Behemoth's Lair

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DumB
2000-07-17 17:03:53


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...)
Behemoth the Barbarian
2000-07-17 20:14:18


Nah...
This idea just doesn't fit to Heroes IMO.
DumB
2000-07-20 18:08:21


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)
Beltion
2000-07-23 04:25:10


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.
DumB
2000-07-23 16:08:13


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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