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WarGGus [WIP]

Technical Specification

1. Introduction

1.1 General Description

WarGGus is a mod for the Zug-Zug project, consisting of a set of scripts that describe game objects and implement game logic. To maintain the visual style of Warcraft II, original game assets are used; where needed, new graphics are generated based on those assets - for example, for tilesets.

The GG in the name refers to the commonly used expression in the online RTS world ("GG" - good game), emphasizing the project's multiplayer focus.

The project is not a fork of Wargus, but leverages its work wherever appropriate.

1.2 Project Goal

To create a multiplayer-oriented classic 2D RTS game in the Warcraft II setting, with a focus on improved balance, new gameplay mechanics, and expanded variability for deeper and more engaging online matches.

1.3 Rationale for Development

  • A fully-featured solution is needed for modding the original game and providing tools to support its competitive potential, which remains in demand among an still active community.
  • The most comprehensive alternative implementation of Warcraft II - the Wargus + Stratagus combination - suffers from stability issues and does not fully support the desired functionality. Its architectural decisions and a significant amount of legacy code make further engine development difficult.
  • Gaining development experience.
  • Fun, at least.

2. Brief Description of Features

  • Map Elevation
    • Mechanics providing advantages to units on higher ground
    • Generator for missing tiles in original tilesets
  • Line of Sight Limitations
    • Blocked by highgrounds
    • Optionally: by walls, trees, and rocks
    • Some units can partially or fully ignore visibility blocking. For example, towers may see one level higher, and flying units may have unrestricted vision
  • Unit Placement and Pathfinding
    • Advanced pathfinding with elements of steering and push behavior
    • Consideration of unit size, weight, and inertia for push behavior
    • Units may be larger than one tile and partially overlap neighboring tiles
    • Collision disabled for workers while gathering resources
    • Air unit stacking
  • Improved Local AI (StarCraft-style)
  • Global AI with adjustable difficulty levels
  • Support for Composite Units
  • Transportation
    • Mechanisms for disembarking from sea and air (air transport/magic)
    • Individual transport for large units (e.g., via sling/cargo system)
    • Ability to attack from transports, including while moving
  • Fine-Tuned Balance Adjustments with Auto-Correction of Animations:
    • Movement speed
    • Attack speed
    • Cooldowns
  • Abilities (spells/skills)
    • Splash attacks, including ones limited to specific segments
    • Knockback attacks
    • Projectile attacks (arc or direct)
    • Charge abilities
    • Fel (with skin color changes)
  • Autocast
  • Changing Unit Sizes
  • Units from Warcraft I (remastered adaptation), possibly as a mod

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