to join team a or team b. But they are completly free to jump into the game at any time or drop out. The goal of the game is to get to 500 points with the alliance anyhow. It's all based around a team effort to win the map. I believe a good number of players is 20 vs 20. With each player limited to aprox 20 units that gives a grand total of 800 units + some structures on the map. I believe the engine should be able to handle that ?
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PicassoCT
Journeywar Developer & Mapper
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Re: Gameplay concept : Objective based skirmish

Post by PicassoCT »

You could have bot-teamembers handing over there stuff once a new player re-joins, and retaking it once he leaves.
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

PicassoCT wrote:You could have bot-teamembers handing over there stuff once a new player re-joins, and retaking it once he leaves.
Sounds like a dirty workaround then a sollution, but might have to be considered it seems. Unless there is a way to force a map to have only 2 alliance teams, maybe in a map_info.lua or something ... this might be a pita
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knorke
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Re: Gameplay concept : Objective based skirmish

Post by knorke »

There are no callins for PlayerJoined or PlayerLeft.
(though that can possible be worked around)
Unless there is a way to force a map to have only 2 alliance teams, maybe in a map_info.lua or something
mapinfo.lua can not force anything.
If you run an autohost, it could be set up to force a certain balance, ie 2 teams.
But if players are hosting the game, then there is no way for the game to make any requests what options the lobby allows.
Of course you could just ignore whatever is set in the lobby and do your own thing once the game is loaded.
Not really nice though if in the lobby shows teams as a four player FFA and ingame it suddendly is 2v2.
(read the start position thing here: http://springrts.com/phpbb/viewtopic.php?f=12&t=26300, its a similiar problem)
For autohosts talk to Licho or bibim.
sunspot
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Re: Gameplay concept : Objective based skirmish

Post by sunspot »

I've checked out the SPADS thing, and it seems to be my ideal choice for the server. Now for the gameplay ... I've put my units at 100 metal cost each ... and for some reason it costs more if I build one ... how does the engine deal with metal costs ?
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knorke
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Re: Gameplay concept : Objective based skirmish

Post by knorke »

does it really cost more metal or is it just the tool tip?
the tool tip "cost=xxx" is something like cost=metalcost+energycost*60 so not very reliable.
sunspot
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Re: Gameplay concept : Objective based skirmish

Post by sunspot »

knorke wrote:does it really cost more metal or is it just the tool tip?
the tool tip "cost=xxx" is something like cost=metalcost+energycost*60 so not very reliable.
It was the real cost, I took notice of the metal bar, thing is I don't use energy cost so thats 0. That means the real cost is 100+(0*60) ? or is there always a 1 energy cost ?
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knorke
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Re: Gameplay concept : Objective based skirmish

Post by knorke »

The number displayed in cost= tooltip is just for display.
If you have metalcost=100 and energycost=0 it should really only substract 100 metal from your storage.
Well, how big is the difference anyway? Just 1 (then Id say rounding error in the resbar) or more?
Did the unit get damaged during construction? (there is an option fullHealthFactory=true that makes the factory repairs damaged units before allowing them to leave, so that might cause more cost)
Kind of hard to guess without seeing unitdef/mod.
or is there always a 1 energy cost?
i dont use energy either and energycost=0 works in my mod
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

knorke wrote:The number displayed in cost= tooltip is just for display.
If you have metalcost=100 and energycost=0 it should really only substract 100 metal from your storage.
Well, how big is the difference anyway? Just 1 (then Id say rounding error in the resbar) or more?
Did the unit get damaged during construction? (there is an option fullHealthFactory=true that makes the factory repairs damaged units before allowing them to leave, so that might cause more cost)
Kind of hard to guess without seeing unitdef/mod.
or is there always a 1 energy cost?
i dont use energy either and energycost=0 works in my mod
The difference is about double, give or take a few. There is even something else weird. My metal storage is max 2000, so I start building units and get to 0, then I try building another unit and bang all of the sudden , full metal bar ??? This must be some kind of engine bug shouldn't it ? Also for the buildcost my unit wasn't being damaged.
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knorke
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Re: Gameplay concept : Objective based skirmish

Post by knorke »

so I start building units and get to 0, then I try building another unit and bang all of the sudden , full metal bar ???
you get the resources back if you cancel a construction. maybe its that?
sunspot
Posts: 104
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Re: Gameplay concept : Objective based skirmish

Post by sunspot »

knorke wrote:
so I start building units and get to 0, then I try building another unit and bang all of the sudden , full metal bar ???
you get the resources back if you cancel a construction. maybe its that?
Well maybe, but my unit is only 100 metal ... how would getting those resources back fill a 2000 metal bar ?

k I tested it and it's indeed when a unit is incomplete and dissapears the resources get put back all at once , I even believe a bit to much even. I hope you can disable that, if a unit can't be completed you lost the resources ... simple as that
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Gameplay concept : Objective based skirmish

Post by FLOZi »

metal cost cannot be below 1 but energy cost isn't capped (at least not in the same place)
sunspot
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Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

Well I found sollutions for most of my problems now

- constructions don't decay, so the metal won't come back into the pool ever
- I've put collidefriendly = 0 on my weapondefs, so that units will always fire, which didn't seem to be the case
- I've given up on letting things cost just 100 metal since it doesn't seem to work, and just played with the numbers a bit so it's approx 100

Now I noticed while testing that my battles are way to short in about 20 seconds a fight between a 20 unit vs 20 unit is over ... thats way to short. However I'd like to keep my original idea , of having the short range unit in my case a peewee do treameandous amount of dps but not make it to overpowered that you can play the game with just the pw.

To make my fights last longer is it smart do just quadruple the armor values of all my units or, would that not be a good way to go about things ?
Google_Frog
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Re: Gameplay concept : Objective based skirmish

Post by Google_Frog »

To make my fights last longer is it smart do just quadruple the armor values of all my units or, would that not be a good way to go about things ?
If by armour you mean health go ahead. If by armour you mean a damage reduction thing you would be better off using health as tooltips can read DPS and health and would give confusing readings if all weapons did a lot less damage in practise than written.
sunspot
Posts: 104
Joined: 09 Jun 2011, 12:17

Re: Gameplay concept : Objective based skirmish

Post by sunspot »

Google_Frog wrote:
To make my fights last longer is it smart do just quadruple the armor values of all my units or, would that not be a good way to go about things ?
If by armour you mean health go ahead. If by armour you mean a damage reduction thing you would be better off using health as tooltips can read DPS and health and would give confusing readings if all weapons did a lot less damage in practise than written.
I meant health, I quadrupled it but the 20 vs 20 unit fights are still way to short :)

Well I had a SPADS bot running today, and it seemed to work as it should. However I still have a few bugs to iron out. One very annoying one is when the bertha shoots ans I get this error

ScriptError: Invalid explosion generator index for emit-sfx outside script execution

Flozi allready warned me for this, a week or so ago, but haven't found a sollution yet. Other then that I should really test this bot in a 5 vs 5 setup , see whats going on. Also it seems I need to get the user alphadomination marked as a bot and have my mod "published" somewhere so users can download it in the lobby.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Gameplay concept : Objective based skirmish

Post by FLOZi »

http://springrts.com/wiki/CEG :wink:

Actually seen as content is form BA, just pulling in their gamedata/resources.lua and gamedata/explosions/* should be sufficient.
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