Page 1 of 1
Building, Props and Tile.
Posted: Tue Jul 17, 2018 11:47 pm
by General Brave
Currently, as we add more to the game. One thing we are lacking are decorations, things that added more to the maps, so I'm hoping we add more things. Like waterfall, lava, overlay layers, and whatever can make a map for more superior. I personally want to make a night map, which everything is darker. A aggressive natural AI. More hostile natural terrains and enemies and other capturable buildings. So what's your ideas?
Re: Building, Props and Tile.
Posted: Tue Jul 17, 2018 11:58 pm
by Gral.Sturnn
what do you have in mind?
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 12:19 am
by General Brave
A list of them up there.
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 12:39 am
by Gral.Sturnn
I think night is te easiest one isnt it?
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 2:28 am
by General Brave

- unit_eternity_right_standard.png (3.02 KiB) Viewed 2882 times
Like this Banner, perhaps it can be captured. Giving stats to nearby units. Also the symbol changes to the race who capture it.
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 3:12 am
by Hyacintho
I like that banner. Perhaps I could deal in lava and waterfall tiles, but for the waterfall, I'm just not entirely sure how that would be implemented on a mostly 2d platform. What is the water falling from? From those mountain terrain tiles that cunningly create the illusion of units walking up onto a hill? (If you need clarification, just ask.)
As for the Night option, it sounds easiest to design. The problem is implementing it, though I suppose that is a question for Stratego.
Overlaying layers sounds good, and that could be achieved by allowing multiple maps to be attached to one another, with each map functioning as a 'layer.'
As of now, I think that the easiest option to design, code, and implement altogether is the 'Interactive Neutral Unit's' idea, having neutral units do more than wander around wanting to be murdered. The banner idea is good.
However, as of right now I've drawn a blank on what we should about more neutral units. Occupiable buildings? Nothing special there. We need something that stands out. Unaffiliated tree creatures? Like ents, only more mean and less intelligent.
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 3:30 am
by Gral.Sturnn
I think you can actually set a capture point with triggers
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 4:13 am
by General Brave
Yes like that, do you want to see the terrain tiles? I have them and you could use them to make your things. Flag can be use for a capture the flag map. That castle you made can be used as a military post or Province capital.
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 4:14 am
by Gral.Sturnn
Sure
Re: Building, Props and Tile.
Posted: Wed Jul 18, 2018 4:17 am
by General Brave
We should have chasm tiles.