### Author Topic: Ideas for maps  (Read 4694 times)

0 Members and 1 Guest are viewing this topic.

#### Aino

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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() endfunction LevelLogic() while GameRunning() do AAIEngine() coroutine.yield() endendfunction AAIInit() for i = 0,100000 do if GetAsteroid(i) ~= nil then Numroids = Numroids + 1 Priority[i] = 0 else break end end endfunction 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

• Seedling
• Thank You
• -Given: 0
• Posts: 35
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### Re: Ideas for maps
« Reply #35 on: March 27, 2011, 02:27:09 PM »
YAY! figured out 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### Re: Ideas for maps
« Reply #37 on: March 27, 2011, 06:21:30 PM »
Made an AI in two days Now to the map, I've figured how it will look like

#### Avaguard

• Seedling
• Thank You
• -Given: 0
• Posts: 40
• SO what if im a girl that plays games
##### Re: Ideas for maps
« Reply #38 on: March 29, 2011, 12:17:28 AM »
AWESOME
People really need more GUARDS

#### Aino

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### Re: Ideas for maps
« Reply #39 on: April 07, 2011, 06:23:09 PM »
Nee-eed Ide-as, I'm bored as hell >.<

#### Aino

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

• Ent
• Thank You
• -Given: 1
• Posts: 1,492
• They'll eat you next!
• Eufloria: Yes
##### 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

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!!!

• Ent
• Thank You
• -Given: 1