100% Technology tree! (No Rushing) 100% Sounded! (No "Quarwark - Robo-PeeWee Duck") +Tracked animation! +1 Faction
Question?
Any information about the gameplay beyond tracks, 1 faction, and a tech tree? Why it's called MicronWars? Are the units generally 1x1 to make the map feel bigger (but also mean we're fighting battles with indistinguishable tiny blocks)?
The Gameplay is kinda not really balanced eg some units might be somewhat imba some too weak and the mod is kinda fresh
dont ask me why it is called MicronWars maybe just lacks for proper names
i will add soon some more screenshots
3 tanks 2 artillary tanks 1 construction unit 1 radar unit 2 air units 2 Machine Gun Turrets 1 Missile turret and a few other stuffs
about the gameplay somemore to build anything decent you need first some few powerplants to unlock others (it utilizes the tech gadgets or w/e it was named) and some mexes not only for economy it is also important to protect them as much as possible because it affects you available technology tree! there gives 1 super powerplant and 1 metal generator 3xSPP and 2xMG (unit limit) texture is cheap i know but better then nothing or? some units/weapons needs some metal to fire like the Ragnarok (missile artillery) or the Missile Turret so dont spam these if you dont have sufficient metal amount!
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
First off I think its cool that you released something. tested a bit (basically just build each unit and shared some to enemy to watch them blow each other up etc)
the radar tank does not turn around its center but around its end point (set piece origin in upspring if thats not wanted)
metal storage is invisible (unit radius/height 0?)
art style/texture isnt the best but absolutely ok for me. The tanks look good but good be a bit more different for my liking. Some units could do with more teamcolor (i think powerplants have no teamcolor at all and con trucks only at the wheels)
some hitboxes dont fit, ie mobile artillery (immobilizer) is way too large. (press crtl+b to see them) (you can try to resize them using this hitbox editor viewtopic.php?f=14&t=24882)
The rocket artillery animation hides a rocket after it is fired. That is cool. But it could be improved if you wouldnt show it again so shortly after firing. Only show the rocket again after all other rockets have been fired.
I noticed you have lots of unusued files in your game ie arm.bmp, core.bmp in sidepics\ folder "unit_marker.lua" widget with entries for BA units, Armor.txt with unitnames from TA etc. Also
Quote:
100% IP-Free (No TA resource shit)
*opens some random unitdef* Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
I guess that is because you used some TA mod as a base to make your game. Imo a better base are the example mods from http://springrts.com/wiki/The_Complete_ ... pring_Game They only include the files you need and thus it is much easier to understand what each file does. For unit animations you might consider using Lua instead of COB. Better to change now then when you have finished all your animations.
Well as i said Razorblade is the main developer and by with 100% no ip shit means actually the ingame stuff i dint bothered to look around the mod files i am more is helper or however you want to name it
i dont know how he wants to do with teamcolor i personally wouldn't add these to make more immersive i mean you dint see tanks somewhere with big blue stripes or? :D
yes the invisible is due the height because you can still see the ghost if it
he also used i think WTO as base and thus it has some TA crap remains
me? no i was hardly at the time involved with the mod
you dint see tanks somewhere with big blue stripes or? :D
Well, theirs realism and immersion
and being a pain to identify different teams and tanks.
I have the same problem with Evo RTS, too many units look the same at a glance, you actually have to look over the unit before being able to identify it unlike others where each unit has more of a variety in its units silhouettes and designs
I prefer COB scripts i know that , LUA i am completely in the dark i am not a coder :/
bos is a c-based language.. just move to lua you are going to see most things moving to it and will find yourself facing a monolithic conversion process if you don't
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Echo419 wrote:
I have the same problem with Evo RTS, too many units look the same at a glance, you actually have to look over the unit before being able to identify it unlike others where each unit has more of a variety in its units silhouettes and designs
The only tech where this could possibly be true is all terrains (they have bodies and 4 legs.. shocking that they all look somewhat similar ;p), but regardless, that wasn't what I was going after...
I think some recognition is required in all rts games. It took me prolly 5 or so games before I could tell the zerg and terran units apart in *c2, and I'd been watching replay VOD's for months (turned out it was a different experience wehn you're actually trying to play the game ). And *c2 units look NOTHING alike, but when they're in a giant ball, who can tell what is what?
It looks foreign because you've never seen it before. Don't turn it into some sort of detraction.
I have the same problem with Evo RTS, too many units look the same at a glance, you actually have to look over the unit before being able to identify it unlike others where each unit has more of a variety in its units silhouettes and designs
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