Author
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Comment
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DumB
2000-07-17 17:03:53
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Modular design...
I've been thinging again(yes, I know it's dangerous ;ţ)
I'd like to see an addition to the editor which allows creation of new towns/units/map locations/(terrain types)etc...
what I imagine, is an interface that allows the player to *choose* which 'objects' they want to play with, driven by modules(sorry, programmer talk...)
see, each town or location or hero type, whatever, would be a self contained *set* data structure, which just plug into the game(using [linked]lists)...
I guess this idea is similar to what TA did, *but*, I'd make some serious modifications from what they did ;ţ
(this way people would stop sugesting all these custom towns...)
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Behemoth the Barbarian
2000-07-17 20:14:18
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Nah...
This idea just doesn't fit to Heroes IMO.
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DumB
2000-07-20 18:08:21
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Well, I figured I was being abstract enough alread
y so... I decided to leave out the desciption of my restrictions...
the editor "addition"(as I'm sure NWC has *something* to use already) that I was talking about would work on a "points" system... (have you played MOO2?, kinda like the picks when you custom a race...)
anyway, this would help restrict people from making castles/units that were 'too' powerful for their level(hence, keeping the game "balanced", just not perfect)
furthermore, a game host(and I use the term referring to *both* single and multi player), would be able to choose from certain set options in reference to *what* parts of these lists he would use... (IOW, using H3 as an example, if someone only wanted to have 8 castle types in an AB game, he could replace one w/ the conflux)
I guess what I want to achieve here, is a user created game situation, you(the programmer) just give them the engine and the tools to plug into it...(and defaults, of course)
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Beltion
2000-07-23 04:25:10
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I see many possible problems...
With balance...
It would be okay if we only had had A/D and HP and such to consider... but we Special effects and such too. Not to mention heroes and all those things that make HoMM such a great, balanced game.
*gives the idea a thumb down* Nay.
And I haven't play that cow game.
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DumB
2000-07-23 16:08:13
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Criticism accpeted. But I must say that...
you people have no vision :ţ
and nobody even said if they were familiar w/ MOO2 or not... special abilities etc would cost a fair amount points, etc it *is* workable, it's just *tons* of programming(and math)
my bottom line is, that I'd rather spend the time building an editor(w/ modularity), than programming each individual castle separately...[the only issue is, whether or not it ships w/ the game] (but then again, I want something that you wouldn't recognize as being "homm" too :ţ)
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