The Dink Network

Dink RTS tech demo

April 27th, 11:13 AM
Peasant Male Philippines
The Psychic Revolution begins... 
Aren't ya sick of the sloppy, monotonous, inflexible, and exhausting combat system of Dink Smallwood?

Worry no more because your favorite RPG will become an RTS soon!

Sorry, I can't post screenshots yet because I'm currently working on it's scripting. All of the mapping is basic, so a screenshot is unworthy.

I'm working on scripts that make sprites follow dink, or let them stay in place, set a target, activate special abilities, but I need to borrow a lot of scripts from other developers such as the enemy shooting scripts of redink1, and the ability to transfer non player characters,(the allies you train in a certain house in the game), to another screen as seen in DinkCraft. You can also train units but they cost gold, destroy enemy camps and such.

Im always daydreaming on how to make scripts work, then do an experiment about it in the test dmod like trying new stuff and improvisation.

And to mention that "DinkC reference.chm" and "An introduction to DMOD making.pdf" were a BIG help!!

Tech demo won't have a story but will have 1 level of also 1 game mode.

April 27th, 11:20 AM
Peasant Male Romania steam bloop
I like Frutti Fresh 
April 28th, 03:35 AM
Peasant Male Philippines
The Psychic Revolution begins... 
Don't expect too much. Because I might run out of ideas, luck, and inspiration, but will eventually return sooner or later.

I'm still figuring out some ways on how to make enemies attack your base, which is extremely difficult.

Well, I'll make this my Help Me Thread, where I'll ask about techniques in scripting.
April 30th, 02:40 AM
Peasant Male Philippines
The Psychic Revolution begins... 
There is a problem in making Dink a real-time strategy- I can't seem to make the enemies attack your base when you leave the screen where your base is. When you leave that screen, EVERYTHING RESETS!! Aarghh! <whacks himself in the head with a rubber toy hammer>
So it might be a TBF (turn based fight) instead.

Well, any ideas to make it real-time?
April 30th, 12:19 PM
Peasant Male Equatorial Guinea xbox steam duck bloop
can't flim flam the glim glam 
well you still could have timers on each screen i guess, and randomize for a possible attack each tick. then, it's like "your base is under attack by <random enemy>" or "enemy you pissed off", so it ups a variable and when you get back to your thing, it checks for that variable and spawns some dudes.

so if it's just some random faction that attacks you, could just be a low chance on each screen per 1-3 seconds or something. or if it's one you've been pissing off, it's higher. could even make it higher the further away you are.
April 30th, 12:48 PM
Peasant Male Japan xbox steam bloop
Responsible for making things not look like ass 
It's going to be really weird and difficult to do an RTS. You'd have to use a lot of global variables and scripts that don't die. Even then it's real iffy.

Turn based is a lot easier to pull off. Also, you have Dinkgon Warrior as a dmod to reference when building the systems, which makes it a whole lot easier than doing an rts that hasn't been done before.
May 1st, 10:08 AM
Bard Netherlands xbox
Lazy bum 
RTS is doable but you'll have to do it on one screen. I had a nice system somewhat working way back, but ultimately found it too boring to play to try to make a D-Mod with it.
May 1st, 12:57 PM
Peasant Male Philippines
The Psychic Revolution begins... 

I've also thought of that. Random threats occurring to your base, called randomly by a timer. But I improved mine, it can be countered by training units as base defenses.

But I've already created an improved system for that, which is pretty much based from what you said.

BTW, I've set Dink into a cursor sprite, and stole a script from a dmod that makes him invincible,(I just don't get how it works).

So this is the system:


You can train a unit in 2 different ways, frontline, or base defender. It depends on the unit on how much base defense power do they contribute. Take note that training units cost gold.

When every time your base (HQ) is attacked, &life decreases. An enemy force is a global called &int, or intruders. So it's a scripted form of attack.

BUT, damage can be prevented by training units as base defenses, which increases a global variable value called &bdu, or base defense units.
&bdu prevents damage taken from randomly called base threats sequences. &bdu values increase every time you train base defenders. As long as you have &bdu, you won't lose some &life. It serves as a defense.

As a matter of fact, nothing is spawned in that "HQ base screen" when base threats are said occurring. So I made the HQ screen unaccessible when "under attack" in order to hide the depressing truth that you really aren't being attacked real-time. So that screen is near to useless crap right now, (well, why did I tell you?).

Example: when you train a base defender, &bdu increases. When indicated that your base is under attack, the &bdu will be subtracted by the value of &int.
The value of &int is random, so you'll depend on luck


&bdu - &int

where &int is the enemy force power, (intruders), while &bdu is the base defense power you have.

No dudes are spawned, just some math and damage.

Sed 2 mutsh