WaveDefense v1 by Butler
I'm finally releasing the mission that a bunch of people helped me do testing with, and even more people had fun messing around on. This is pretty much the 'working model' release and there may be a few bugs that I have yet to work out. All-in-all however, the core mechanics (you know, the important stuff) works 110%. (calculated on my most recent test :D)
If you think I'm making a big deal out of this, here is why: I created this not to be a mission. The entire thought behind this was to create 100% portable game type that users could very simply create missions with. I put TONS of hard work into this and the current version (as of this post) is running 2826 lines of code. I wouldn't go this far as to create an entire post for a mission, and even then, the only reason I'm creating the post is because I'm also going to be scheduling testing.
With this, you will notice a few things throughout this post that seem odd for a mission. This is because I will offer the download for all the files soon, as well as a tutorial on how to implement them onto any map you'd like. You must wait for the final version, though!
If you think I'm making a big deal out of this, here is why: I created this not to be a mission. The entire thought behind this was to create 100% portable game type that users could very simply create missions with. I put TONS of hard work into this and the current version (as of this post) is running 2826 lines of code. I wouldn't go this far as to create an entire post for a mission, and even then, the only reason I'm creating the post is because I'm also going to be scheduling testing.
With this, you will notice a few things throughout this post that seem odd for a mission. This is because I will offer the download for all the files soon, as well as a tutorial on how to implement them onto any map you'd like. You must wait for the final version, though!
Information:
I created this game for the late nights when a bunch of players want progressive action without the thinking. You can play it any way you want, filling the slots and going at it from a FOB creation-and-defense simulation or just a casual "Let's play some wave defense!". You will find that everyone has something to look for within this game.
How It Works
The game is based entirely off of two things: Building, and Defending (who would have thought?). The core gameplay is set on a round system, and the game get's more difficult, but more rewarding as you play. The team as a whole is given "Tickets". These tickets work as currency, and you spend them on weapons and structures and gain them by completing rounds. By default (oh, configurations!) you start with 50 tickets, plus 20 for each additional player. This leaves you with a minimum of 70 and a maximum of... 650 tickets.
At it's most basic level the game has simply ONE objective. Defend the flag-pole and supply box, as seen below. Of course, that is only the most basic level. Any number of players may take and create their own "side goals" out of this. The most common I would think would be "hey, Let's make the most awesome base!" or "hey, let's get to round 100!" or even "hey, let's not spend any tickets for as long as possible, and see how many we can save!".
Speaking of which, let's talk about the enemy.
In my original Celle 2 version of the map (oh boy! different maps?!) the enemy are spawned on a random location 450 meters from the flagpole. They are then given the simple order to attack the flag pole. They may come in groups of 1 (in the beginning of the game) or in groups much larger. (I have yet to make it past round 10, but of course I could just do the math...) The spawning algorithm I have created takes into account two things; the round, and the number of players in the game. Because of this, you will find that no matter how many people you try to take this mission with, it will always be difficult (You may even find that it becomes easier with less people... ).
This is how the round system works:
Start of Game - 180 seconds to build / plan.
Round 1 - FIGHT - Until all enemies are killed!
Round 1 - BUILD - 60 seconds to build / rearm.
Round 2 - FIGHT...
Round 2 - BUILD...
etc...
This will continue until round 100. Well, the game will continue past round 100... but that's when the boss rounds end.
That's right. Every 10th round is a boss round, which will offer up a calculated amount of enemy vehicles to fight, along with enemy infantry. Good luck.
At it's most basic level the game has simply ONE objective. Defend the flag-pole and supply box, as seen below. Of course, that is only the most basic level. Any number of players may take and create their own "side goals" out of this. The most common I would think would be "hey, Let's make the most awesome base!" or "hey, let's get to round 100!" or even "hey, let's not spend any tickets for as long as possible, and see how many we can save!".
Speaking of which, let's talk about the enemy.
In my original Celle 2 version of the map (oh boy! different maps?!) the enemy are spawned on a random location 450 meters from the flagpole. They are then given the simple order to attack the flag pole. They may come in groups of 1 (in the beginning of the game) or in groups much larger. (I have yet to make it past round 10, but of course I could just do the math...) The spawning algorithm I have created takes into account two things; the round, and the number of players in the game. Because of this, you will find that no matter how many people you try to take this mission with, it will always be difficult (You may even find that it becomes easier with less people... ).
This is how the round system works:
Start of Game - 180 seconds to build / plan.
Round 1 - FIGHT - Until all enemies are killed!
Round 1 - BUILD - 60 seconds to build / rearm.
Round 2 - FIGHT...
Round 2 - BUILD...
etc...
This will continue until round 100. Well, the game will continue past round 100... but that's when the boss rounds end.
That's right. Every 10th round is a boss round, which will offer up a calculated amount of enemy vehicles to fight, along with enemy infantry. Good luck.
Building!
You construct your own defenses. Simple as that. Here's Seritin enjoying this feature, after creating his own sniper tower.
This photo is obviously from a previous version of the mission.
You can read / see more about this below in the "menu's" section.
This photo is obviously from a previous version of the mission.
You can read / see more about this below in the "menu's" section.
The UI
In creating this game I simply ran out of ingame dialogs to display my information, so I created this simple UI system that tells the player everything he needs to know when he needs to know it.
This is the "Build" round UI. (Well, technically the "Start" round.
This is the "Build" round UI. (Well, technically the "Start" round.
The Menu's
As off version 1, this game uses the scroll-wheel menu (also known as the action menu) to control most aspects. I have dabbled a bit with the integrated menu options but there's no promises. Either way, the menu is split into two sections: Construction and Weapons.
Here's how you access them.
Here's how you access them.
Construction
The construction interface and controls were probably the most difficult to develop. Here you can see all stages of construction.
You will notice firstly, that each object is assigned a number value. These numbers are the tickets that each object costs. You are not charged the ticket for just viewing the object, but instead when you "finalize" it.
When finalizing an object, it is places into the world permanently. This is when the tickets are taken. You will notice the you also have the options to "Push", "Pull", and "Turn". These do exactly what you think they might. They will physically push pull and turn the object so you can place it to your liking.
Note that objects being placed more than 1.5 meters up will stay right where you place them, but anything lower will be dropped and leveled to the ground. This is so you can correctly mount weapons on all objects. (still a bit buggy, work with me!)
You will notice firstly, that each object is assigned a number value. These numbers are the tickets that each object costs. You are not charged the ticket for just viewing the object, but instead when you "finalize" it.
When finalizing an object, it is places into the world permanently. This is when the tickets are taken. You will notice the you also have the options to "Push", "Pull", and "Turn". These do exactly what you think they might. They will physically push pull and turn the object so you can place it to your liking.
Note that objects being placed more than 1.5 meters up will stay right where you place them, but anything lower will be dropped and leveled to the ground. This is so you can correctly mount weapons on all objects. (still a bit buggy, work with me!)
The Weapons Menu
The weapons menu itself was the last thing I developed. This allows the team to spend tickets on types of weapons. You can see that there are five (5) different categories. Each category has three (3) classes, each increasing in price.
Note: If I change anything before the final release, it will be these. Right now there is just ONE weapon in each class, and I'm not sure how I like that.
You will also see the option to "Refill Ammo". This script is fairly well developed, as it will refill not only the base starting items (based on players in game) but also all item that you have bought. (Fancy, huh?).
Note: If I change anything before the final release, it will be these. Right now there is just ONE weapon in each class, and I'm not sure how I like that.
You will also see the option to "Refill Ammo". This script is fairly well developed, as it will refill not only the base starting items (based on players in game) but also all item that you have bought. (Fancy, huh?).
Respawn System!
The Respawn in this game is simple, but fitting. When you are downed, your team mates have 60 seconds to get you up. If they don't you are sent to the "respawn oasis". This is actually a large shooting range for dead players to mess around in while their alive team mates finish off the round. When the round is complete, they are sent back to the flag pole.
Thanks to Adept Abyss for the idea behind the oasis! Before it was just a box. How boring of me.
Thanks to Adept Abyss for the idea behind the oasis! Before it was just a box. How boring of me.
Download
NOTE: This version could be buggy. I stopped development and don't remember where exactly I stopped. But as far as I know, it's working.
You can download this mission here.
To install, simply move the folder (unzipped) to your My Documents\Arma 2 Other Profiles\MPMissions folder.
You can download this mission here.
To install, simply move the folder (unzipped) to your My Documents\Arma 2 Other Profiles\MPMissions folder.