Caesar III - Modern Day?

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Caesar III - Modern Day?

I've been thinking of this for a week or so. I think something similar would be possible in Source. It would be viewed defaultly from an isometric (or as close as possible) view, and would be rotatable/zoomable, but nothing more. It would need a good amount of coding, including implementing a grid system to place the specific buildings and paths. One problem with modern day is that we have paths AND roads, which they don't have in any of Impression's games (they only have paths). Maybe a different setting would be better.

If you've played Ceasar III/Paroah/Zeus/Emperor: ROTMK, post some problems that could come up.

I thought the AI would cause problems, but not as much as I first thought. Basically they just follow paths, so whenever a player builds a road, a path node would have to be activated dynamically. Is this even possible?

The AI characters would have to radiate some kind of field that touches the models of the buildings, and provides them with whatever the AI is related to (water/food/inspection/fire etc etc). I think this would be possible. Take Natural Selection's observatory for example. It radiates a field, and when a player model enters the field, they are uncloaked/able to be seen on radar. Combined with the grid system, it could be pretty achievable.

I'm thinking of writing a huge PDF filled with random thoughts with diagrams like the ones above.

Any thoughts on this?
 
Yeah sounds very interesting and has some good ideas, im not great at HL Mapping anymore and never have been at HL coding but i'll keep an eye on this :)
 
Code for an isometric camera already exists in the source code (according to the notes, it's going to be used in TF2), so it is do-able.

-Angry Lawyer
 
Angry Lawyer said:
Code for an isometric camera already exists in the source code (according to the notes, it's going to be used in TF2), so it is do-able.

-Angry Lawyer
Is it proper isometric? Or just a camera pointed in a isometric direction?
 
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