I was not to sure where to put this question but DATA seems the best spot for it. my question is what would you think is the scale in sc2, such as a barracks is 3x3 on the grid, or a siege tank splash is 1.5 radius. but these numbers do not have a value set to them such as feet, yards, meters, ect. the reason im asking this is because im going to try to make a game that does use distances such as those. a map can be 128x128 on a grid but how would you translate this into a distance? 128miles? 1square = 10ft? idk:/ help?
Why is this information needed? If you are using distances can't you just make those distances whatever measure you like? so they are 12 squares apart, what does it matter if they miles/feet/yards etc....
because the data im using and want to copy is measured in yards/feet. such as a sniper rifle can hit at 500yards. but a tank can hit a target at 6miles. IRL. in SC2 a marine can shot at a range of 6. 6what? 60yards?6acres? the only way to copy information into sc2 is if i know how far 1 block is on map. 1square block = 100ft/10ft/10yards??? idk
There isn't really an actual measurements. Its just an unspecified unit the same as 1 space on a graph. The marine can shoot 6 of the units used in the game, basically the blocked sized cells also used for footprints. I mean really, think about it. A bc is only 4 times as wide as a marauder in game but in lore is several hundred feet long compared to 4 feet of a human like shape; do you expect the scale to be reasonable. Especially for your example of a snipers range compared to a tanks you realize that if the tanks range was a long as the map itself is wide then the sniper scaled range would barely be able to shoot the width of pylon (hell let alone the sniper would be like 100 yards fat. In other words feel free to be creative.
I'm guessing meters would be a good measuring unit for sc2 squares if you compare them to the size of marines or so, but as pointed out by other people, the proportions in sc2 are completely unrealistic. A battlecruiser would probably have to take up a quarter of the map or so if it would need to be properly scaled in comparison to the marine. The mothership would probably take up the entire map then. In any case, if you're going for realistic proportions, you're gonna have a bad time. Either your long range units can shoot across the entire map, or your short range units will be fucking tiny and have a range of a couple dozen pixels at most, and stuff will be scaled down so far that everythings really effin slow.
about 10:1 ratio from Tank to Human.
so if i make the range of a tank in SC2 to say 30-marine to 3.? haha although it dont help with you scale up either 50/5? oh god... maybe use small scale to figure this out.
Yeah, Starcraft 2 isn't really set up to do realistic unit scale or ranges that well. One of the only RTS games I've ever seen to attempt that was Supreme Commander, and in that even the tiniest units are the size of houses. And the only way it worked was that the game let you zoom seamlessly from close-up all the way out to viewing the entire map, which Starcraft isn't configured for.
I've attempted to get something vaguely resembling realistic scale in the map I've been working on, but even it's not that close and it's stretching the limits of what the engine can handle. Infantry units are around 1/4th to 1/5th their normal size and vehicles are around 3/8th (which seems to scale them well with each other, as you can now imagine the guy inside Marine armor actually fitting inside a Siege Tank), while Battlecruisers are 50% bigger than normal. But weapon ranges are still hilariously short by comparison, and there's not much I can do to change that without getting much bigger maps.
Wow, I absolutely love your mechanisms. This could all be done with multiple motors, switches, and sequencing but you have done it all mechanically. I'm interested to see the guts of it and the final version.
This is looking promising, I love the focus on mechanical solutions and subsequent minimal use of power functions. This should make it easier to hide the wires, as there are less of them! This is quite an entry, well done!
That's some amazing mechanical sequencing! (Not to mention very clean and compact structure). Please do share some pictures and video of the internal mechanisms... I think we are all wondering how it is done!
it is mind-blowing how smooth is the whole system, especially with just one motor. Definitely following this. Also looking how you have got the Siege Tank mechanisms, wondering if you have in mind building a Thor in the future
Yeah, it was more then twenty interactions before I reached final mechanical structure. I realised to late that I picked wrong scale for the tank because other mocks are in 1.5 time bigger. Of course my goal is to make it as much closer to original tank as it can be.
Holy crap. Agreed with everyone else on your first post, didn't say anything because didn't think I had much to add. But have to now. This gun is fantastic. Really looking forward to the end result here......
From starcraft series of games, this is Kerrigan 'Queen of Blades'. Following Arcturus Mengsk's betrayal, she was captured and infested by the Zerg Swarm, ultimately becoming the self-proclaimed Queen of Blades (a.k.a. the Zerg Queen) and leader of the Swarm. Sort of like the Borg Queen, only Zerg and Human rather than artificial.
The model is a 3D print, which was done in 5 pieces of base, legs, torso and two 'wings'. printing the wings required a lot of support material and i could only fit one at a time on the bed of the printer. I left a lot of the artifacts from the support material rather than cleaning it up, which gives it a more bumpy, organic look. Painting the model is where most of the work is, and this was the hardest paint job i've done. there are about 8 colours painted with an airbrush, with lots of mixing and gloss/matt variations. I also washed and dry-brushed to enhance the detail.
Also in the ghost story mode one of the mission where 3 massive air units pop out in the city. They are way bigger than anything in the game even bigger than Hyperion and how can they fly so low to the ground? What the hell. Also Fenix in story mode is a lot smaller than the one in Coop game.
An Battlecruisers optimal crew size is between six thousand and eight thousand people purely to be operated, it also serves as Terrans main means of transport for armies. ARMIES. The Heart of the Swarm third missions mission cinematic I think where you eventually see an glimpse of them in the skies as anti air batteries are gunning willy nilly does them justice.
Like you said BC looks smaller in game than real world but Hyperion size does make sense. Obviously has to scale it down to mini version, otherwise on the screen is impossible to see anything like Abathur and has to overlap every air units.
I also consider that marine suite for Typus in the first cinematic, make sense. They will be bigger than a normal human size which mean SCV and everything look realistic to my view except for those points that I mentioned above. The biggest scale issue is Medivac and those massive space ship in Dark Skies where Alarak attack city. You can find it on the YouTube Lowko channel. I just think they should make it a bit more realistic to the idea.
The point is such a big gaming company like Blizzard should put every possible details to their games and patches. Nowadays everything is all about realism and 4-8k. They really need to step up their game. Like you heard rumour about this WoW Reforged and I have a lot of issues with current D3 (not about the visual, actual game design itself which is even bigger problem than SC2). I am not currently convince about buying D4 after their mess up. Not just me saying it, also my mates who played the game for years since D2. Some are switching to Path of Exiles or Worclen, moving away from Blizzard.
Same goes for you. Making irrelevant, stupid topics like this one and what was the another one, ah yeah Why Mengsk Suck. Waste of time and space.
You have knowledge for programmig? Great! Make a game, sell it and lets see the results. If you think you could do better than this company.
Real-time strategy has always been my favorite genre. I do some modding in StarCraft II and occasionally write about game design. In the last few years I have been playing StarCraft II's Co-op. I think I contributed at least a little bit to making this game mode better through a series of ten posts looking at bugs, and by providing feedback to now u/Frost_monk. I'm happy that I could do my small part. I have a lot to say about Co-op, but more on that in another post.
Second, returning to competitive 1v1 feels hard after weeks or months. I can't enjoy games until I'm somewhat satisfied with my mechanics. Only then I can play "actual" game where games aren't decided solely by macro slipping or forgetting to scout.
It feels better in team and Co-op games. There is more freedom for strategic thinking, scouting is either easier or not required at all, and it doesn't feel like the game's outcome is on a knife's edge.
MMR adjustment compensates for lower skill after longer time of not playing. However, I often found it being too aggressive with lowering my MMR. When I finally decide to come back to 1v1, I would get several games when I stomp my enemy, which is not fun for either side.
Let's move on to the visual style, and more precisely to light vs dark theme. Lighter theme is more welcoming, and it's easier to spend more time in a game with it. Including some nature and cute things helps as well, even if they are not the main focus.
One of the best things about Titan Quest was that it takes you through ancient mythological Greece, Egypt, China and Underworld. These environments are very diverse and colorful. It's almost worth playing just to see how they are portrayed in the game.
Grim Dawn is Titan Quest's successor built on the same engine. I imagine it improved a lot since I last played it, but as its name suggests, the environments were very grim, dark and also blander. Another downside is the lack of wide variety of popular mythological enemies like Minotaurs. You already know these monsters from stories, and it makes them more relatable. These two things made Grim Dawn a harder sell, despite it being a better game in other aspects.
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