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WoWminis PC Game Development ( Project cancelled )

Last post 12-27-2009, 5:59 PM by gogodr. 104 replies.
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  •  11-19-2009, 6:39 AM 1860397

    WoWminis PC Game Development ( Project cancelled )

    I'm currently developing the adaptation of the game for PC and since modeling each miniature in 3D and place them all in game will make the game just too heavy I'm planning to make a simpler representation of it.

    currently there are 2 options to choose from but if you have any other suggestion please let me know and I'll work on it.

    Option1:
    http://www.youtube.com/watch?v=E2MUg6g7ThY

    Option2:
    http://www.youtube.com/watch?v=prOsaFtO-HY

    Chosen one: 1
  •  11-19-2009, 7:13 AM 1860414 in reply to 1860397

    Re: Character Representation for the WoWminis PC game (Vote please)

    Option 1
  •  11-19-2009, 7:16 AM 1860415 in reply to 1860414

    Re: Character Representation for the WoWminis PC game (Vote please)

    thanks for your vote
    ::edit
    :: Maybe I shouldn't post thanks posts for votes because that will be a little of spamming

    Thanks for everyone who votes on this, and for the ones that just pastby: please this is importat in order to advance with the development of the game.
  •  11-19-2009, 7:35 AM 1860421 in reply to 1860415

    Re: Character Representation for the WoWminis PC game (Vote please)

    Option one is better I think. 

    Good luck and let us all know how its progressing (I'm sure there are a few of us who can kick your program and bang it with a stick to let you know whats broken.)


    Master Tactician and Rexxar...
  •  11-19-2009, 8:25 AM 1860438 in reply to 1860397

    Re: Character Representation for the WoWminis PC game (Vote please)

    Am I right in thinking this is a personal project, not an official adaptation?

    Will look at tonight, workplace firewall won't let me watch YouTube.

    If you need any help, I might spend a few hours later this month to finish up including everything in the VASSAL mods and since there's no new set scheduled for a while I can provide some expertise on part of your project. Assuming this is a personal project and not an official thing, of course. :)

    How far along in the project are you?


    "The beatings will continue until morale has improved."
    - Standard corporate management technique
  •  11-19-2009, 8:43 AM 1860445 in reply to 1860397

    Re: Character Representation for the WoWminis PC game (Vote please)

    one looks better, but I think six (12?) spinning minis could be distracting or cluttered.  I would recommend it spin only when asked to, or keep it on the figure and eliminate the spin altogether.
  •  11-19-2009, 9:12 AM 1860457 in reply to 1860445

    Re: Character Representation for the WoWminis PC game (Vote please)

    Option 1 is far superior as it gives more feedback with the class icon. I'll agree it should only show the class icon (not spinning) when not selected and when selected it can spin and/or have a popup with the name since many of us will struggle to recognize a piece from such extreme closeups.
    Season 3 Durotar People's Champion
    Season 4 Feralas Actual Champion
  •  11-19-2009, 9:34 AM 1860467 in reply to 1860438

    Re: Character Representation for the WoWminis PC game (Vote please)

    BlackBloc> I would say the game is somewhere about 30% done
    almost all the movement interface is already done and board terrain recognition (( I'm making it to it is easy to make custom maps

    _________

    guys about the spinning, how about this idea? it wont spin unless the cursor is ontop of the mini and the name of it will be shown under the cursor where in the current video it says " Tesst "
  •  11-19-2009, 10:16 AM 1860487 in reply to 1860467

    Re: Character Representation for the WoWminis PC game (Vote please)

    I like option 2.
    ... Shawn Ely
  •  11-19-2009, 10:34 AM 1860498 in reply to 1860467

    Re: Character Representation for the WoWminis PC game (Vote please)

    3090463:
    BlackBloc> I would say the game is somewhere about 30% done
    almost all the movement interface is already done and board terrain recognition (( I'm making it to it is easy to make custom maps

    Do you plan to have the software force application of the proper game rules? A la Magic Online, rather than Magic Workstation (for Magic)?

    Because if you do that's awesome (and I would definitly like to provide as much of my time as possible to help you out, for instance to include new sets in a timely manner, since my work on VASSAL would be redundant), but otherwise VASSAL does that job pretty well and I'm afraid of splitting up the already small online community between two pieces of software.


    "The beatings will continue until morale has improved."
    - Standard corporate management technique
  •  11-19-2009, 11:03 AM 1860510 in reply to 1860397

    Re: Character Representation for the WoWminis PC game (Vote please)

    What?! You mean there won't be 3D characters, moving and fighting?
    What a disappointment! 8-)

    Seriously, you're doing a great job.
    I prefer the option 1 as most players and I also think the 'character piece' shouldn't be spinning always.
    The only thing I win is honor...
  •  11-19-2009, 11:11 AM 1860513 in reply to 1860510

    Re: Character Representation for the WoWminis PC game (Vote please)

    I prefer Option 1, but would suggest you also write the characters name on both sides.

    -Ben

    Isgee is, by definition, a snob.
  •  11-19-2009, 11:22 AM 1860521 in reply to 1860397

    Re: Character Representation for the WoWminis PC game (Vote please)

    I also think option one makes it a little clearer as to the piece, class, etc. I like the idea about it only spinning when you highlight the piece though. Would make it easier for those on lower end computers.
  •  11-19-2009, 11:23 AM 1860522 in reply to 1860498

    Re: Character Representation for the WoWminis PC game (Vote please)

    BlackBloc> thats what is taking me more time to doe since the game haves lots of rules. if you notice the video, I posted it recognizes when a mountain or a forest is next and it wont let you go there if you don't have 2 or more movement points. (( just that took me something about 1 thousand lines of code))
    atm the project haves around 4~5 thousand lines of code and I have only made the turns, movement, movement restrictions and 3D environment.

    I have yet to make the multi characters interface and multi player system.
    _____________

    Dont worry I'm making the game pretty light. Thats a reason why I'm not making a model for every miniature, I made some calculations and I found out that it was going to take over 10GB to accomplish that. hopefully this version will only take a couple hundred MBs
  •  11-19-2009, 8:27 PM 1860813 in reply to 1860522

    Re: Character Representation for the WoWminis PC game (Vote please)

    Have you thought of a scripting language to use to enter new cards and minis? While you obviously need to provide rule support in code, it really doesn't make sense to have to do all the cards in code when you could provide a simpler scripting API for people who wish to enter new cards. For instance, something like:

    Warp Stalker {
       honor 4;
       class {Beast, Warp Stalker};
       armor 1;
       resist 2;
       health 5;
       attack Bite {
          cost 2;
          range 1;
          melee 4;
          crit {
             ability teleport 3;
          };
       };
       ability Evasive;
    }

    As long as you code in what teleport or evasive means, and you provide a way to parse this scripting, then that would simplify your data entry for new minis and cards. Plus you can offload part of your work to other people who don't even need to touch your code.


    "The beatings will continue until morale has improved."
    - Standard corporate management technique
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