Poll

Would you want a DoTA like scenario for Glest?

Yes
4 (40%)
Maybe
4 (40%)
No
1 (10%)
Never, DoTA s*cks :)
1 (10%)

Total Members Voted: 1

Voting closed: 19 June 2008, 11:10:58

Author Topic: DoTA mod  (Read 7856 times)

Lafriks

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DoTA mod
« on: 19 June 2008, 11:10:58 »
I'm big fun of Glest and with soon available scripting I got and idea about creating DoTA (W3 map) like map/scenario for Glest but there are still much things to that are missing in glest so I wanted to ask a comment from developers about how hard these would be to implement from your point of view (not that I'm asking you to do it).

- Special units that can gain exp and level up (part of this one could be possibly implemented using scripting?)
- Items that be added to unit that adds stats to unit (parts of it also possibly be implemented in scripting but displaying and droping/giving items still would be needed to implement in engine itself)
- Redesign of multiplayer window and support for up-to let's say 12 players, best would be that map could specify it's maximal player number

What do you think?

I'm programmer so I could possibly add some of these things if you think this could be something good.. or maybe I'm just having stupid ideas today :D
« Last Edit: 1 January 1970, 00:00:00 by Lafriks »

hailstone

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« Reply #1 on: 20 June 2008, 00:25:40 »
Quote
- Special units that can gain exp and level up
This might already be possible with the xml files.

Quote
- Items that be added to unit that adds stats to unit
I think Daniel was working on having units hold things for GAE. Would be a good idea having the held things (units included) add/subtract the stats/skills of the host unit.

Quote
- Redesign of multiplayer window and support for up-to let's say 12 players
I think there are still some problems with multiplayer that would need to be fixed before doing this.

From To Do list:
 
Quote
Multiplayer changes - this is completely broken in GAE right now


What experience do you have with programming?
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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Lafriks

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« Reply #2 on: 27 June 2008, 21:16:20 »
I have more than 10 years of experience in programming but mostly in C# and web development. Also I have quite good knowledge in C++. I have no game programming experience but hey I can learn :) Maybe not 3d graphics task but I'm open to ideas :)
« Last Edit: 1 January 1970, 00:00:00 by Lafriks »

hailstone

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« Reply #3 on: 28 June 2008, 01:41:11 »
That's great, you should be ok with Glest then. I suggest going through the Glest source first and just seeing how things work. Also look at the todo list http://www.glest.org/glest_board/viewtopic.php?t=3470

Having the mouse pointer change when over different objects is something not mentioned but would be good. I am currently working on a Glest Coding Manual so it might be good to wait until I have a decent draft ready.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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wciow

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« Reply #4 on: 28 June 2008, 21:18:14 »
Hi Lafriks, nice to see a new coder around here :) The glest engine has such huge possibilities for people who are able to change the source code.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
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anthony_g4i

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Re: DoTA mod
« Reply #5 on: 20 January 2009, 09:33:36 »
Dota in Glest,,,,,,,, WOW !!! Excelent!!!

nicfer

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Re: DoTA mod
« Reply #6 on: 13 March 2009, 00:51:07 »
I think that we could go for something somewhat different than dota.

- Instead of like a hundred of characters use instead like four or five different types of characters that use different weapons. Example:
 * Knights can use swords.
 * Archers could use bows or crossbows.
 * Barbarians may be equipped with axes. (slower than swords but with higher damage points)
 * Wizards - staffs. (faster but weaker)
 * Dwarfs - hammers. (extremely slow and about the same damage than an axe used as a melee weapon if the target is enough near and somewhat fast and middle damage if used as ranged weapon if the target is too far)
 * Assasins - daggers. (blazing fast and very weak strikes if used near and a bit faster and weaker than a throwing hammer as a ranged weapon)

That's only a example, but you could do something similar in the final version. Also, each character starts with different health, mana and defense types.

- There's no magic powers, not even a simple attack - that's what each weapon is for. You start with a basic one depending on which character you are and you could buy better ones when you advance.

- Swords do damage and/or malefice other players, but if used on allied players, they will heal and/or bless them, just the oposite thing.

- There would be different armors and amulets that give you and your nearby allies benefits and perjudicates other players, like what happens with swords.

- When a player buys a weapon, others can't buy it again - they have to search another one. That way, the mod promoves cooperation.

- Each item levels up - each time you kill an enemy hero or creep, the weapons used receive a point of experience and each armor/amulet also receives a point. Typical weapons require 2/3/4/5/etc. points to level up and typical armors/amulets need 5/6/7/8/etc. points to do so.

- Each player could have up to 8 different items.

- Weapons can be combined, but only once (that's, you could combine two swords but not three, there's no limit of how much combined weapons you can have). The resultant weapon will have the sum of the previous weapons damage/powerups. This would be mainly for having more space in your inventory, but when you combine them, the resulting item will be of the level of the lower one.

Opinions and ideas on how to improve this are welcome. If this requires too much changes, a new game based on GAE would be the way to go.

- New weapons are adquired

nicfer

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Re: DoTA mod
« Reply #7 on: 25 March 2009, 01:28:48 »
Bump and forget the previous system, it wouldn't work. I would suggest instead this, as a new game:

* The map could support up to four simultaneous factions.

* The characters types would be the following:
   - Builder: Can build structures like defense towers and buildings that can improve the other players' stats and power or generate neutral creeps.
   - Knightlings: Have a piercing type of defense - effective against Rocklings
   - Rocklings: Have an earth type of defense - effective against Waterlings
   - Waterlings: Have a water type of defense - effective against Firelings
   - Firelings: Have a fire type of defense - effective against Icelings
   - Icelings: Have a ice type of defense - effective against Airlings
   - Airlings: Have an air type of defense - effective against Knightlings
   - Buildings have a piercing type of defense.

* Each type of character (except Builders) start with their attack at level 1 each one and an extra level to their effective target. When you kill someone, you win exp points (10 per hero, 1 per enemy creep, 3 per each neutral creep and 25 per each building). You can expend the exp points on your attack's attributes (for leveling up the first time you require 10 points, 20 the second, 30 the third and so on).

* Passive auras are obtained via neutral monsters. When they have less than 20% of life, you can throw them a power to adquire their energy. If you do so, you'll not gain exp. So that's your choice, adquire their power or get some additional exp. Some of the neutral creeps' powers are exclusive or work also for builders.

anthony_g4i

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Re: DoTA mod
« Reply #8 on: 13 May 2009, 04:10:55 »
Another similar game to Dota,,,,but opensource

exist?

mbt28

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Re: DoTA mod
« Reply #9 on: 29 June 2009, 08:11:45 »
Dota is very complex its own, unfortunately it is impossible to have dota in Glest. We must wait for more feautes in Glest.