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cwnext:wishlist [2017/09/16 15:46] – Added thumper enemy idea Nicant | cwnext:wishlist [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
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* GM: Pass two UIDs (Current node, target node), run C# A* pathfinding over the network, return either a list or UID. Probably needs GetConnected to check if two nodes are still linked. | * GM: Pass two UIDs (Current node, target node), run C# A* pathfinding over the network, return either a list or UID. Probably needs GetConnected to check if two nodes are still linked. | ||
* GM: SetConnectionLength [ UID UID Length - ]. Set to 0 to destroy the connection. Normal length would be the Euclidian distance, but Relays or " | * GM: SetConnectionLength [ UID UID Length - ]. Set to 0 to destroy the connection. Normal length would be the Euclidian distance, but Relays or " | ||
+ | * GM: Also GetConnectedToCommand, | ||
* DamageCreeper that works on AC | * DamageCreeper that works on AC | ||
* Can't this be done with a negative damage on the same command? | * Can't this be done with a negative damage on the same command? | ||
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* GM: Suggesting GetUnitsWithScript..., | * GM: Suggesting GetUnitsWithScript..., | ||
* QueueTrajectory (object moves in a 3D parabola with specified height) | * QueueTrajectory (object moves in a 3D parabola with specified height) | ||
- | * Easy boilerplate, | + | * GM: Easy boilerplate, |
* later statement (like " | * later statement (like " | ||
* Data storage for custom campaigns where one map affects the rest | * Data storage for custom campaigns where one map affects the rest | ||
* How would you control for who writes to what part? Interesting, | * How would you control for who writes to what part? Interesting, | ||
* :destroyed could have a friend called first, :deleted, for player deletions. | * :destroyed could have a friend called first, :deleted, for player deletions. | ||
+ | * Set/ | ||
+ | * As for neutral units - units cannot be selected until connected to power grid or the likes. | ||
+ | * GM: Scriptable in CW3 for pre-placed units (linked to a Shield Key) or all units (requires packet to activate). | ||
+ | * Features from the [[https:// | ||
+ | * Local variables: eigter implemented by simply renaming on compilation, | ||
+ | * Code including: easily reuse the same code in multiple scripts, without copy-pasting | ||
+ | * QoL improvements such as multiline comments and %blockstart, | ||
+ | * GM: Or use #block and #endblock, perhaps? | ||
+ | * 4RPL debugger: a build-in debugger for code inspection, which would be faster and easier to use than a 3rd party program. | ||
+ | * GM: Your PRPL debugger is the kind of thing you meant, kajacx? | ||
+ | * stdout: Consider allowing map maker to create custom units like ParticleFleet. Units would have modules that can be placed. Blaster, Mortar, AC Sprayer, shield, etc. Example unit might carry 3 blasters, one mortar, and a beam. A energy storing module would be super handy. | ||
+ | * No more pixel/cell coordinates madness, just use the cell coordinates for everything, 1 cell = 1 field tile. | ||
+ | *TLFP: Opening power/ | ||
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* zero-sum terping? | * zero-sum terping? | ||
* Settable, but I like it. How to specify source? Avalanches possible? | * Settable, but I like it. How to specify source? Avalanches possible? | ||
- | * Buried artifacts | + | * Buried artifacts |
+ | * GM: Scriptable | ||
* If using PFE style conversations, | * If using PFE style conversations, | ||
* copy/ | * copy/ | ||
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* Unit that shoots creeper a-la plasma bugs (Starship Troopers) | * Unit that shoots creeper a-la plasma bugs (Starship Troopers) | ||
* Thumper enemy. If there is any creeper near the thumper when it thumps, then the creeper will move away from the thumper as a wave. | * Thumper enemy. If there is any creeper near the thumper when it thumps, then the creeper will move away from the thumper as a wave. | ||
+ | * Phantoms from CW2. Goes through terrain. A good enemy for underground maps (If that ever becomes a thing) | ||
+ | * stdout: cool end-game CW1 style graphs showing creeper generation, energy usage, etc. | ||
+ | * stdout: Game saves all actions player takes, allows to save and export a " | ||
+ | * Suggestions for new player units | ||
+ | * Packet Factory/ | ||
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* I see regular freezes of seconds or more when opening some CW3 menus. Maybe just-in-time metadata lookups, and an option for a non-blocking server query? | * I see regular freezes of seconds or more when opening some CW3 menus. Maybe just-in-time metadata lookups, and an option for a non-blocking server query? | ||
* Map rating system | * Map rating system | ||
+ | * Maybe set a minimum # of ratings before the rating is displayed on the map - lowers the effects of early bad ratings affecting people' | ||
* Rate-after-beating-map panel. | * Rate-after-beating-map panel. | ||
* Ratings for difficulty and quality, or a different rating group for "won map" | * Ratings for difficulty and quality, or a different rating group for "won map" | ||
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* Original mapper able to come back and edit the map description/ | * Original mapper able to come back and edit the map description/ | ||
* Also thumbnail, in case it was uploaded with invisible units shown, custom UI visible, etc | * Also thumbnail, in case it was uploaded with invisible units shown, custom UI visible, etc | ||
- | + | * Menu/ | |
+ | * Separate the text overlay for stacked enemy structures so they can all be seen (like when an emitter and a spore tower occupy the same place. In CW3 you can not read all the different texts.) Suggested by Domonik. | ||
+ | * A way to check what counts for victory in the editor. Maybe a red/ | ||
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* Will fly units be damaged if they fly through high altitude creeper? | * Will fly units be damaged if they fly through high altitude creeper? | ||
* Will players be able to set flight height of units? | * Will players be able to set flight height of units? | ||
- | * How will custom unit graphics be specified w/o bloating save files? | + | * How will custom unit graphics be specified w/o bloating save files. |
* Is the Creeper sim running on a GPU? | * Is the Creeper sim running on a GPU? | ||
+ | * A: No, push delays make it worse rather than better. | ||
+ | * Talking about game file sizes. | ||
+ | * How large can we expect the files for customs map to be? | ||
+ | * Is it big enough to matter to most of us for up/ | ||
+ | * Game requirements? |