Author Topic: Ideas for maps  (Read 4694 times)

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Aino

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Re: Ideas for maps
« Reply #30 on: March 25, 2011, 06:19:00 PM »
Gonna make a TD type of map, what should the rewards be? The way i belive would be simple to do it it make the seedling pass by VERY slowly, so your trees have the possability to even attack them. But mentioning it again, what should the rewards be for winning a round?

Aino

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Re: Ideas for maps
« Reply #31 on: March 26, 2011, 12:34:50 AM »
So... Now I'm gonna do a third attempt to make an AI, it is gonna quick expanding and defensive... Or what should it be? Maybe calling it Alien AI cause of the mpa I am going to introduce it in :)

Aino

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Re: Ideas for maps
« Reply #32 on: March 26, 2011, 04:22:33 PM »
God, I've made the basics of it corectly I belive, but it won't send any seeds x.x

Code: [Select]
function LevelSetup()

--Globals
Globals.G.Asteroids = 0
Globals.G.EnemyFactionsMin=2
Globals.G.EnemyFactionsMax=2
Globals.AI.GraceTimer = 9999999

-- One asteroid, for testing purposes
a = AddAsteroidWithAttribs(0,0,1,1,1)
a.Owner = 1
a:AddSeedlings(50)

for i = 1,20 do
a = AddAsteroid(math.cos((i/10)*math.pi)*(10000),math.sin((i/10)*math.pi)*(10000))
a.MoveAble = false
end

Empire = 2 --Which AI empire should the AI control?
Numroids = -1
SelectedRoid = 0
Priority = {}
No_Priority = false

AAIInit()

end

function LevelLogic()

while GameRunning() do
AAIEngine()

coroutine.yield()
end
end

function AAIInit()

for i = 0,100000 do
if GetAsteroid(i) ~= nil then

Numroids = Numroids + 1
Priority[i] = 0

else

break

end

end

end

function AAIEngine()

--Switches between the roids, randomly >.<
SelectedRoid = math.random(0,Numroids)
Numneighbours = -1
Neighbour = {}

--Now as we have the selectedroid here, begin making conditions for priorities to be set...
--First if the roid is attacked, what do we do? We set the priority to zero, so the neighbours know that: "OMGosh, that roid is attacked, help it!"
if GetAsteroid(SelectedRoid):GetNumSeedlingsExcluding(Empire) > GetAsteroid(SelectedRoid):GetNumSeedlings(Empire)/4 and GetAsteroid(SelectedRoid).Owner == Empire and Priority[SelectedRoid] > 0 then

Priority[SelectedRoid] = 0

end

if GetAsteroid(SelectedRoid):GetNumTrees() < GetAsteroid(SelectedRoid).TreeCap and GetAsteroid(SelectedRoid):GetNumTrees() >= 1 and GetAsteroid(SelectedRoid).Owner == Empire and Priority[SelectedRoid] > Numroids*2 then

Priority[SelectedRoid] = Numroids*2

end

if GetAsteroid(SelectedRoid):IsVisible(Empire) == false and GetAsteroid(SelectedRoid).Owner ~= Empire and Priority[SelectedRoid] > Numroids*4 then

Priority[SelectedRoid] = Numroids*4

end

if GetAsteroid(SelectedRoid):GetNumTrees() == 0 and GetAsteroid(SelectedRoid):IsVisible(Empire) == true and GetAsteroid(SelectedRoid).Owner ~= Empire and Priority[SelectedRoid] > Numroids*6 then

Priority[SelectedRoid] = Numroids*6

if GetAsteroid(SelectedRoid):GetNumSeedlings(Empire) > 15 then

GetAsteroid(SelectedRoid):PlantDefenseTree(Empire)

end

elseif GetAsteroid(SelectedRoid):GetNumTrees() > 0 and GetAsteroid(SelectedRoid):IsVisible(Empire) == true and GetAsteroid(SelectedRoid).Owner ~= Empire and Priority[SelectedRoid] > Numroids*8 then

Priority[SelectedRoid] = Numroids*8

end

--Now cheack if all of the priorities are still correct, so we can decide if we want it to refresh or not...

--Are we still attacked?
if Priority[SelectedRoid] == 0 and GetAsteroid(SelectedRoid):GetNumSeedlingsExcluding(Empire) == 0 and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

elseif Priority[SelectedRoid] == 0 and GetAsteroid(SelectedRoid).Owner ~= Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*2 and GetAsteroid(SelectedRoid):GetNumTrees() == GetAsteroid(SelectedRoid).TreeCap and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*4 and GetAsteroid(SelectedRoid):IsVisible(Empire) == true and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*8 and GetAsteroid(SelectedRoid):GetNumTrees() > 0 then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*8 and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

if Priority[SelectedRoid] == Numroids*2 and GetAsteroid(SelectedRoid):GetNumSeedlings(Empire) > 10 and GetAsteroid(SelectedRoid):GetNumDefenseTrees() < 1 then

GetAsteroid(SelectedRoid):PlantDefenseTree(Empire)

elseif Priority[SelectedRoid] == Numroids*2 and GetAsteroid(SelectedRoid):GetNumSeedlings(Empire) >= 10 then

GetAsteroid(SelectedRoid):PlantDysonTree(Empire)

end

Yes_Priority = false
No_Priority = false

--Scanning for every empire, so everyone can see the status for the roid...
for i = 0,Numroids do
if i ~= SelectedRoid then

--Figuring the distance between the two roids...
Xdif = GetAsteroid(i).position.X - GetAsteroid(SelectedRoid).position.X
Ydif = GetAsteroid(i).position.Y - GetAsteroid(SelectedRoid).position.Y
Dist = math.abs(math.sqrt(Xdif*Xdif+Ydif*Ydif))

if Dist >= GetAsteroid(SelectedRoid).SendDistance+GetAsteroid(i).Radius then

Numneighbours = Numneighbours+1
Neighbour[Numneighbours] = GetAsteroid(i)


end

end
end

for i = 0,Numneighbours do



if Priority[SelectedRoid] > Priority[Neighbour[i].ID] and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Priority[Neighbour[i].ID]+1
GetAsteroid(SelectedRoid):SendSeedlingsToTarget(Empire, 1, Neighbour[i])
Yes_Priority = true

elseif Priority[SelectedRoid]~=0 and Priority[SelectedRoid]~=Numroids*2 and Priority[SelectedRoid]~=Numroids*4 and Priority[SelectedRoid]~=Numroids*6 and Priority[SelectedRoid]~=Numroids*8 and Priority[SelectedRoid]~=Numroids*10 then

No_Priority = true

end
end

if Yes_Priority == true and No_Priority == true then

No_Priority = false

end

if No_Priority == true and GetAsteroid(SelectedRoid).Owner == Empire then

Priority[SelectedRoid] = Numroids*10

end

GetAsteroid(SelectedRoid).Name = Priority[SelectedRoid]

end

Btw, that generator in the top there generates a ring :)

There might be alot wrong in the code, I don't know :/

dragoonreas

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Re: Ideas for maps
« Reply #33 on: March 27, 2011, 04:19:41 AM »
Is there any reason you made your own generator to make an asteroid ring rather than using the built-in function?

Code: [Select]
-- Description: Adds an asteroid ring containing numAsteroids asteroids, centred around coordinates (x, y), with radius centreRadius, and spreading asteroids out over a ring thickness of beltWidth game units.
-- Return Type: nil
-- Function Prototype:
AddAsteroidRing(int numAsteroids, float x, float y, float centreRadius, float beltWidth)

Aino

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Re: Ideas for maps
« Reply #34 on: March 27, 2011, 12:12:56 PM »
Nope, no big reason... I belive :/

When you use a generator like AddAsteroidRing() then the game seems to skip those roids when it comes to checking them for neighbours and stuff, I got no idea why but maybe with the system I use now it might work :) What I got a problem with now is the SendSeedlingsToTarget() function....

Aino

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Re: Ideas for maps
« Reply #35 on: March 27, 2011, 02:27:09 PM »
YAY! figured out :D Made a simple mistake when it came to calculating distances for neighbouring, So it counted all the asteroids OUTSIDE the checked asteroid's senddistance as negihbours and thoose who were inside were not neighbours xD

Aino

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Re: Ideas for maps
« Reply #36 on: March 27, 2011, 04:03:22 PM »
To let you guys know a littlebit about my map(which will be called Hostile Sector) will be about you, in the middle of a four-ways cross:



Where you later in-game will be constantly raged by the enemy(which is my new AI, the Alien AI :)) and you need to solve the puzle(the weaknesses of the enemy) to dig deep into their system and knock dwon theit seedling spawners... That Image isn't totally correct though, the enemies will expand from the seed spawners to the center.

Aino

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Re: Ideas for maps
« Reply #37 on: March 27, 2011, 06:21:30 PM »
Made an AI in two days :D Now to the map, I've figured how it will look like :P

Avaguard

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Re: Ideas for maps
« Reply #38 on: March 29, 2011, 12:17:28 AM »
AWESOME
People really need more GUARDS

Aino

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Re: Ideas for maps
« Reply #39 on: April 07, 2011, 06:23:09 PM »
Nee-eed Ide-as, I'm bored as hell >.<

Aino

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Re: Ideas for maps
« Reply #40 on: April 09, 2011, 11:15:42 AM »
Ok, I've finally figured what to make (I got the idea from a program("How the universe works") for Discovery Science...) and the main thing about this game is collision...

Plot:

You are a living atom(sounds strange yeah xD) and you main goal is to collect more Protons,Neutrons and Electrons in the beginning... Later you will crash into other Atoms and you must resist the big guys!

Later in the game you will become bigger and bigger, eventually you will be an asteroid/comet... and you grow and grow and maybe you become a planet... At this scale gravity will also be present and coliding cannot be resisted... Later on you might become a star and can think of thet damn long journy you have been through... Though the game never ends untill you get devoured by something bigger then you xD

Aino

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Re: Ideas for maps
« Reply #41 on: April 09, 2011, 12:01:39 PM »
Gotta ask, has there been a recent update or something? Caue everytime I am going to replay a custom map and it has been slightly changed since last play, it still use the old settings: WHAT SO EVER! and it is growing so crappingly annoying that I'm soon dying >.<

EDIT: And it's impossible for me to play the same map twice without the map having errors, but it really doesn't have errorx x.x
« Last Edit: April 09, 2011, 12:27:27 PM by Aino »

Aino

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Re: Ideas for maps
« Reply #42 on: April 09, 2011, 06:08:29 PM »
Ok, got a new idea(thanks to Pilchard, the idea was actually just rooting my head slowly as I wen't to eat... I thought of a normal map with some roids, the roids attribs will increase the more seedlings you hvae over time, when you have under a certain amount the attrib will decrease... I'll start and see how it ends up...

Aino

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Re: Ideas for maps
« Reply #43 on: April 09, 2011, 10:20:38 PM »
I'll make a god game, don't know if anyone wants a dev blog for this, but it is as normally gonna be a Eufloria mod :P

But back to the "mod game"... It'll be a god game, you have a population made of dots(as normal xD) which will gather, build and kill for you...

So... Where to start, oh ye; I really hope for people signing up for beta testing, if you're interested in beta testing... But I can't promise anything!!!

Aino

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Re: Ideas for maps
« Reply #44 on: April 10, 2011, 02:06:40 AM »
Gotten quite far, though there is tons of more codes to do before atleast trying to do a working beta-testing. The game has no problems yet and isn't lagging with 350 entities... Finally I got a project that will take some time. And I won't be that bored so much... ...