Author Topic: Ideas for maps  (Read 35311 times)

Aino

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Ideas for maps
« on: March 04, 2011, 03:18:00 AM »
OK, I just want to make a topic about it, dunno if there already is one...

But everyone can visit here and post their imagination, maybe I will make the maps(or maybe some of the other map makers?) So you might get what you desire :)

So reply your map ideas :)

annikk.exe

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Re: Ideas for maps
« Reply #1 on: March 04, 2011, 05:29:51 PM »
Pong, Space Invaders, etc..

Totally possible.  :>

Widget

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Re: Ideas for maps
« Reply #2 on: March 04, 2011, 09:00:18 PM »
The map I was having a shot at, with each player on a separate planetary system, is effectively abandoned now. It was far too much to fiddle about with as a total novice and I wouldn't be able to do it justice with the mechanics even if I did finish laying everything out.

Aino

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Re: Ideas for maps
« Reply #3 on: March 04, 2011, 11:56:04 PM »
pong sounds interesting to work on, might start in it soon...

Aino

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Re: Ideas for maps
« Reply #4 on: March 06, 2011, 09:15:44 PM »
Is there any function/code for tracking mouse movement?

Like GetMousePosX or GetMousePosY?

annikk.exe

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Re: Ideas for maps
« Reply #5 on: March 07, 2011, 01:50:06 AM »
Nope, but there's OnMouseLeftDown(x,y).  So you could make it that the slider only moves when you're holding down the left or right mouse button.

Just keep a camera position command inside your While GameRunning() loop to prevent the camera from actually moving.  :>

Pilchard123

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Re: Ideas for maps
« Reply #6 on: March 07, 2011, 02:01:01 AM »
Have a look at my rallypoint v2.X file, that has a drag thing in it. Cannibalise all you want, that's why I release stuff. Just credit me if you use it please?

Aino

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Re: Ideas for maps
« Reply #7 on: March 07, 2011, 03:20:38 AM »
It's just to use the y part of everything :) And the drawing stuff too, but I am busy with game developement for C Sharp(C#)...

AWS

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Re: Ideas for maps
« Reply #8 on: March 09, 2011, 12:58:01 AM »
The map I was having a shot at, with each player on a separate planetary system, is effectively abandoned now. It was far too much to fiddle about with as a total novice and I wouldn't be able to do it justice with the mechanics even if I did finish laying everything out.

shame... sorry to hear that dude.
im taking a long ass time with my level unfortunately, but if youve abandoned your idea of that general layout then maybe i can work on my take on it.

a long way off though...

hope all's well with everyone's efforts.

aws

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Re: Ideas for maps
« Reply #9 on: March 09, 2011, 02:02:15 AM »
By all means, I'd love to see what someone could make of it. I'm just too much of a perfectionist to've been satisfied with the very crude version that was taking shape.

Aino

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Re: Ideas for maps
« Reply #10 on: March 09, 2011, 03:04:41 AM »
By all means, I'd love to see what someone could make of it. I'm just too much of a perfectionist to've been satisfied with the very crude version that was taking shape.
I'm also too much of a perfectionist, shame :/ I hate it, cause I can't finish my proj., but sometimes I just force myself to look at it as beatiful and finished :P
Maybe I can set foot on the project soon, C# was too easy to learn, and I have all the programming experience already :D

Aino

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Re: Ideas for maps
« Reply #11 on: March 16, 2011, 09:30:23 PM »
I'll start making pong, with an asteroid as the ball :D

Aino

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Re: Ideas for maps
« Reply #12 on: March 17, 2011, 10:04:01 PM »
Ok, so now as I started making pong(It's really looking good allready(but no roid ball :/)) I need to know how to bouce stuff, I know the angle will become the angle it entered plus itself, or you get the point? If not:

So... How do I do that with coordinates(I know annikk have done it, but I don't want to dig into his code to find the answer. And for good reason, the code is too advanced on first look xD)

Aino

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Re: Ideas for maps
« Reply #13 on: March 17, 2011, 10:07:24 PM »
Uhhm, solved it xD

Code: [Select]
if BallX+(Scale*Scale) >= MapEndX then
BallVX = 0-BallVX
elseif BallX-(Scale*Scale) <= MapStartX then
BallVX = math.abs(BallVX)
end
if BallY+(Scale*Scale) >= MapEndY then
BallVY = 0-BallVY
elseif BallY-(Scale*Scale) <= MapStartY then
BallVY = math.abs(BallVY)
end

Might help some other peps :)

Avaguard

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Re: Ideas for maps
« Reply #14 on: March 18, 2011, 12:18:35 PM »
LONG TIME dont know  if its already been thought of: a level thats huge where you would have a certan number of asteroids in 1 area and to move long distances you ues a asteroid with super range to another well its kinda like this: but now that i think about it ...they all gota be behind darn

Aino

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Re: Ideas for maps
« Reply #15 on: March 18, 2011, 09:32:16 PM »
Simple made :)

Do a for loop in the LevelSetup() and put a big roid, if you want that. Then you put a for loop again which is the amount of extra roids :) then they meust be ranhdomly placed around the main one, which is randomly put in vast distances around the map :) That is the simple map design, else the stuff will be tougher :P

Aino

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Re: Ideas for maps
« Reply #16 on: March 19, 2011, 02:51:24 AM »
Allready made a little code, want me to publish it?

Avaguard

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Re: Ideas for maps
« Reply #17 on: March 20, 2011, 11:01:25 AM »
aww ur so nice  :-[ but das okay it was an idea i dont know if i could ever make it ^_^

Aino

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Re: Ideas for maps
« Reply #18 on: March 20, 2011, 11:52:26 PM »
I got one problen, the stars as I wanted to call them, is supposed to have a large sending distance while all the other should not have, but it doesn't seem like it is like that :/... Wait, got a plan :D

Aino

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Re: Ideas for maps
« Reply #19 on: March 21, 2011, 12:59:55 AM »
Fixed the "problen"(problem*) and soon I hope for beta testing, it turned out quite good :D

Avaguard

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Re: Ideas for maps
« Reply #20 on: March 25, 2011, 01:27:46 AM »
okay i just thought of a king of the hill map it would be good if it was multiplayer: all u have to do is control all three big black steroids (black as in to mark) before the other three colors do ..... of course the programing might not be easy but aie there an idea: in witch it would a make a crazy Handel to defend and attack
« Last Edit: March 25, 2011, 01:39:57 AM by Avaguard »

Aino

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Re: Ideas for maps
« Reply #21 on: March 25, 2011, 02:09:12 AM »
Might be easy to make if I get more information or details :D

Pilchard123

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Re: Ideas for maps
« Reply #22 on: March 25, 2011, 02:18:12 AM »
Nah, shouldn't be too hard...

Could be interesting, and it'll help me get back into coding.

Avaguard

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Re: Ideas for maps
« Reply #23 on: March 25, 2011, 02:48:29 AM »
VERY well : it would be a map that has three large asteroids with many smaller ones loafed around [its bigger than it looks lol ]  (UL have to make so u can see all and everything) each are covered by grays all u have to do is control it for it to be yours (plant it) its a 1 way asteroid so if u went there with an army they cant come back (i think that would make bigger battles) in any case  i guess if u just control all three u win (but you would have to defend from 4 other factions(why an i saying factions)..........OF COURSE feel free to edit my idea or ask add some in here's a better look  [ this is an example if u do make it i would recommend to shake it up or some thin} putting the infected AI engine is some thing i wouldn't recommend.
« Last Edit: March 25, 2011, 02:53:11 AM by Avaguard »

Aino

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Re: Ideas for maps
« Reply #24 on: March 25, 2011, 02:54:29 AM »
That gave me great inpritation:) I'll think I'll add some kind of cool chain effect that gets more intense the closer you are to achieve victory, it will chain across all three asteroids :)

Aino

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Re: Ideas for maps
« Reply #25 on: March 25, 2011, 03:54:55 AM »
Maybe not :/

Avaguard

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Re: Ideas for maps
« Reply #26 on: March 25, 2011, 04:02:32 AM »
awwwww well its out there  ::)

Aino

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Re: Ideas for maps
« Reply #27 on: March 25, 2011, 04:17:11 AM »
mhm, haven't started yet :/ But thanks to you learnt about :
Code: [Select]
(math.cos(GetGameTime()*math.pi)*(i*100)) and
Code: [Select]
(math.sin(GetGameTime()*math.pi)*(i*100)) where i is the "thing" you want to set position at, it makes like a... I don't know what it is called in english, but some kind if radar-refresh?

Code: [Select]
function LevelSetup()

--Globals
Globals.G.Asteroids = 0
Globals.G.EnemyFactionsMin=0
Globals.G.EnemyFactionsMax=0
--A black background for the best effect...
SetBackdropColor(0,0,0)

a = AddAsteroidWithAttribs(0,0,0.1,0.1,0.1)
a.Owner = 1
a:AddSeedlings(50)
end

function LevelDraw()
for i = 1,30 do
DrawSprite(1,math.cos(GetGameTime()*math.pi)*(i*100),math.sin(GetGameTime()*math.pi)*(i*100),1,1,1,1,100)
end
end

function LevelLogic()

end
for those who really would like to see the awesomeness :D

Aino

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Re: Ideas for maps
« Reply #28 on: March 25, 2011, 04:19:34 AM »
Pilchard, lets do it both, see how it turns out? :D

Pilchard123

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Re: Ideas for maps
« Reply #29 on: March 25, 2011, 05:58:15 AM »
...some kind if radar-refresh?

I think it's called a "sweep beam" or "sweep bar". Don't know for certain.

Aino

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Re: Ideas for maps
« Reply #30 on: March 26, 2011, 01:19:00 AM »
Gonna make a TD type of map, what should the rewards be? The way i belive would be simple to do it it make the seedling pass by VERY slowly, so your trees have the possability to even attack them. But mentioning it again, what should the rewards be for winning a round?

Aino

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Re: Ideas for maps
« Reply #31 on: March 26, 2011, 07:34:50 AM »
So... Now I'm gonna do a third attempt to make an AI, it is gonna quick expanding and defensive... Or what should it be? Maybe calling it Alien AI cause of the mpa I am going to introduce it in :)

Aino

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Re: Ideas for maps
« Reply #32 on: March 26, 2011, 11:22:33 PM »
God, I've made the basics of it corectly I belive, but it won't send any seeds x.x

Code: [Select]
function LevelSetup()

--Globals
Globals.G.Asteroids = 0
Globals.G.EnemyFactionsMin=2
Globals.G.EnemyFactionsMax=2
Globals.AI.GraceTimer = 9999999

-- One asteroid, for testing purposes
a = AddAsteroidWithAttribs(0,0,1,1,1)
a.Owner = 1
a:AddSeedlings(50)

for i = 1,20 do
a = AddAsteroid(math.cos((i/10)*math.pi)*(10000),math.sin((i/10)*math.pi)*(10000))
a.MoveAble = false
end

Empire = 2 --Which AI empire should the AI control?
Numroids = -1
SelectedRoid = 0
Priority = {}
No_Priority = false

AAIInit()

end

function LevelLogic()

while GameRunning() do
AAIEngine()

coroutine.yield()
end
end

function AAIInit()

for i = 0,100000 do
if GetAsteroid(i) ~= nil then

Numroids = Numroids + 1
Priority[i] = 0

else

break

end

end

end

function AAIEngine()

--Switches between the roids, randomly >.<
SelectedRoid = math.random(0,Numroids)
Numneighbours = -1
Neighbour = {}

--Now as we have the selectedroid here, begin making conditions for priorities to be set...
--First if the roid is attacked, what do we do? We set the priority to zero, so the neighbours know that: "OMGosh, that roid is attacked, help it!"
if GetAsteroid(SelectedRoid):GetNumSeedlingsExcluding(Empire) > GetAsteroid(SelectedRoid):GetNumSeedlings(Empire)/4 and GetAsteroid(SelectedRoid).Owner == Empire and Priority[SelectedRoid] > 0 then

Priority[SelectedRoid] = 0

end

if GetAsteroid(SelectedRoid):GetNumTrees() < GetAsteroid(SelectedRoid).TreeCap and GetAsteroid(SelectedRoid):GetNumTrees() >= 1 and GetAsteroid(SelectedRoid).Owner == Empire and Priority[SelectedRoid] > Numroids*2 then

Priority[SelectedRoid] = Numroids*2

end

if GetAsteroid(SelectedRoid):IsVisible(Empire) == false and GetAsteroid(SelectedRoid).Owner ~= Empire and Priority[SelectedRoid] > Numroids*4 then

Priority[SelectedRoid] = Numroids*4

end

if GetAsteroid(SelectedRoid):GetNumTrees() == 0 and GetAsteroid(SelectedRoid):IsVisible(Empire) == true and GetAsteroid(SelectedRoid).Owner ~= Empire and Priority[SelectedRoid] > Numroids*6 then

Priority[SelectedRoid] = Numroids*6

if GetAsteroid(SelectedRoid):GetNumSeedlings(Empire) > 15 then

GetAsteroid(SelectedRoid):PlantDefenseTree(Empire)

end

elseif GetAsteroid(SelectedRoid):GetNumTrees() > 0 and GetAsteroid(SelectedRoid):IsVisible(Empire) == true and GetAsteroid(SelectedRoid).Owner ~= Empire and Priority[SelectedRoid] > Numroids*8 then

Priority[SelectedRoid] = Numroids*8

end

--Now cheack if all of the priorities are still correct, so we can decide if we want it to refresh or not...

--Are we still attacked?
if Priority[SelectedRoid] == 0 and GetAsteroid(SelectedRoid):GetNumSeedlingsExcluding(Empire) == 0 and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

elseif Priority[SelectedRoid] == 0 and GetAsteroid(SelectedRoid).Owner ~= Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*2 and GetAsteroid(SelectedRoid):GetNumTrees() == GetAsteroid(SelectedRoid).TreeCap and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*4 and GetAsteroid(SelectedRoid):IsVisible(Empire) == true and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*8 and GetAsteroid(SelectedRoid):GetNumTrees() > 0 then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*8 and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*2 and GetAsteroid(SelectedRoid):GetNumSeedlings(Empire) > 10 and GetAsteroid(SelectedRoid):GetNumDefenseTrees() < 1 then

GetAsteroid(SelectedRoid):PlantDefenseTree(Empire)

elseif Priority[SelectedRoid] == Numroids*2 and GetAsteroid(SelectedRoid):GetNumSeedlings(Empire) >= 10 then

GetAsteroid(SelectedRoid):PlantDysonTree(Empire)

end

Yes_Priority = false
No_Priority = false

--Scanning for every empire, so everyone can see the status for the roid...
for i = 0,Numroids do
if i ~= SelectedRoid then

--Figuring the distance between the two roids...
Xdif = GetAsteroid(i).position.X - GetAsteroid(SelectedRoid).position.X
Ydif = GetAsteroid(i).position.Y - GetAsteroid(SelectedRoid).position.Y
Dist = math.abs(math.sqrt(Xdif*Xdif+Ydif*Ydif))

if Dist >= GetAsteroid(SelectedRoid).SendDistance+GetAsteroid(i).Radius then

Numneighbours = Numneighbours+1
Neighbour[Numneighbours] = GetAsteroid(i)


end

end
end

for i = 0,Numneighbours do



if Priority[SelectedRoid] > Priority[Neighbour[i].ID] and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Priority[Neighbour[i].ID]+1
GetAsteroid(SelectedRoid):SendSeedlingsToTarget(Empire, 1, Neighbour[i])
Yes_Priority = true

elseif Priority[SelectedRoid]~=0 and Priority[SelectedRoid]~=Numroids*2 and Priority[SelectedRoid]~=Numroids*4 and Priority[SelectedRoid]~=Numroids*6 and Priority[SelectedRoid]~=Numroids*8 and Priority[SelectedRoid]~=Numroids*10 then

No_Priority = true

end
end

if Yes_Priority == true and No_Priority == true then

No_Priority = false

end

if No_Priority == true and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

GetAsteroid(SelectedRoid).Name = Priority[SelectedRoid]

end

Btw, that generator in the top there generates a ring :)

There might be alot wrong in the code, I don't know :/

dragoonreas

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Re: Ideas for maps
« Reply #33 on: March 27, 2011, 12:19:41 PM »
Is there any reason you made your own generator to make an asteroid ring rather than using the built-in function?

Code: [Select]
-- Description: Adds an asteroid ring containing numAsteroids asteroids, centred around coordinates (x, y), with radius centreRadius, and spreading asteroids out over a ring thickness of beltWidth game units.
-- Return Type: nil
-- Function Prototype:
AddAsteroidRing(int numAsteroids, float x, float y, float centreRadius, float beltWidth)

Aino

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Re: Ideas for maps
« Reply #34 on: March 27, 2011, 08:12:56 PM »
Nope, no big reason... I belive :/

When you use a generator like AddAsteroidRing() then the game seems to skip those roids when it comes to checking them for neighbours and stuff, I got no idea why but maybe with the system I use now it might work :) What I got a problem with now is the SendSeedlingsToTarget() function....

Aino

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Re: Ideas for maps
« Reply #35 on: March 27, 2011, 10:27:09 PM »
YAY! figured out :D Made a simple mistake when it came to calculating distances for neighbouring, So it counted all the asteroids OUTSIDE the checked asteroid's senddistance as negihbours and thoose who were inside were not neighbours xD

Aino

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Re: Ideas for maps
« Reply #36 on: March 28, 2011, 12:03:22 AM »
To let you guys know a littlebit about my map(which will be called Hostile Sector) will be about you, in the middle of a four-ways cross:



Where you later in-game will be constantly raged by the enemy(which is my new AI, the Alien AI :)) and you need to solve the puzle(the weaknesses of the enemy) to dig deep into their system and knock dwon theit seedling spawners... That Image isn't totally correct though, the enemies will expand from the seed spawners to the center.

Aino

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Re: Ideas for maps
« Reply #37 on: March 28, 2011, 02:21:30 AM »
Made an AI in two days :D Now to the map, I've figured how it will look like :P

Avaguard

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Re: Ideas for maps
« Reply #38 on: March 29, 2011, 08:17:28 AM »
AWESOME

Aino

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Re: Ideas for maps
« Reply #39 on: April 08, 2011, 02:23:09 AM »
Nee-eed Ide-as, I'm bored as hell >.<

Aino

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Re: Ideas for maps
« Reply #40 on: April 09, 2011, 07:15:42 PM »
Ok, I've finally figured what to make (I got the idea from a program("How the universe works") for Discovery Science...) and the main thing about this game is collision...

Plot:

You are a living atom(sounds strange yeah xD) and you main goal is to collect more Protons,Neutrons and Electrons in the beginning... Later you will crash into other Atoms and you must resist the big guys!

Later in the game you will become bigger and bigger, eventually you will be an asteroid/comet... and you grow and grow and maybe you become a planet... At this scale gravity will also be present and coliding cannot be resisted... Later on you might become a star and can think of thet damn long journy you have been through... Though the game never ends untill you get devoured by something bigger then you xD

Aino

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Re: Ideas for maps
« Reply #41 on: April 09, 2011, 08:01:39 PM »
Gotta ask, has there been a recent update or something? Caue everytime I am going to replay a custom map and it has been slightly changed since last play, it still use the old settings: WHAT SO EVER! and it is growing so crappingly annoying that I'm soon dying >.<

EDIT: And it's impossible for me to play the same map twice without the map having errors, but it really doesn't have errorx x.x
« Last Edit: April 09, 2011, 08:27:27 PM by Aino »

Aino

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Re: Ideas for maps
« Reply #42 on: April 10, 2011, 02:08:29 AM »
Ok, got a new idea(thanks to Pilchard, the idea was actually just rooting my head slowly as I wen't to eat... I thought of a normal map with some roids, the roids attribs will increase the more seedlings you hvae over time, when you have under a certain amount the attrib will decrease... I'll start and see how it ends up...

Aino

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Re: Ideas for maps
« Reply #43 on: April 10, 2011, 06:20:38 AM »
I'll make a god game, don't know if anyone wants a dev blog for this, but it is as normally gonna be a Eufloria mod :P

But back to the "mod game"... It'll be a god game, you have a population made of dots(as normal xD) which will gather, build and kill for you...

So... Where to start, oh ye; I really hope for people signing up for beta testing, if you're interested in beta testing... But I can't promise anything!!!

Aino

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Re: Ideas for maps
« Reply #44 on: April 10, 2011, 10:06:40 AM »
Gotten quite far, though there is tons of more codes to do before atleast trying to do a working beta-testing. The game has no problems yet and isn't lagging with 350 entities... Finally I got a project that will take some time. And I won't be that bored so much... ...

Aino

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Re: Ideas for maps
« Reply #45 on: April 10, 2011, 09:41:05 PM »
Ok, it will be a startegy/city builder game I think... Atleaset a RTS game