Island Defense on Dota 2
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Re: Island Defense on Dota 2
Lynx wrote:I can confirm RBD is a developer for DotA 2 Island Defense by the way if anyone had any doubts.
Why would someone go on the internet and lie?




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Re: Island Defense on Dota 2
I think in order to hype up Island Defense, you guys could make a demo version with just one titan and maybe 3 builders, one baser (Draenei?), one waller (Demo?) and one wall walker (Faerie?). What do you think about that?RBD wrote:Spoiler!
I know that it will push development back even more, but it's worked wonders for https://superhotgame.com/, and I'm so fucking hyped for their relaese.
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Re: Island Defense on Dota 2
Burn wrote:I think in order to hype up Island Defense, you guys could make a demo version with just one titan and maybe 3 builders, one baser (Draenei?), one waller (Demo?) and one wall walker (Faerie?). What do you think about that?RBD wrote:Spoiler!
I know that it will push development back even more, but it's worked wonders for https://superhotgame.com/, and I'm so fucking hyped for their relaese.
-Burn
Currently we have Pirate, Murloc, and Faerie as the three initial builders for Alpha release. I can't say if we'll have any of the others upon Alpha release but I am currently porting every builder into Dota 2 as of this moment.
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Re: Island Defense on Dota 2
Nice to see that it's going well. I'm eagerly looking forward to any more updates to hype it up even more!
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Re: Island Defense on Dota 2
RBD wrote:Hey guys, I'm lead developer of the DOTA 2 version of Island Defense and I wanted to chime in that UI issues have been solved for the most part. Through the use of Panorama we can add pretty much any UI element we need, we just can't remove a lot of things due to the in-game HUD still being based in Scalefrom which, if I assume correctly, will be changed here soon since Valve has announced they will be putting a lot of effort into improving the HUD. There is nothing we won't be able to create and I'm currently working on a modular queue system for the DOTA 2 modding community that internally handles all Unit Creation, Upgrades, and Research, with an independent queue UI for each building as well as support for mass creation of units through queuing on multiple buildings simultaneously.
Panorama is very powerful and isn't limited by much, and it takes priority over the base UI so I can cover up and re-purpose areas of the UI I don't need.
The D2ID team understands the importance of putting out a good product, especially after the disaster that was the SC2 version of Island Defense. The community is skeptical and we are very much aware of this, which is why we're not rushing anything. It's very important to us not to release a bad product because we have 1 shot at pleasing the community and that's it. We're even going as far as to completely rebuild some of the community made solutions, like BuildingHelper, because it doesn't suit our needs 100%. Doing this is going to push our release back but I would rather take the time and make sure it's done right than to release a sub-par product and disappointing potentially thousands of people. The Island Defense community is huge, and very passionate about the game, and we want to make sure that D2ID is worth playing and earns the right to call itself Island Defense.
If you have any questions feel free to ask
There is no need to get it 100% right the first time. Even our game right now has so many desyncs me and others have stopped playing titan

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Re: Island Defense on Dota 2
Lynx wrote:What model is being used for Murloc?
Slark.
I'm pretty sure it's going to be:
- Murloc - Slark
- Pirate - Kunkka
- Faerie - Puck
On another note, I have all 3 of those builders ported ability wise as of right now.
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Re: Island Defense on Dota 2
On another note, the titans upon Alpha Release will be Moltenious and Granticles. Abilites and units for the most part are completed, but those were never the issue in the first place. Re-creating the abilities isn't hard by any stretch of the imagination. The blunt of the work comes from the mechanics which are very detailed and in-depth. If you want to see how the coding is going you can see our Github - https://github.com/albshin/Island-Defense. It doesn't have everything and isn't updated every time we make a change due to most of the work being saved and shared using an internal program shared only among the developers. Progress is going well and we're "almost" ready for alpha release, we just need to make sure everything converts to multiplayer properly and internal testing is completed.
We will be releasing the initial Alpha to only a select few people, namely old veterans and developers, but we will also do a drawing for other slots and those interested can apply and we'll give our alpha invites to those selected. Not to worry though we will be releasing beta to the public*.
*By public I mean anyone who wants can ask for it and be invited. I want to keep track of those playing so we can get a good review on any changes that need to be made.
We will be releasing the initial Alpha to only a select few people, namely old veterans and developers, but we will also do a drawing for other slots and those interested can apply and we'll give our alpha invites to those selected. Not to worry though we will be releasing beta to the public*.
*By public I mean anyone who wants can ask for it and be invited. I want to keep track of those playing so we can get a good review on any changes that need to be made.
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Re: Island Defense on Dota 2
I won't say recreating abilities and units is hard... but it's definitely VERY time consuming to create strings for the ability, code and debug each ability, and to polish it with sound effects and the right VFX since the workflow in Dota 2 modding is pretty horrendous. Various abilities and items call for workarounds due to the limitations or weirdness of the Dota 2 Source 2 Engine.
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Re: Island Defense on Dota 2
So credits to Smygarn, here's a teaser of the finished map for Alpha. There's only a small amount of issues to fix terrain wise.
http://imgur.com/a/E822a
http://imgur.com/a/E822a
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Re: Island Defense on Dota 2
looks awesome man! ill give id d2 a chance i guess, that VAG DOE, a bit op?
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Re: Island Defense on Dota 2
Terrain balance is one of things that will be looked into extensively during beta testing. We'll be requesting feedback from everyone who is playing, and since the beta will be "open" in that we will know who is playing, we'll be expecting feedback on everything. Hopefully replays will be available for custom games as well so we can watch them to look for anything that could be overpowered.
Re: Island Defense on Dota 2
Looks really cool. I wouldn't mind completely new bases/areas, it seems like its changed up a bit already.
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Re: Island Defense on Dota 2
I just finished this up last night. It's not 100% complete yet but almost there.
http://gfycat.com/WhisperedInsistentGrasshopper
This is just the queue UI. The mod itself also supports "mass queuing" (Ex. Have multiple barracks selected, queue up a solider on the primary selected building, and a solider will queue up on every other barracks as well if the player has the required resources.)
TO-DO List:
- Make queue slots "clickable" to cancel them
- Add support for Research and Upgrade behavior (Queue various items from 1 building to spread it around to buildings of similar type)
- Add a countdown timer on the first slot to indicate build time (Maybe use a progress bar, haven't decided)
- Add a cancel button to cancel the first slot queue
- Integrate Tech Trees for research
- Integrate research tables to enable/disable appropriate abilities, as well as make them only "researchable" once
- Integrate upgrade tables to apply upgrades to pre-existing units and to those created in the future.
http://gfycat.com/WhisperedInsistentGrasshopper
This is just the queue UI. The mod itself also supports "mass queuing" (Ex. Have multiple barracks selected, queue up a solider on the primary selected building, and a solider will queue up on every other barracks as well if the player has the required resources.)
TO-DO List:
- Make queue slots "clickable" to cancel them
- Add support for Research and Upgrade behavior (Queue various items from 1 building to spread it around to buildings of similar type)
- Add a countdown timer on the first slot to indicate build time (Maybe use a progress bar, haven't decided)
- Add a cancel button to cancel the first slot queue
- Integrate Tech Trees for research
- Integrate research tables to enable/disable appropriate abilities, as well as make them only "researchable" once
- Integrate upgrade tables to apply upgrades to pre-existing units and to those created in the future.
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