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 Post subject: Static Friction 0.5.2
PostPosted: 21 Dec 2010, 14:37 
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Joined: 09 Sep 2009, 18:05
Location: Lurking.
Static Friction 0.5.2
- Cube Heavy Scout.
- Cube Cruiser Base, Fire Cruiser, Spike Cruiser.
- GC Aphid.
- Kuvalus Cruiser Base, Laser Cruiser.
- Biomass Burrow now working, mostly.
- Biomass now has buildpics. Still very tricky to work out how to use Biomass without someone telling you about the invisible creep radius, but at least now you're not guessing what you're building.
- Probably a few other changes that I didn't write down.

---

Static Friction 0.5.1
- new fourth faction, Biomass. Woefully unbalanced and incomplete, but playable.
- Cube Support Factory, Artillery, Transport.
- Kuvalus Aurochs.
- Kuvalus Solar Hub fixed.
- No more GC Hornet.
- First few sound effects.

---

Original post

IMANOUNCINMAHGAME

Static Friction 0.5

This is the game I've been working on for the last year, on and off. I reckon it's just about mature enough for an announcement now.

The basic idea:
  • Asymmetric factions. So far there's the slow-and-heavy Cube, glass cannon GC, and aircraft-heavy Kuvalus. I've got some units for the immobile Biomass, and some vague ideas for the teleporting Lost; whether these'll ever see the light of day remains to be seen.
  • Nothing too revolutionary. It's not *A (it's original IP), but it's a lot closer to EvoRTS than Fibre.
  • It's going to be majorly rebalanced some time soonish.
  • Yep, one army is completely made of bolted-together flat-texture cubes. Yes, I am unrepentant about this.

ImageImage

Link: http://secretanonymous.com/games/static-friction


Last edited by PTSnoop on 30 Jul 2011, 15:51, edited 6 times in total.

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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 14:44 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
Image

cant play it atm, but ima dwl and await for some nouncin @ #main.

feed us with screenies !


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 15:44 
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Joined: 08 Dec 2007, 17:39
Location: UK - England
Downloading now, looks promising.


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 15:52 
Modeler
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Joined: 15 Dec 2008, 15:53
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after few first starts i can say it looks very cool, i see u got idea how to develope this game. ur work and patience is admirable :P

i hope every game will use this music, EXCELLENT

ima waiting for balance and fixing few minor issues i bet u know about.

smoke effect from cons <3

gj man


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 16:45 

Joined: 09 Sep 2007, 20:05
Nice mod!

we tried a few games and GC seemed an obvious favorite,but im sure balance will come if more ppl play.


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 18:01 
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Joined: 25 Jun 2006, 07:44
Location: Germany
PTSnoop wrote:
So far there's the slow-and-heavy Cube

GLORY TO THE CUBEROR!


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 19:18 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Static Friction Game 0.5 Stable ÔÇô 143 Mb .sdz
huh? :shock:

whats your lobbyname, if you want to play?
iam [RoX]knorke on lobby.


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 19:47 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
Location: Tucson
At work now, so I can't download, but definitely checking this out when I get home. Looks cool man.


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 20:17 
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Joined: 09 Sep 2009, 18:05
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Thanks for the comments, guys!

knorke: I'm PTSnoop in lobby, although I don't actually go onto multiplayer lobby all that much. I'll probably be around for a few games some time in the next few days.

And yes, the sdz is a bit big (it's got 127Mb of music in there). I'll try to throw together a no-music sdz soonish.

And what I could do with now is lots of scathing criticism. Let me know exactly what all those bugs and balancing issues are.


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 21:08 
Spring Developer
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Joined: 22 Sep 2007, 08:51
no music sdz wont be compatible with music sdz.


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 21:45 
Spring Developer
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Joined: 28 Jun 2007, 06:30
hoijui wrote:
no music sdz wont be compatible with music sdz.
with lua you can load sdz's at runtime (to the unsynced VFS)


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 Post subject: Re: Static Friction 0.5
PostPosted: 21 Dec 2010, 23:53 

Joined: 09 Sep 2007, 20:05
ffs its 2010 i dont think those 100 extra MB will hurt anybody. I love the music in it, now we need sound.

Balance issues in some wildly unbalanced, ass-backward 1v1s:

I played GC side, the enemy was cube once and air once. Cube failed cause it was slow and had low range, while my GC units had good range and i could kite the enemy (keep attacking enemy from out of range then moving away if he tries to come in range). I didnt get a feel for the eco of it, allways seemed to have a fuckton of resources.

Vs air:

I had a fairly cheap static AA gun that could kill almost anything + the basic light tank was good at raiding the constructors. I liked how the ground defence turrets chewed up my light tanks, it forced me to change. Mercury rain ended it quick.

My problem with this side is that the basic light tank seems too good. Its all-terrain, fast, has long range and large line of sight, and can shoot at air too.

I liked the visual style (tho i feel the textures could use a lot more work, but then again, i couldnt make them this nice, so i can stfu :) )

I think the eco needs fixing (as in cut mex income to 1/3-1/5th of current and double/triple lab buildpower).

I loved the sphere defence things, they where hilarious, but maybe they should get some sort of ai or something.


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 Post subject: Re: Static Friction 0.5
PostPosted: 22 Dec 2010, 00:07 
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Joined: 08 Dec 2007, 17:39
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BaNa wrote:
ffs its 2010 i dont think those 100 extra MB will hurt anybody. I love the music in it, now we need sound.


It took me half an hour to download.


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 Post subject: Re: Static Friction 0.5
PostPosted: 22 Dec 2010, 00:12 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
blame connection, it took me 7.40 min


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 Post subject: Re: Static Friction 0.5
PostPosted: 22 Dec 2010, 00:16 
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dl took me few minutes too 8)
but seeing how some people on spring have slow internet iam not sure if the 100mb music is needed.
(did not listen to it yet and usually play without sound)

no mp game yet, just tested in sp and did /give all and stuff, looking at units etc. nice that there is unlocking tech thing.


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 Post subject: Re: Static Friction 0.5
PostPosted: 22 Dec 2010, 00:18 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
music is totally worth it, its not that u will sit and listen to it (well, maybe some parts) but its simply excellent music to listen in the background (but version with/without music files is good idea)


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 Post subject: Re: Static Friction 0.5
PostPosted: 22 Dec 2010, 05:28 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
Nice work, man!
What I really appreciate is that you put in the effort and got work done, quietly and assiduously, and came out with something awesome, instead of showing a bunch of screenies and getting caught up in forum chatter, never finishing the game, as has been the fate of many unfortunate potential modmakers.

Once again, awesome work! :-)


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 Post subject: Re: Static Friction 0.5
PostPosted: 02 Feb 2011, 13:38 

Joined: 09 Apr 2005, 10:40
Location: RatShaman's hindbrain
I love that one army is entirely made of cubes. Beautiful.


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 Post subject: Re: Static Friction 0.5
PostPosted: 02 Feb 2011, 17:29 
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Joined: 23 Oct 2004, 00:43
Get it into Rapid. Then you can release updates without forcing people to fetch the music again.

127 meg download is fine *once* but not every time you update.


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 Post subject: Re: Static Friction 0.5
PostPosted: 02 Feb 2011, 17:41 
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Jazcash wrote:
It took me half an hour to download.
you have a very substandard interwebs


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