Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Discussion / DarkTimes, unitlist suggestions

Author
Message
Emperor Baal
21
Years of Service
User Offline
Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 8th Dec 2003 23:14
Ok, so ive made the engine, it works 100%, no "object doesnt exist, sound must be between 1 and 1024, etc" errors, and great framerates (hiding objects that you cannot see + Fog of war)

Now im thinking of a story and making the 3d units,
its a medieval RTS with 2 sides, the humans and demons (how original)
Your peasants/imps collect gold and lumber to build and train units (again, HOW original )

Here's the current list of units + buildings that can be build/trained

Humans
Peasant - HP15 A0 D1 S1 - 50 gold
Archer - HP25 A4 D2 S3 R6- 80 gold
Maceman - HP35 A5 D1 S4 - 90 gold
Swordman - HP50 A7 D3 S2 - 100 gold
Knight - HP75 A8 D5 S3 - 220 gold

Human - Heroes
BattleMage - HP160 A15 D6 S4 - 1250 gold
Champion - HP220 A20 D8 S3 - 1750 gold
Ghost Warrior - HP300 A25 D10 S5 - Summoned by BattleMage

Human - Buildings
Saxon Hall - HP2000 B100 - 500 gold
Barracks - HP700 B40 - 180 gold
Temple - HP400 B70 - 320 gold
Blacksmith - HP700 B30 - 320 gold
Tower - HP900 A8 R5 B32 - 350 gold


Demons
Imp - HP10 A0 D1 S1 - 50 gold
Dark Witch - HP20 A4 D2 S3 R6- 80 gold
Gunthar - HP45 A5 D1 S4 - 90 gold
Temptress - HP60 A7 D3 S2 - 100 gold
Veloth - HP80 A8 D5 S3 - 220 gold

Demons - Heroes
Dragon - HP120 A15 D6 S4 - 1250 gold
Warlord - HP200 A20 D8 S3 - 1750 gold
Benemoth - HP350 A25 D10 S5 - 2200 gold

Demons - Buildings
Burrow - HP1800 B100 - 500 gold
Pit - HP600 B40 - 180 gold
Crypt - HP300 B58 - 280 gold
Forge - HP600 B30 - 300 gold
Fortress - HP1200 A8 R7 B38 - 370 gold

Each side can have 106 units/buildings at the same time

Features:
-6 Different sounds for each unit (Select,Attack,Attacked,Move,Die,Special)
-Fast Action, great framerates, even on slow computers (I hope so)
-10 missions for each side
-Skirmish (no multiplayer in my first game, this game )
-Different display modes supported
-Great music
-Day/Night cycle

I will release this game soon

What do you think? What should I improve/change?
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 9th Dec 2003 14:05
Sounds like you've got an excelent set-up going there...

One thing i can suggest though, have more buildings... It'll make the game more interesting if you hva more buildings which allow you to do more things...

Also, are you releasing a world editor for use with user made maps?

Great work so far...


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
Emperor Baal
21
Years of Service
User Offline
Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 9th Dec 2003 22:49
The worlds are still 1 texture 10000 big But when everything is working (missions and 3d objects) I will make a map editor.
ReD_eYe
22
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 9th Dec 2003 22:51
sounds really cool! have you got ai implemented in the engine? i'd imagine that would be the hardest part


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Emperor Baal
21
Years of Service
User Offline
Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 10th Dec 2003 00:34
Well, the AI was, a bit easy to programm, its not a "Train units, get random target, attack" one, but it explores first (random places) and when it spottes a unit it will attack it, if it finds buildings it will attack them, but first it checks for guard towers and sets out the path the units should follow.

The mission editor is quite simple:
-Matrix editor, you place tiles and change heights
-Map script editor, each map has its own DO LOOP. The game loads the objects, sounds and textures first, then it GOTO the mission DO LOOP. You can control everything, you want a timer in the mission? Just add a inc mission_timer, so you can script time-based events.

Example:

Game loads everything
goto custom_one:

custom_one:
load your own models/textures/sounds here
mission_timer=0
DO
inc mission_timer
controls()
ai()
move_units()
targets()

rem example time-based event
if mission_timer=50000
for massive_attack=107 to 212
again:
target(massive_attack) = rnd(104)+2
if object exist(target(massive_attack)) <> 1 then goto again
next massive_attack
endif

LOOP

Login to post a reply

Server time is: 2025-05-22 00:34:14
Your offset time is: 2025-05-22 00:34:14