New Template...

Hello people...

I hope you're enjoying this new template I have put up. It's quite comfortable to handle and looks too nice. Though I miss the old Anime / Manga view corner... I think this is still fine.

Do you want Anime / Manga corner to return?

Plus, I might add up a Screenie of the day corner... Let me know your comments...

Complexity Increments...

Well, I agree that the Blog is about Warcraft, but about the Experiments as well...
I could not stop thinking about renaming it as

- My Warcraft / Experiments -

Anyways...

The biggest news of today is that I have finally figured out the Cloth Simulation using GML. It's sweet, I liked it.

I have uploaded a small, cute video of the system... Check out.




Well, if you check out the video, You'll find that most of the regular cloth physics are nicely followed. The funny thing is that it follows the "Rope" physics. and cloth is treated as a collection of such Ropes. Interesting, isn't it?

You'll see that Yellow dots are the Fixed Vertices. Though they are unyielded i.e. Can be conbtrolled by the user. Plus, every "Dot" I mean, control point can be individually controlled.

As I demonstrate here, I pull the Cloth away, strech it and so on. As each control point associates the weight with the colth, and that is additive with more such points added, remember that more control points means more accurecy, but more weight with your cloth.

Thankfully, with good gravity control, I can readuce the weight, but it probably cause negative effects on the elastic behaviours. More experiments with it will give some more results.

The system works out brilliantly so far... Let's hope it can support and work with Rigid Bodies as well. (Which seems difficult at the moment due to the vast code differences)

The New level of Gaming Shame : WoW Pod

As if World of Warcrafters needed another way to isolate themselves from the world, the WoW Pod, as described by its creators at MIT, is "an immersive architectural solution for the advanced WoW (World of Warcraft) player that provides and anticipates all life needs." Translation: it's an individual bungalow simulating the look and feel of an authentic hut within the Azeroth universe, and if you think the outside is scary, wait until you open the door.

Once inside the tiny space, you'll notice that it's entirely self-contained, and that's to discourage the player from ever leaving. Almost all basic human needs are provided, including a throne that doubles as a toilet (aww, that's gross), a cookpot, stovetop, and, of course, a computer and monitor for WoWing.

Most importantly, the hut solves one of WoW's biggest pitfalls: breaks. See, a quick pause of the game to take a break can be catastrophic to a player's avatar. Even a bathroom run or a simple snack can result in death, or worse, banishment from one's guild, so anything a player can do to restrict distraction is good. And here's where it gets scary.

The Concept of WoW Pod



When a player gets hungry playing inside the hut, he or she just selects one of the prepackaged food packs on the wall (labeled "Soothing Turtle Bisque" and "Beer Basted Ribs" to further the fantasy), holds the printed semacode under a scanner, and places it on the hot plate. From here, the hardware takes over and physically adjusts the hotplate to cook the food for the right amount of time while the player's corresponding avatar pauses the game and loudly announces the progress to others in the realm: "Vorcon's meal is about to be done!"..."Better eat the ribs while they're hot!"

When the meal is done cooking, the game is automatically placed in AFK (Away From Keyboard) mode to allow the gamer sufficient time to eat without fear of a quick strike. Once satisfied, the avatar actively returns to continue exploring, but there are virtual side effects; for example, overeating can result in avatars feeling sluggish and unresponsive to control.

To me, this feels like a giant step backward. I thought online multiplayer games did good to encourage teamwork and build communities, but never in the name of intentional escapism. This hut is the grown-up version of a children's playhouse, except that these players will probably go in and never come out. (Except for a shower, which is forunately not included)

Brilliant idea, but I guess the nerds at MIT need to really learn where to put their brains... I mean, into some really productive and useful work.

Nonetheless, this is really a NEW level of gaming shame.

Starcraft II : New Stuff.

Here's what I gathered from Blizz's Offcial Message Boards...

Dark Pylon
Long used only by the Dark Templar of Shakuras, the Dark Pylon is now used by all as the Protoss war for survival becomes more desperate. In addition to providing supply and giving power to nearby Protoss structures, the Dark Pylon has several unique abilities that require energy to use.

Yes, it's true. Karune - Blizz Representative of Official Boards has confirmed this new addition into Protos faction. Thoug this structure requires much of a Micromanagement to use, it also serves as a Energy Battery. Plus, it is a Quick Cloaking Generator that can cloak multiple units in a single sweep. Wow!

The Energy Battery part sounds like a Warcraft III Moon Well to me. :)

Zerg Queen
The Zerg Queen has continued to evolve over the last few months. She is a fierce defender of the Zerg Hatcheries and can often be found in small groups defending the larger Zerg infestations. In addition to defending her Hatchery from ground and air threats, the Queen has several special abilities that require energy to use.

Yeah, the infamous Queen is back! I dunno if she still has the "Infest Command Center" ability of hers but current queen is fearsome as well. Having many abilities like Quickly creating Creep over the target area, plus spawning additional Larvae quickly over any Hathery, Lair or Hive, upto 4 of 'em! That means Zerg unit production rate will be more double!

Plus, this baby packs a punch by Creating a Swarm, that greatly damages enemies, almost similar to the Warcraft III Locust Swarm. You know how deadly this can be. However, it is not clear if the ability is like Locust Swarm or like Tornado. Nonetheless, it is great.

Plus, Here's an extract from Official Blizz Message board...

...StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a Warcraft III game could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in Warcraft III custom maps. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games...

Does it mean Experience gaining mechanics are present in StarEdit2...?
Well, In a way, Yes!

Expect a BftC: Starcraft Edition as soon as SC2 comes out!

Carrion Swarm : A New Map Concept.

Well, the map is actually a Mini-Game. Where the aim is to get your army of creatures as large as possible. You play as a Carrion Beetle. That walks around, all the time. Never able to stop. The army of lesser beetles will follow you and protect you where ever you go. But here's a difference. The army will rise in size as you defeat other Carrion Beetles or their minions. You have a unique way of doing so.

Firstly. There's a defined area. You have to always direct the Carrion Beetle as you want, making sure it doesn't touch the protective walls of the area. If it does, you'll lose a life, and hence all the beetles that you have summoned on your side. And you'll be restored with only Five Beetles.

The Beetle you command, say Lord. Has very unique abilities. He can sacrifice the minions to regain lost health, Command his beetles to attack the enemy. You can only control the Beetle Lord, and hence, this makes the game a lot easier ans challanging.

Beetle Lord has ability to sacrifice one of the beetles to regain lost health, which is done by simple keypress. The attacks order is tricky. At the moment I have no satisfactory system that can accomplish this, but it can be done. My idea of attacking is that you designate the target Beetle Lord by Simple Clicking on it by your Mouse, then, the Target indicator would appear over him. Showing everyone that who's attacking who. Then, By simple keypress you can send Beetles attacking on him. The ordered Beetles would walk upto the target, and suicide upon it. Damaging the target. At least One and At most of Five beetles can be sent attacking at a time, And when the attack is launched, enemy can see how many beetles were launched upon it. The third ability is the Defensive one. It allows you to launch a single beetle which muct not be assigned to any attacking orders, upon the enemy attacking beetles. Your beetle will go and attack upoon the beetles send towards you, causing a vilonent explosion, that will damage everything around.

Lost beetles are replenished over time. Plus, if you have managed to damage the enemy, another beetle will instantly rise up, bolstering your army. If you manage to destroy the Beetle Lord, all his beetles will belong to you!

There are several powerups, which are grabbed by running over them. Which, are used instantly. The have different effects- Invulnerable, Haste, Quad Damage and notably Global War Treaty, which would reduce half of the beetles enemy has! (Not to mention the number does not fall below Five)

A point to be noted, Beetles will have a 400 movement speed while Lord moves only at 250 Movement speed. But, Grabbing Haste power can cause Lord's movement to reach 500. Be careful though, on the high speeds you can leave your precious swarm behind.

This map is already in the works, and right now only about 25% finished.
More comments and suggestions are most welcome...

BftC:R Spotlight : Rune Mage

Samus Flamecaster - If the name doesn't scare you, then either you are a great warrior or an overconfident fool. Samus is the terrifying Rune Mage. The ideal supporter and the walking Spell Factory.

A Backstage edition featuring Samus's story has already been published, and here we go, with a Spotlight.

Rune Mage is all about magic, tricks and unpredicable stuff. You cannot predict what Rune Mage can do, even you see him running around will all of his Runes summoned, you still cannot predict what is it till it's unleashed onto you, and you know it's already too late.

The basics of Rune Mage is not only the Rapid Keypress but rather a strategic and wise one. The tricks and mindgames that you play with your opponent is what makes Rune Mage a deadly guy on the battlefield.

The Noble-looking Rune Mage, Beware though. Looks can easily fool you.

The basic innates are Runecrafting. Positive and Negative. You can cast at most of three runes, and thus four combination possibilities exist. All Positive, All Negative, Two Positive and Two Negative. Once you know which combination to follow at what time, congratulations, you are halfway there learning the probably most difficult hero.

The next stage is real fun. Rune Mage has three abilities - Bind, Reject and Conjure. When you have formed the Runes, cast one of these and depending on the combinations, the effect will appear. Example Using all Negatives with Conjure will cause a Flame Shock directed to the target, which damages it. While, using all Positives with same will cause a Holy Light to affect the target, restoring the hitpoints. You have three methods, each with 3 Runic combinations making effectively Twelve spells right at your disposal. Use them well, Hit it or Lose it!

Reject being used on, Has different effects depending on what's Rune Combination

The ability array is wide and astounding. He's got almost every trick up his pocket. He can use invisibilty, and even turn anyone ethereal, plus, he can restore Mana overtime or Boost anyone's attack rate. Can clear off the deadly buffs and also, put enemy into dark magic, making it unable to do anything till it's damaged, and so on. Thus making him the most versatile hero of BftC, able to adopt any strategy, and assist any hero in all respects.

The effects and eye candy was a part that was greatly needed for someone like Rune Mage. Though I could really make some good eye candy, Rune Mage doesn't have flashy effects. Still, I hope you will like 'em. ;)

Effects for Bind. I use Time Lock to greatly slow down the Target


I use Reject to Restore by own Heath and Mana

The ultimate of Rune Mage is what makes it deadly. The most devastating part of it, that it's a Pure Damage dealing skill that can take out even buildings. Nothing can survive if it stepps under it's area of effect. The Destruction Desire is truely fearsome as it's rage really exceeds the standard attack or spell ranges. If assisted by his teammates, Rune Mage can clear off the structures and level the entire base within few minutes!

Destruction Desire.
Destroying a Tower easily being out of it's Firing Range ;)

Designing Rune mage was the damn hardest part of it. As GUI framework was fairly easy. But what about the Coding part? Surely checking Rune combinations and triggering the effects of Bind, Reject and Conjure each was easy at all. Additionally, these three abilities were levellable! Which means the spells used with Runes should have increased effects when used at a higher level. Example - Invisibility used with Reject level 2 would last for lot less time than if it would have with Reject level 5. And so on goes for everything. The Flame Shock's damage increments and Holy Light heals multiple units.

Tricky part was the Ultimate, in the game system. The Flame damage is actually magical. But here, It's a Physical type damage. The armor reactance is Physical but yet, it will still damage the ethereal foes!

Okay, here we're through with the Rune Mage.
I'll shortly be back with another... Stay tuned.

BftC:R Brainstorm : Gunslinger 2

Hello again, As I have promised I have came up with another out-of-the-box idea for Gunslinger. The ability planned is quite simple. But really useful in may scenes.

The ability is greatly in synergy with Camouflage. It is an activatable / deactivatable ability. Doesn't consume any mana at all. And a true talent of the Sniper!

Name's yet pending, But I suppose In Position or Locked and Loaded should suit it well. When activated, Gunslinger will Stand Ground, not able to move, but gains an Extra Sight, Range and Extra Effects on the attacks. He doesn't auto aqquire the targets, but rather shoot where player Right-Clicks. Higher the distance, more the chance of missing on the shot. If used on the Moderate distance, sometimes may cause the bullet to fragment in air, resulting into AoE spread damage.

I would probably design a Talent system exclusively for Gunslinger, so that he can either learn how to keep a shot steady or cause the bullet to fragment midair, In other words, depending on the talent, You can either cause Maximized AoE spreads or direct-hit Bull's-Eye shots.

These talents will also affect the regular attacks of Gunslinger. Speadshot can cause him to do Area of Effect damage, but reduced damage on primary targets, on the otther hand, Bull's-Eye can cause im to deal piercing damage, that is effective against target! It's entirely player's choice which talent tree to follow. Cause if you follow one talent, the unique features pf other aren't available. Example, Following the Bulls-Eye will give you Headshot and Golden Gun talents, where you can cause significant damage to target if timed properly. Whereas the Fragment Shot talents give you Rapid-Fire, Backfire and Old-West-Tricks talents, which specializes in damaging multiple enemies, instead of single target.

Secondly. As I just had thought it out, Gunslinger is a lot different than regular Heroes, and significant difference is that He will not Auto-Aqquire the enemies. You can order him to attack though, and when he does, he would only attack once. This was due to the Talent system management and Camauflage tricks.

Yet, another form of Camauflage can be thought of as the Fake-Removal of legal targeting for Auto-Attacks. Which means, even if you (As a Human player) know someone is there, Your hero does not! Hence, he and hence fellow forces will not automatically attack on the Gunslinger while he's Camauflage. But, he will be a Valid target right after he drops the disguise.

The ultimate is still underway... I presume, that when it does finish, it shall be amazing.

Stay Tuned...

BftC: R Brainstorm : Gunslinger

The fourth and final hero in INT category, Gunslinger.
Well, I had this concept i mind for a lot longer time, but never could actually put it down. Gunslinger was too chaotic topic to think upon, and if you consider Gunslinger to be an average Sniper guy, you already have lots of such Sniper Heroes floating around. What would make this guy different, then?

Thankfully, a few people have come to help. Bloodcount and Sidove from TheHelper.NET have really contributed their great ideas in making of Gunslinger concept.

The model would be custom-made, the Rifleman Elite model that was featured in Elimination Tournament. (I was lucky enough to grab it) And it would feature all high-def and super skill abilities.

The first ability concept is Camouflage. Do not be mistaken with the standard invisibility ability. Camouflage is actually vertex color changing ability. The Gunslinger would change his robes and cloak to match the color of surroundings and hence becoming a lot difficult to spot. This means, he would change Green while standing on Grass or near Trees, and change Blue if standing over water. Additional time spent in camouflage will cause Gunslinger to become more adept at using it, gaining Evasion, that rises over time. Plus, the Gunslinger would become partially transparent to enemy's eye, making it even harder to spot. However, leaving the area would cause him to lose all disguise and revert Evasion back no none.

The second ability - the infamous Gunstinger! Upon special request from Bloodcount, the ability was almost confirmed for the Hero. Gunstinger is staple move from Devil May Cry series, first featured in Devil May Cry 3. The user would dash forward towards the target, ramming his gun's muzzle into the target, and hence damaging the foe, while the foe is thus stunned, user would pull the trigger, and a point blank discharge, right into the face of the unfortunate foe, tossing it off. Well, it can be really good. Gunstinger is a great move for someone carrying a Gun.

Two more abilities are required to make this Hero ready to go. Well, I shall think of 'em soon enough. Till then, See ye'