For new modders it is hard to find a starting place for their new game. The idea is to create a spring game with just the very basic stuff.
Popular "base mods" seem to be zeroK and various *a games but those are usually too big, complicated and still have some leftover mistakes. It is also hard to filter what files are mandatory and what files are game specific.
Units There needs to be units of various complexity. Sorted from "simple" to "complex" that might be:
-a building that does nothing but stand around. consists of one piece. does not need a script. for example an energy storage.
-mobile unit without weapon (the aiming/fire script is very confusing for newbs) could demonstrate a simple script like spinning wheels.
-mobile unit with weapon. to show use of weapons and the aiming/fire script.
-a factory.
-a mobile builder.
Bonus: several more advanced units like that use CEG effects, transporters, mech with walking script etc.
Graphics, Models Like the models from the "complete guide" game. Generally as simple as possible so newbs can quickly reproduce everything with Wings3D and MS Paint or similiar noob software. No need to make a graphic or tech demo, other games do that better.
Gameplay Does not really matter.
What widgets/gadgets? If any, then only really simple ones. For example no chili, resource harvesting, jumpsets, morphing,... There could be something really simple like a kill counter in chat. For gadget maybe population limit. (a gadget to controll pop limit and a widget to show it on screen)
Technical design -everything as short&clean as possible -lots of comments -no .3do, only .s3o -no .cob, .tdf,etc, only .lua -files as -weapons in seperate file, not in unitdef
HOW? There needs to be an SVN. google code or something. Who is familiar with that and can set it up?
WHY? The more new modders, the more advances.
WHO? uhm like, you? and me? oooh yeah.
Last edited by knorke on 12 May 2011, 17:06, edited 4 times in total.
I'm not saying making this Tutorial Game is a bad idea, I'm saying nothing ever happesn out of let's make community project! The only way to achieve things is to go Grah, Grah, this would be so good, and so easy, urgh, can't understand why has nobody made it yet. Grah, grah, bunch of lazy asses, got to make everything oneself again.
The Great Licho once said that rage and anger at broken things is the main motivation behind all his Spring coding.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
if there was an SVN for this tutorialgame, dont you think that people would commit? even if its only small things, like they look at a unitdef and see it has an outdated tag. Then it would be removed. And the newbs copy one less junk tag.
if you are interessted, tell me your google name and ill paste it into this field that looks like it will give you commit rights. Test if it worked by writing something at http://code.google.com/p/springtutorial ... ki/Sandbox (i have no idea how to admin this)
I support this endeavor. As someone who, about a year ago, started from zero and clawed my way up to what CT is now (with the help of many many people), I like this idea. Flozi's Absolute Minimum idea was great but it still lacked a lot.
Something snoop and I are very adamant about is examples. People form bases on examples, and expand those bases through discussion.
I will star the google code page and see how it goes for a little while. If there's anything we can contribute from CT, I'd be happy to help.
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
what kind of help do you need?
also: i suggest it uses all formats, not just the latest. and include folders of things that are not necessary but might help like half textured uv maps or 3d models in non upspring /obj format
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
well, basically the idea is to take the example mods from http://springrts.com/wiki/The_Complete_ ... pring_Game and clean them up. I pm'ed PTSnoop if he is ok with his stuff getting used for that. It would be nice to use the models because there is already his guide on creating them with screenshots etc.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
cool. There is no start page yet, for now just read all the pages on wiki: http://code.google.com/p/springtutorialgame/w/list and kind of follow the structure/examples to add more to the site or game.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
there are now 7 units with "increasing difficulty" The idea is that each unit only shows one "new thing" (either in unitdef or script) to keep things simple. So far there is: -hovercraft that can do nothing but drive around -hovercraft with a weapon (fired from body) -hovercraft with CEG effects -vehicle with spinning wheels and weapon that points in the direction its shooting -vehicle with weapon that shots from 2 barrels -mech with walk and "smooth aiming" animation (as example for threads) -a factory (builds all the above)
I used PTSnoop's mod as base, just cleaned up some stuff and made new models. New models really just because they allow for more variation. That hopefully allows newbs to easily experiment with scripts, unitdefs etc even if they have not yet managed to import their models...
Just noticed there is some error: [i][f=0000000] Inconsistent movedata 1 for simplehover (moveclass hover2x2): neither canhover nor floater, but not a ground movetype[/i] (everything works but it gives this message in infolog) there might be more things like that, that are not 100% spot on...
edit: download link moved to top of startpost. easier to avoid outdated links this way.
Last edited by knorke on 27 Apr 2011, 05:19, edited 2 times in total.
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