The Great Experiment

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Cutmanmike
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Post by Cutmanmike »

Well it's neat but strategy doesn't isn't in my gaming vocabulary. Ahh how I miss those RPGmaker graphics though :P
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LilWhiteMouse
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Post by LilWhiteMouse »

I've added a bonus that makes surrounding units invulnerable (but not you, ala Bittersweet's Faith Bearer), and powers up your weapon. It's basically a rip of Heretic's tomed crossbow, but all three of your bolts also do ripper damage. I can't figure out how to make it available though. I don't want it to be a random drop, that much I know. I thought about implementing the score system, and have it given to you at certain increments, but I'm undetermined on that. Any suggestions?
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Matt
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Post by Matt »

[brainstorm]

- Make it appear at the nearest base when your health is very low, say <15%
- Make it a usable inventory item that costs 80+ points to activate
- Make it part of a "sudden death" mode that happens after the timer runs out
- Make it appear after the player personally kills enough units
- Make it appear after the player's units kill enough units without the player themselves firing a shot
- Make it appear at any base that's down to its last blue flag to let the player make one final defence
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LilWhiteMouse
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Post by LilWhiteMouse »

Vaecrius wrote:- Make it appear at any base that's down to its last blue flag to let the player make one final defence
I went with this, but also has the requirement that the player has less then 15 recruitment points.

The map now ends when all bases and enemies are defeated, and goes to a basic tally screen. I've also implemented the enemy general, who appears when the allies have more bases then the enemy. Once defeated, he'll reappear after a minute under the same circumstances.

Anyone want an updated version?
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Penguinator
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Post by Penguinator »

LilWhiteMouse wrote:Anyone want an updated version?
Heck yesh. I love this project. Most original(Doom) project I've ever played.
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Tormentor667
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Post by Tormentor667 »

This looks really promising but I recommend: Do not use RTP Resources ;)
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LilWhiteMouse
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Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/Qc150307.zip

XWE corrupted one of the source wads so I had to rebuild a few things. Not sure if I missed anything, but a quick run through seemed fine.

The music is temporary, I haven't been able to find anything I'm happy with. I'm almost content with it, just a few things left I want to do and I'll send it off to the archive.

[EDIT] My tally screen from my last session.
http://home.midmaine.com/~lilwhitemo/tallyscreen.png
I didn't actually recruit any amazons, it's a bug since the first version that for the life of me I can't track down.
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Matt
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Post by Matt »

Just beat it today... so there is a use for units other than phalanx and lancer XD

One last thing you might consider: maybe the enemy general could be a bit smaller? He seems a little out of place... (I like the balance, though: he's easy to deal with as a player, but leave him alone and he can do considerable damage to your forces...)

That, and possibly some player sprites in case someone hits the chasecam...

I also have to mention that this is the first RTS I've *ever* played that gave you a ground-level view of the battle. I'm surprised at how much of a visceral difference that made for me in terms of actually caring about what was going on in the game...

So does the "parent" project play similarly, or is it more focussed on a single unit?

@Tormentor667: RTP?
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hnsolo77
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Post by hnsolo77 »

Vaecrius he's talking about graphics/sounds/music used for RPGMaker games, and also you need an RTP pack to run those games as well
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Sekto
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Post by Sekto »

LWM nice :)
check out http://charas-project.net/resources.php ... 0&fsearch=
for recources

the enemies can fade out on death?
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LilWhiteMouse
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Post by LilWhiteMouse »

Vaecrius wrote:Just beat it today... so there is a use for units other than phalanx and lancer XD
Sages are a wonder for clearing out masses of enemies, but once they get within melee range it's over for them. Witches are fast movers, handly for taking over enemy bases the player alone has overrun.
That, and possibly some player sprites in case someone hits the chasecam...
Will do, just hasn't been a high priority.
So does the "parent" project play similarly, or is it more focussed on a single unit?
Spoiler:
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LilWhiteMouse
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Post by LilWhiteMouse »

Just a status update bump.

- I've added simple player sprites, just so you're not starting at the Doom marine.
- The enemy general has been half scaled.
- The auto accumilation of recruitment points is based on skill now. Lower skills will accumilate points faster, while higher skills are slower. Normal skill keeps it the way it's been.
- I thought about adding a sword, to give the player a more powerful attack. Personally though, I wouldn't want to get that close to enemies in this project. Would anyone even use it?
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LilWhiteMouse
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Re: The Great Experiment

Post by LilWhiteMouse »

BUMP

If anyone has a copy of this, could they give it a whirl in a recent ZDoom SVN? None of the units are attacking anything, and I can't figure out why. I don't know if it's something I did or what. They'll chase each other down, but never enter their Melee/Missile states.
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Matt
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Re: The Great Experiment

Post by Matt »

LilWhiteMouse wrote:If anyone has a copy of this
Ahh, so here's where the thread went!

I don't have a copy myself... can you upload the current version?
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Unknown_Assassin
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Re: The Great Experiment

Post by Unknown_Assassin »

I haven't seen this, but I'll gladly try to figure out the problem.

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