Diablo 1
May 31 2008, 7:11 pm
By: Ahli
Pages: < 1 2 3 45 >
 

Jun 10 2008, 9:26 am Ahli Post #21

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

sure you can, if you stop writing bad phrases into the shoutbox in binary... :lol:
Quote
[06:09 am] stickynote -- 0100011001110101011000110110101100100000011110010110111101110101





Jun 30 2008, 11:59 pm pneumatic Post #22



This looks like it'll be fun, and wow @ the amount of triggers... I just see one possible problem. Isn't there a limited number of times you can save in multiplayer?



None.

Jul 1 2008, 12:12 am stickynote Post #23



That's irrelevant. I thought the map was for single player.



None.

Jul 1 2008, 12:16 am pneumatic Post #24



Yeah but according to the original post, it's played single player in multiplayer mode.



None.

Jul 1 2008, 12:22 am Ahli Post #25

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Atm it will be singleplayer only because I have no Idea how much the map would lag (actually I just have the first 6 seconds blackscreen in the map).
Maybe I will make a second version afterwards which allows you to play in multiplayer (which would only effect the fight triggers atm because the rest of the system depends only on your own values (current player)).

The final singleplayer version will may content all d1 speeches and music and many sound effects (ever played a 300mb map? :lol: ).
but first you will be able to play a first "gameplay footage" without music, speeches and that stuff which will give me feedback. Then I can improve everything and add the rest of the map. Maybe stickynote will create some nice terrain because my first version will have only ugly terrain which only serves its primary function.

I need many unique item suggestions, too. The original ones are to weak.
And I still don't know how I should make the potion system because that depends on the battle system in the end.
(atm there is only a turn based 1 on 1 system where you run straight to the enemy, but I can think of a system which is a mix out of a turn based system and real time combats... [every unit has an action cooldown; attacks, movement is virtual; you just move ur unit into a direction of the field to move into that field or attack an enemy on that field; multiple enemies are possible; could be harder to hit with the bow then...])
that would be even closer to the original d1 because that is more or less d1's game system. then I could try to create a better ai than blind attacking enemies and ......

But I'm not at that point atm. There are still many things to do. My next task is switching items within the inventory and on your body.
I thought of 2 "item selection units" which go on the inventory/body field and you enable the swap if possible (only armor on body's armor slot).
but should I use a moveable unit to activate the swap or should I create a dropship-menu for that (which contains nothing else atm and maybe in the end)...

edit:
A dropship menu will contain an "action" button which allows the player to speak to NPCs and activating some things in the dungeons like switches or open chests.

Items can be swapped using 2 lurkers atm. Burrowing both lurkers will enable the swap, if it is possible. If it was impossible, the lurkers will be reset in the middle. (stacking the lurkers, burrowing 1 lurker at a wrong spot or burrowing both lurkers at the same item slot will reset the lurkers, too.)

That dropship menu will contain buttons to take potions, too. But I'm still thinking about the storage of potions...
I could use inventory slots to store some. Then you could hold a few potions in 1 slot (even different potions in 1 spot, max would be 6 potions or something like that).

Atm, I'm triggering the NPC systems, to be exact: Griswold. Note that you won't be able to buy magic items at him in difference to the original (but maybe you should meet wirt under a tree...).


edit:
Always check collapse box in first post for newest information.

What I plan to do before I present the first demo version:
-xp and money output (chosable in gas when walking around?)

Post has been edited 7 time(s), last time on Aug 17 2008, 9:45 am by Ahli.




Aug 17 2008, 6:00 pm Ahli Post #26

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Visit the Diablo 1 Demo Map thread.
and try it yourself




Aug 18 2008, 6:29 pm midget_man_66 Post #27



Make it multi-player man... and add a save/load system (thats a pretty big project with all of the variables you have) but it would be worth it and people would FOR SURE play it. i get bored playing maps by myself. But otherwise... it looks good. 20,000+ triggers? damn... nice man. do you use a trigger duplicator? i can never get those things to work... :(



None.

Aug 19 2008, 2:24 pm Ahli Post #28

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I used a trigger duplicator. But only to create the outputs in the mineral fields. It's much easier to trigger big maps with text editors (notepad++).
I bet it will lag like hell in multiplayer (didn't test it).




Aug 19 2008, 7:44 pm ClansAreForGays Post #29



Quote from stickynote
For the magma, if you decide to do so, you could create and kill ultralisks. And, I would love to create the terrain for your map if you want me to. I just need a good picture or a thorough description, since I have not played Diablo before, and therefore would not know what the terrain should look like.
Which is exactly why you shouldn't be making terrain for this.


Ahli, there are plenty of people that have played Diablo that could make the terrain for you. Sticky would be your worst choice and could potentially ruin your map.




Aug 19 2008, 8:36 pm Kaias Post #30



Quote from ClansAreForGays
Sticky would be your worst choice and could potentially ruin your map.
Wrong.
You might not think he's spectacular but he's definitely not the worst choice.



None.

Oct 7 2008, 10:49 pm Ahli Post #31

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

It's time to update this because I've been working on the battlefield.

This battlefield is a grid out of 11x7 fields. Each field consits out of 2x2 tiles.
You are allowed to walk into 8 directions. The movement will be detected and the action will be performed.

Atm you are able to walk in each direction. My next step is the detection of walls that you are not able to walk on wall fields (has a machine shop on it).
This works with 2 locations. 1 horizontal detection and 1 for the vertical one. But you are able to walk diagonally.

>> My current problem is the detection of a diagonal wall (building).

Another difficulty is that I can't use mobile grids to detect that because every arrow or flying spell (e.g. fireball) will be made with air units (I plan it). The last solution I can see is to cycle through the units untill I am near that location.

One solution I thought about was that every diagonal field has the same heigth (low terrain) and the neighbour fields have another heigth (high terrain). But that screwed up the movement because you normally walk the shortest way on the battlefield and with this solution all units walk diagonally untill they reach their destination.

OR I disable the diagonal walking when at least 1 wall is in the diagonal or in one of its 2 surrounding neighbour fields.

e.g:
The following movment actions wont be performed.

H = Hero that wants to go to the top right field
o = free field
x = wall

x o
H o

o o
H x

x o
H x

o x
H o

But I would like to have the first 2 to be able to do. That's why I need the diagonal wall detection.




Oct 8 2008, 4:20 am Kaias Post #32



Quote from Ahli
Another difficulty is that I can't use mobile grids to detect that because every arrow or flying spell (e.g. fireball) will be made with air units (I plan it). The last solution I can see is to cycle through the units untill I am near that location.
You can move the spell air units away, do the mobile grid then move the spell air units back where they were.



None.

Oct 8 2008, 8:22 am Ahli Post #33

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

But they will lose their orders, Kaias. They would simply stop. (e.g. moving scourge could be/is an arrow).

My battlefield has 3 different units burrowed:
Hunter Killer = middle of a field
Devouring One = between 2 fields next to each other (not diagonal)
Unclean One = in the middle of 4 fields (to detect diagonal movements)




Oct 8 2008, 10:36 am Devourer Post #34

Hello

cant wait to see final...



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Oct 8 2008, 7:47 pm Kaias Post #35



Quote from Ahli
But they will lose their orders, Kaias. They would simply stop. (e.g. moving scourge could be/is an arrow).

My battlefield has 3 different units burrowed:
Hunter Killer = middle of a field
Devouring One = between 2 fields next to each other (not diagonal)
Unclean One = in the middle of 4 fields (to detect diagonal movements)
Reorder them



None.

Oct 8 2008, 7:53 pm Ahli Post #36

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Then I would need to save where the arrows were ordered.

But I already found a solution (I hope). I'm currently working on it.

EDIT:

I think I finished the battleground movement. Now I'm currently working on the different "battlefields" after trying to get better walls ;P. I think that I will define a few battlefield settings and you always get 1 random setting.

I think that I will create 2 types of walls. Walls you can shot over and walls that block everything.
One problem is that the different 2x2 buildings all got a bad size. Only comsat station seems to fit in my system unless I build a system that allows me to move a photon cannon on burrowed units (move burrowed units away, move building there, move burrowed units back... we can't move a photon cannon on burrowed units. But that works with many other buildings).

edit: problem solved, now I'm working on a system to store the different battlefields because I don't want to write 300 actions for every sets and I plan to have many sets in the end.

Ok here we go:
I will save all battlefield information for the construction in (11*7 / 9 = ~ 9) 9 temporary death counts.

YOU CAN HELP ME.
I just need many many battlefields and you can bring up your imagination. All I need are 77 numbers for 1 battlefield. Since the battlefield is a 11x7 you can make somehting in the code.


0 0 1 0 0 3 1 0 3 1 1
0 3 0 0 0 0 0 0 0 1 1
1 0 1 0 0 0 1 0 1 1 1
0 0 0 0 0 0 0 0 0 0 0
0 0 0 2 2 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 4 0
0 0 1 3 0 0 1 0 0 0 0

1 = wall
0 = walkable space
2 = wall that won't block arrows
3 = monster spawnpoint
4 = hero spawnpoint

use 4 monster spawnpoints and 1 hero spawnpoint

Post has been edited 6 time(s), last time on Oct 16 2008, 7:26 pm by Ahli.




Oct 16 2008, 7:21 pm Devourer Post #37

Hello

Quote from Ahli

Code
0 0 1 0 0 3 1 0 3 1 1
0 1 0 0 0 0 0 0 0 1 1
1 0 1 0 0 0 1 0 1 1 1
0 0 0 0 0 0 0 0 0 0 0
0 0 0 2 2 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 4 0
0 0 1 3 0 0 1 0 0 0 0

1 = wall
0 = walkable space
2 = wall that won't block arrows
3 = monster spawnpoint
4 = hero spawnpoint

use 4 monster spawnpoints and 1 hero spawnpoint


1 0 0 1 3 1 0 0 1 1 0
1 1 0 1 0 0 1 0 0 0 0
4 0 0 0 0 1 0 0 1 0 3
1 0 1 1 1 1 2 2 1 1 0
1 0 0 0 0 2 0 1 1 0 0
1 1 3 1 0 0 0 0 0 0 1
1 0 0 0 0 1 0 0 0 3 1

im to lazy to make another one now :D



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Oct 17 2008, 1:55 pm Devourer Post #38

Hello

Quote from Ahli
0 0 1 0 0 3 1 0 3 1 1
0 3 0 0 0 0 0 0 0 1 1
1 0 1 0 0 0 1 0 1 1 1
0 0 0 0 0 0 0 0 0 0 0
0 0 0 2 2 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 4 0
0 0 1 3 0 0 1 0 0 0 0

1 = wall
0 = walkable space
2 = wall that won't block arrows
3 = monster spawnpoint
4 = hero spawnpoint

use 4 monster spawnpoints and 1 hero spawnpoint

no color, sorry, would take many time

1 1 1 1 1 1 1 1 1 1 1
1 4 0 1 0 0 0 0 0 0 1
1 0 0 0 0 3 2 2 1 0 1
1 2 2 0 0 1 1 1 3 0 1
1 0 0 0 0 1 0 0 0 0 1
1 3 0 0 0 2 0 0 3 0 1
1 1 1 1 1 1 1 1 1 1 1

1 0 0 0 0 0 0 0 0 1 3
1 3 1 1 2 1 1 1 0 1 1
1 0 1 0 0 1 0 0 0 0 0
1 0 1 2 0 0 0 2 2 2 2
1 1 0 0 0 1 0 0 0 0 0
1 3 0 1 0 3 1 1 0 0 4
1 1 1 1 1 1 1 1 1 1 1



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Oct 19 2008, 12:29 pm Ahli Post #39

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I just finished the battlefield creation system. The next task is the enemy placement and the ai movement system.

And I can slowly start thinking about implementing FRAGS (a system that can detect where you clicked on the map).




Oct 19 2008, 4:44 pm Devourer Post #40

Hello

Quote from Ahli
I just finished the battlefield creation system. The next task is the enemy placement and the ai movement system.

And I can slowly start thinking about implementing FRAGS (a system that can detect where you clicked on the map).

so, can we still post battle-field-ideas??? or not?



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