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What kind of stuff do people most commonly struggle with?
1. MightyScript Trigger/Condition/Action review: perhaps the most useful part of the guide IMO would be an area that describes in more detail (than the in-game tooltip) about what each trigger/condition/action does, what parameters are used, and examples of way to use them (ideally, both usage examples and examples/snipptets that would add quality to a map).
2. MightyScript object review: what each object does and examples on how to use them. (Object being "scripts", "timers", "objectives", etc)
3. Map editor tips/strategies for designing good maps. Could be anything that could help someone improve the quality of their map.
4. Map setup tutorial. Something that explains what all the map fields (ie. description, goals, mutators, etc) do and how one might utilize these fields to enhance players game experience.
5. Map editor design strategies. Could be anything that you think creates a WftO feel or overlooked details when creating maps. Two examples:
a) Creating a multiplayer map: how to balance it; planning how players attack/defend/routes taken; etc
b) Creating shapes/images with block placement: as in, "pixel art", "circles/ovals", etc.
6. "Example Projects": some example projects that cover some of the common things one might use mightyscript for. Feel free to provide your own thoughts on what these projects could be. Here are a few I think would help.
a) "Spawning parties / waves": different ways to spawn units; change their behaviours; use rally flags/groups/patrols; add "on spawn" scripts to units (ie. on spawn; where unit is from a template; change their stats and add them to a list)
b) "Updating objectives": how to add numbers/timers to objectives (ie. [0] of [1]); how timer objective action works; how to reward points for completing objectives (MPD mode)
c) "Unit/Block view/enter/change": some ways to use these actions/events to create events (ie. when a earth block changes to dirt, it has been dug out by the player, so use this as a trigger to start some event)
d) "Debug console": using the debug console action to help test maps and looking at variables in the 'watch variable' window
e) "AI": how to manipulate the AI via mightyscript actions; how to improve the ai opponents (for non-skrimish modes); using digpaths; how spawning units from gateways works
f) "Camera": how to use the camera
g) "Sfx / Vfx": how to use the audio and visual effects in mightyscript; useful effects that people might use (ie. audio: "Well Done Overlord!" vfx: fireworks on objective to indicate completion)
Awesome! I'll do that.
Do you have any internal documents that I could add to the guide (ie. a list of all the triggers/conditions/actions with parameters so I don't have to type it all out) that would save us some time?
Also, if they have time, could you ask your map designers to provide some input? I'd love to hear what they did when designing the campaign maps (vanilla, HoG, UG, MP) and multiplayer maps. It doesn't have to be long (ie. brief / points). I think many people would find that information useful.
Also #2, any other dev comments/tips/suggestons for players designing content would be great.
PS: Unrelated, but I'd love to see you guys do an AMA (here or on reddit). Doesn't have to be WftO specific. I think it would be cool to learn more about you guys.
I'm already here aren't I? :P
Get to work! I ain't paying you to just sit around and use the forums all day!
I want a 50 word essay about how mightyscript works on my desk by Monday.
If anyone wants to work on it, then I can add you as a contributor but you need to be on my friends list. Just pick a subject and put your name next to it.
PS: feel free to change anything including the guide image :P