User Tools

Site Tools


cwnext:wishlist

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
cwnext:wishlist [2017/09/18 18:30] – Question? Sorrontiscwnext:wishlist [2025/02/14 14:57] (current) – external edit 127.0.0.1
Line 26: Line 26:
     * 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 "gates" could use this.     * GM: SetConnectionLength [ UID UID Length - ]. Set to 0 to destroy the connection. Normal length would be the Euclidian distance, but Relays or "gates" could use this.
 +    * GM: Also GetConnectedToCommand, so that custom techs don't need to link to a Shield Key.
   * 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?
Line 41: Line 42:
     * GM: Suggesting GetUnitsWithScript..., list wrapped in array.     * GM: Suggesting GetUnitsWithScript..., list wrapped in array.
   * QueueTrajectory (object moves in a 3D parabola with specified height)   * QueueTrajectory (object moves in a 3D parabola with specified height)
-    * Easy boilerplate, which perhaps could come as a "sample script"?+    * GM: Easy boilerplate, which perhaps could come as a "sample script"?
   * later statement (like "else" but for "once")   * later statement (like "else" but for "once")
   * Data storage for custom campaigns where one map affects the rest   * Data storage for custom campaigns where one map affects the rest
Line 48: Line 49:
   * Set/GetUnitIsEnemy - allow player type units to be enemy (or neutral) without heavy scripting (aka enemy mortars and cannons)   * Set/GetUnitIsEnemy - allow player type units to be enemy (or neutral) without heavy scripting (aka enemy mortars and cannons)
     * As for neutral units - units cannot be selected until connected to power grid or the likes.     * 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://knucklecracker.com/forums/index.php?topic=22809|PRPL+ compiler]] built-in, so that a 3rd party application isn't needed for compilation: 
 +    * Local variables: eigter implemented by simply renaming on compilation, or preferably have each function invocation have it's own variable heap, so that recursive functions are possible. 
 +    * Code including: easily reuse the same code in multiple scripts, without copy-pasting 
 +    * QoL improvements such as multiline comments and %blockstart, %blockend nothing-doing keywords that can be used for block folding in Notepad++ 
 +      * 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/energy to be produced in 4RPL
 ---- ----
  
Line 83: Line 94:
   * 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 - scriptable+  * Buried artifacts 
 +    * GM: Scriptable
   * If using PFE style conversations, a way to copy/paste/export an entire conversation.   * If using PFE style conversations, a way to copy/paste/export an entire conversation.
   * copy/paste/export unit formations, terrain structures.   * copy/paste/export unit formations, terrain structures.
Line 99: Line 111:
       * 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 +      * 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 "Instant Reply" movie that can be watched. Domonik, EA and AK could share their playthroughs via the forums. 
 +  * Suggestions for new player units 
 +    * Packet Factory/Packet Lathe: Uses Energy (Not Packets) and creates packets from the energy. Expensive to build and cannot move.
 ---- ----
  
Line 118: Line 133:
     * Original mapper able to come back and edit the map description/tags if he realizes he forgot something.     * Original mapper able to come back and edit the map description/tags if he realizes he forgot something.
       * 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/Advanced/Extract Map Resources - this would create an editor folder with the relevant map, images, and scripts. 
 +  * 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/yellow/green floating icon in edit mode - red counts, yellow doesn't, green is friendly.
  
 ---- ----
Line 127: Line 144:
   * 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.    * Talking about game file sizes. 
     * How large can we expect the files for customs map to be?     * How large can we expect the files for customs map to be?
 +    * Is it big enough to matter to most of us for up/download?
 +  * Game requirements? I oddly remember you saying similar to PF. 
cwnext/wishlist.1505759403.txt.gz · Last modified: 2025/02/14 14:56 (external edit)