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Real-Time Strategy

Archive: 7 posts


I am currently working on a real-time strategy level. Everything is going well I just can't get a time system to work for building things I originally wanted to do something like while your off it would use the internal clock to see how much time you were gone for and add it to the objects building time so that the stuff would basically build while you were gone but I figured this wouldn't work so I need some help with a new one. thanks!2013-07-10 16:54:00

Author:
dudeman779
Posts: 37


I think the only way to do this would be for the player to input the time and date when they start or come back to the level. Then you could use logic to determine the time elapsed since they last played and add it to the object building time.

I realise this system would be open to abuse, but there is no way to access the system clock data while in create mode - you can only rely on the honesty of the players.
2013-07-10 19:58:00

Author:
fluxlasers
Posts: 182


Yea I'll be sure to try that out thanks it's quite a good idea as long as people are honest.2013-07-10 20:22:00

Author:
dudeman779
Posts: 37


LOL glad to see im not the only one attempting this. In my setup i opted to have a queue with a max of 4 slots. these slots are not only for buildings however but also count for training units from the individual buildings. Easier to keep a steady slope of progression while both sides build armies. Im curious as to why your opting for such a huge time delay? Why not keep users in the game and shorten the building/animation cycles to a matter of minutes or seconds? Either way is right i suppose but im just curious as to why you've chosen that type of direction?2013-07-11 16:07:00

Author:
Wolfdre
Posts: 218


I really wanna give it the full game feel I'm basing this a lot around Clash of Clans if you've played that you know they have the longest upgrade times ever(up to 10 full days) I am not going for this I'm going for more of 10mins-1hour and I know most people don't play a level for an hour so I was hoping to do it out of it but I can't. I see that you'll have four slots for building or training troops hmm. Why not have them start out with two and progress and gain more say up to 4-6? Also I'm wondering why add the training into this I understand it would make things simpler but wouldn't it be more enjoyable for the troops to have there own separate slots?2013-07-11 19:50:00

Author:
dudeman779
Posts: 37


That is much closer to my initial vision of the project but just during the course of creating assets and logic and trying various things certain elements changed. In the end i may pursue that or give the user the option to trade a certain amount of resources in order to use the slots. the upgrade option was the most appealing and adds much more diversity to planning a strategy. in the end i just want the experience to be enjoyable. ill send you a key for testing once i feel its ready.2013-07-11 20:09:00

Author:
Wolfdre
Posts: 218


Alright sounds good when I have a beta out for mine I'll make sure you can test it if you want and I understand whatever makes it the most enjoyable to play.2013-07-12 19:06:00

Author:
dudeman779
Posts: 37


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