Or if it does work, it might as well just become one of the most fun custom maps ever. Small chances tho
Hey folks, "im back".
So this morning I woke up with a crazy idea after watching a movie last night. Can you guess which?
The problem is, even if it would be an 8 players map, we need lots of AIs to control the other characters (up to 24). And as far as I know, Worldbuilder doesn't take it easy on adding new players, especially if they are more than 8. They don't need to be full players tho, I just need a different "team" so they can attack the other characters and behave independently, or
The second problem would be, is it possible at all to create "alliances" between players (even the AIs)? I know you can transfer units to different players and I've heard it is possible to change allegiance of how players regard the other, but in my experience it never worked properly (although this one should be less of a problem than the first one). Line of sight might not be a problem (in real life you don't get line of sight from allies, at all, lol) but how would the allied players communicate?
I would use the custom heroes models, if players pick a custom hero they made, they get same class, but not skills. If they don't pick, they'll get a random class. Every hero would start with 0 skills or weapons (except, maybe, punch?) available, in fact all of them are going to be coded already into one huge object but they are unlocked as you pick up crates or kill other players (and u get certain upgrades that should unlock the skill/s)...I'm not exactly sure how I'll make this work (so you always get a customized/unique commandset based on what you do) but I'll find a way, if I ever have the motivation to finish this.
If I can get a rough "mix" to work and the AI characters to behave smartly, then this could be easily transferred to other maps with different environment, so you can have different arenas (with some differences of course).
However as far as I can think this is going to be a tough one on scripting... very advanced stuff, and especially making the AI characters behave smartly and do different things... considering how rusty I am and how little experience I have with designing AIs (the best I did was making a balrog AI use skills somewhat smartly in my keep defense map, making a skill-based revive system and designing a fishing boats system (which was not scripting at all), i guess), expert advice would be welcome, and who knows, if anyone wants to join with me in doing this, that might keep us motivated better than trying this alone.
Watcha think about it?
Edited by -SilverBane-, 18 May 2018 - 05:29 AM.