Nanosheep

Nanosheep

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Nanosheep

Post by manored »

I just had an idea for a mod: I pretend to do a mod based on nanoblobs where the only thing you can make are sheeps (even the commander will be a sheep if I discover how to do it :wink: ) and you attack your enemys by detonating your sheeps near their sheeps. (sheeps will have their explosions powered up a lot). Anyone thinks its worth making and submiting?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

The very, very, very, very first version of NB was like that. Only the Sheep also had lasers. It sucked. It was incredibly one-dimensional and lame. But an AI would've kicked any human's butt, so it was certainly a "success" in that sense ;)
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

Its why they are explosions instead of lasers... the key for victory would be to create a chain of explosions among the enemy sheeps winhout letting they do the same. Then you have almost nothing to fight it its then you make the most briliant strategys :wink: .
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Good luck with that :-)
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Sounds like an interesting mod, if you can make it, feel free to...
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Shadowsage
Posts: 73
Joined: 01 Dec 2005, 05:50

Post by Shadowsage »

sounds rather simple. Make the commander the shepherd, disable everything except sheep, use the invader attack as it's Primary attack, create a radius of whatever, change the explosion FX and power, and voila! Your mod, what sounds a bit like checkers on crack.


Also, you will want to use the Crawlingbomb script from AA.


This must be incredibly easy if i understand it...>.>
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Freud would go crazy with all of the religious undertones here.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

It was one of the little jokes put into the mod ;)
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Every Extend Sheep, eh?
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

So I will make it. :-)
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

How would you make that end? A player can hide any number of sheep in the crevices of the map and create metastases from those. You'd need to have 100% map control to make sure you exterminated the enemy.
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Shadowsage
Posts: 73
Joined: 01 Dec 2005, 05:50

Post by Shadowsage »

then use it on wierd maps.
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

Give all of them radar and a jammer? Then make the jammer cost more to run than the sheep produces. Possibly cloak also, but that should be even more expensive.
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

+1 to deci

very expensive cloaking would add a nice dynamic to the maneuvering around attacking imo
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Play it on duck. problem solved.
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Zoy64
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Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

Wouldn't it go all slooooow with all the explosions. the lag would be huge, and the comps would crash
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Decimator wrote:Give all of them radar and a jammer? Then make the jammer cost more to run than the sheep produces. Possibly cloak also, but that should be even more expensive.
Radar still needs a clear line.
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

Zoy64 wrote:Wouldn't it go all slooooow with all the explosions. the lag would be huge, and the comps would crash
Depends on the complexity of the explosions.
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Exit69
Posts: 63
Joined: 24 Jun 2006, 19:21

Post by Exit69 »

i suggest a Sheep limit restriction. maybe 30.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

no way, you need swarms of sheep
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