Author Topic: Editor for custom factions  (Read 4152 times)

Y

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Editor for custom factions
« on: 2 July 2016, 08:33:45 »
Hey Guys!

Have you already thought about playing a game where each player custom his own faction before fighting?

I am doing an editor to create easily a faction from scratch:



So, with this editor, you can create your own faction. You press a button, it generates the xml need directly, and in the game files you can change the 3D models, images, sounds, and it's good!

I have one concern (but not least)... balancing.

I would need math functions that give the price of all the buildings / units / technologies from a faction.

Impossible?

What do you think of this project? Some have already tried?
« Last Edit: 2 July 2016, 09:28:37 by Y »

Y

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Re: Editor for custom factions
« Reply #1 on: 2 July 2016, 10:03:48 »
About balancing, I think we should not forget about the meta-game:
if the system offers a winning strategy, some players would create specific strategies against these strategies, making them obsolete.

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Re: Editor for custom factions
« Reply #2 on: 2 July 2016, 12:28:52 »
Looks interesting.  8)

I wouldn't worry about balance in your tool, it'd be very tricky and then would probably still require a decent amount of human editing..

I would worry mainly about incorporating all of MG's XML additional XML features though. :thumbup:
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Y

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Re: Editor for custom factions
« Reply #3 on: 2 July 2016, 12:41:37 »
Like what? Custom particle effects? Can you be more specific please?

For attack we can imagine a tool for adding different kinds of attack to a unit, like CloseCombat / RangeAttack / FireBall ... for example !


The picture is an example ;)

« Last Edit: 2 July 2016, 13:03:31 by Y »

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Re: Editor for custom factions
« Reply #4 on: 2 July 2016, 15:42:17 »
Now it looks like this:



Cost is HP*sight*buildTime  :O
Numbers in parenthesis are starting number of this unit/building.

I'm writing a generator for that kind of basic faction!
« Last Edit: 2 July 2016, 18:17:07 by Y »

Coldfusionstorm

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Re: Editor for custom factions
« Reply #5 on: 27 August 2016, 19:15:00 »
This is a exelent idea!, As a modding tool alone this would rocketblast increase mod speed!, Such a tool would be really nice!
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Re: Editor for custom factions
« Reply #6 on: 28 August 2016, 22:43:09 »
Hi !

I finished the first iteration (the first because it does not support yet air units, different type of attack, upgrades etc ...). Also, it is not stand-alone, it must be installed in an Eclipse Modeling Tools.

I can easily create a faction like in the picture (click on "create a building" create a blue square, I can change its name, its attributes, etc ...), and with a right click on my faction it generates the directory to paste into techs folder.
Regarding animations, I can indicate for each unit to use the animations of an existing unit in Megapack (I have a script that will search all the values of a techs folder). So I can easily make a prototype, before creating specific animations.

I agree that it can rocketblast increase creating mods!

But what do you think about the idea that instead of several people each develop a mod, each develop only a faction and duels each other!? :)

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Re: Editor for custom factions
« Reply #7 on: 28 August 2016, 23:27:08 »
Hi !

I finished the first iteration (the first because it does not support yet air units, different type of attack, upgrades etc ...). Also, it is not stand-alone, it must be installed in an Eclipse Modeling Tools.

I can easily create a faction like in the picture (click on "create a building" create a blue square, I can change its name, its attributes, etc ...), and with a right click on my faction it generates the directory to paste into techs folder.
Regarding animations, I can indicate for each unit to use the animations of an existing unit in Megapack (I have a script that will search all the values of a techs folder). So I can easily make a prototype, before creating specific animations.

I agree that it can rocketblast increase creating mods!

But what do you think about the idea that instead of several people each develop a mod, each develop only a faction and duels each other!? :)

I have toyed with the idea myself, and i think it has potential. However execution is important.
i think what you have right now is awesome and id like to try it out!.

Perhaps a "lite" version wich can be implemented into gameplay would be like having points you can use for different things.

so total point 100.
swordman -2 point.
firearchers -4 point
Upgrade doubble armor -5 Point.
5 exstra health -1 point

there could be lot's more.

I like the idea of creating custom factions for a single game creating your own unique style of fighting

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Y

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Re: Editor for custom factions
« Reply #8 on: 29 August 2016, 22:01:04 »
Coldfusionstorm, I send you by email a beta version of my tool ;)

Currently for the cost, if your unit/building have twice the speed/attack/range etc... of the reference unit/building (tech swordman, tech barrack, tech worker), it cost twice its price!

But yeah, anything is possible!
We can imagine a pool of points to buy buildings, units, hp/attack/range bonus etc...
or a price that depends on unit attributes and other units/buildings...

Coldfusionstorm

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Re: Editor for custom factions
« Reply #9 on: 29 August 2016, 22:04:24 »
Coldfusionstorm, I send you by email a beta version of my tool ;)

Currently for the cost, if your unit/building have twice the speed/attack/range etc... of the reference unit/building (tech swordman, tech barrack, tech worker), it cost twice its price!

But yeah, anything is possible!
We can imagine a pool of points to buy buildings, units, hp/attack/range bonus etc...
or a price that depends on unit attributes and other units/buildings...

very awesome, im looking at the readme now! :=), IL BE BACK!.... With feedback :D
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Coldfusionstorm

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Re: Editor for custom factions
« Reply #10 on: 30 August 2016, 00:59:36 »
Just a little update for other people! :P, my and Y have tested his tool and so far it's very awesome :).
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Re: Editor for custom factions
« Reply #11 on: 30 August 2016, 09:57:38 »
This sounds really promising, and I'm ready to be done working with XML.  8) But, what about the models?? I think I'm the only active 3D artist on the forums right now..  :look:

Also, are upgrades being handled? And what about particles?

A lot of the new MG XML stuff is in the docs.
https://docs.megaglest.org/XML/Faction
https://docs.megaglest.org/XML/Skills
https://docs.megaglest.org/XML/Unit
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Re: Editor for custom factions
« Reply #12 on: 30 August 2016, 10:47:04 »
Hi Archmage,

Currently, for each unit/building, you must select an unit animation. I provide all unit animations from megapack techtree.
So for prototyping you can use existing 3D models.
It is a script, so I can do the same for every mod, I can extract all unit animations of another techtree.

Otherwise, currently:
- particles
- upgrades
- air units
- splash attack
- armor/attack type
are not handled yet!

But it is planned for the next version.

I think in two weeks ;)

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Re: Editor for custom factions
« Reply #13 on: 7 September 2016, 22:49:33 »
Will this be open source ? If yes, can you put it on github ?
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Re: Editor for custom factions
« Reply #14 on: 8 September 2016, 10:09:58 »
Yes, I think it will become open source, but only when I will have a nice release, according to users feedback.

It is already on git, but on bitbucket (private repo).

I advanced on v1, if I have time this weekend I would make a first release ;)
Currently I can:
- create resources
- create armor/attack type
- create air unit
- no attacking/building unit or building like in v0.9, just units who can build/produce units
- have upgrades

I will add reference to existing particles, and improve the UI this weekend.

thdgaming

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Re: Editor for custom factions
« Reply #15 on: 5 May 2018, 13:05:39 »
Hey, I read about your project and I am interested in. Where can I download the program ?