CraftCraft Development Demo 4

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Uploaded by on Jan 23, 2012

A StarCraft II map in progress. A lot has changed since the previous video. Most notably, I've reverted the resource system to partially use the built-in SC2 resource system which works much better, but supports only four different resources. I left only the most important ones in: paristeel, vanadium, minerals, and vespene gas.

Having less resources makes the gameplay less confusing, and based on our playtests, also more fun. However, I will add more minable things to the map that are added to cargo just like resources, but used in different ways.

The first part shows the beginning of the map, including the new tutorial in the form of personal objectives that are quick to do and should teach the basics to the players. It still needs some improving to make sure that it's all easy enough to grasp.

In the second part, you get to see how the Goliath works. The vehicle was a bit too powerful before, so I nerfed it and gave it upgrades to restore its previous power over time, but I think I've nerfed it a bit too much in comparison to just using turrets to kill enemies. Using the Goliath should be powerful, because it takes a lot of time from other tasks such as mining and managing the base. I'll buff him back to the level he deserves!

For more information, visit my blog at http://a1win.blogspot.com/

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Uploader Comments (A1win)

  • Really looking forward to release. Is demo available somewhere?

  • @whatevermishak There's still quite a bit to be done before the first release. My blog (link in video description) will be the first place to announce it when the time comes, and I'll most likely post another video here as well. The first release will be on EU, but I'll eventually get someone to release it on US as well.

  • For the first 0:50 seconds I was like: "Oh god please press X to stop it from flashing!"

    Then at 1:35 "Those power lines are pretty damn cool looking."

    1:42 "X is flashing again!"

    1:52 "Phew, it stopped."

    1:57 "Oh, not again!"

    2:09 "All is calm now. Finally!"

    2:10-3:10 "Could use a few cuts here, or speed it up."

    This linear gameplay is only going to be good for one playthrough. You can improve that by making combat ridiculously hard (but not impossible) so the players have to try over and over.

  • @x3ICEx Yeah, I need to fo something about the flashing. ^^ But what makes you think the gameplay is linear? The objectives at the start are there only to teach the basics to the players. After that things get more nonlinear. For example, I could've chosen to build a Research Lab before the Armory... And then there's the fact that the map is randomly generated.

  • @A1win Good point about the diversity of tech paths later. But the randomly generatedness doesn't do a lot of good. Take the map called Mineralz as an example. It has randomly generated resources and they don't add much to the gameplay. Yet, it is popular. Mainly because people are trying to beat the high score, surviving for hundreds of days.

    From what I see in this video, I will prefer to play your map. It has much more depth than Mineralz' 3 buildings (wall, generator, wall healer) playstyle.

  • @x3ICEx There are many ways to generate a random map. Just placing a few different resources in random spots on the map doesn't really make the different variations functionally different. I'm not only placing the minable resources randomly but also other points of interest such as zerg bases, Vespene Geysers, and later on the main objectives for the map, and most likely some indestructible rocks. I haven't played or even looked at Mineralz so can't comment on that.

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  • @A1win that is fine I have EU account :)

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