Mod Interest Check - BrikWars: Spring - Page 4

Mod Interest Check - BrikWars: Spring

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.

Moderator: Moderators

Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

SinbadEV wrote:Well maybe he'll make his own BRIKWARS mod.
Steppo wrote:I'm "submerging"/closing this project as it stands. Even in its initial stages, there is little direction in design and development, and I can't even bring myself to write a proper blog on it. I'll continue to model and learn what I can about Spring, posting update/necro posts as they become available.
sounds like he might if he can "bring himself" to do it!


Do people think the Ages/T3/upgrades idea is good? Or should it be as it was before, 2 distinct races with no upgrades or Ages or anything like that.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Interest Check - BrikWars: Spring

Post by Argh »

I like the Age tech-tree concept, but personally, I think you should get some content made and working for First Age, and get past your initial hurdles with animation, FX, etc. before going further. It won't commit you to anything, and it's really necessary to understand how to do things before you'll have an accurate idea of how hard they're going to be to put into practice.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

Trees!

Image

Image

Image
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Mod Interest Check - BrikWars: Spring

Post by SinbadEV »

I am always willing to come up with crazy ideas if you are missing them... I really liked my Fig/Stud "Robots" vs "Everything Else" concept...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Mod Interest Check - BrikWars: Spring

Post by Peet »

How about proper-sized structures that are more than just ota-style geometric shapes?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

Peet wrote:How about proper-sized structures that are more than just ota-style geometric shapes?
this. everything seen except for trees is from the old version and hasnt been properly scaled yet.


also, this mod is recruiting! I need someone with any experience in using CEGs to help make a few simple effects.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Mod Interest Check - BrikWars: Spring

Post by rattle »

I can't even bring myself to write a proper blog on it
Uhh... ahahaha
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Mod Interest Check - BrikWars: Spring

Post by SinbadEV »

So I was thinking you could have vehicles get built in the driveway right? and then when they are finished a fig could come out the door and get in the vehicle as the last step of construction...
Attachments
It's a little house!
It's a little house!
Mine2.png (24.57 KiB) Viewed 1867 times
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

Its definitely doable, I'll look into little effects like that once i get the basic mod system complete and some units ingame.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

I've decided im taking this to the point where its no longer going to be a mod, its going to be different enough that im going to call it new RTS, steer clear of OTA content. I dont want this to be just another release that gets barely noticed, so I'm going to put this into long-term development and whenever its done and playable and fun, I'll release it.

I'm currently laying out long-term goals and setting up the base system/files and ill have a complete design document and roadmap in a few days.

if anyone is interested in helping its always appreciated, even if its just crazy ideas or designs or your thoughts how you think the game should be.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod Interest Check - BrikWars: Spring

Post by smoth »

he he, people are still going to call it a mod. it was never a mod to begin with though :P.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

im not making this for those people, as far as im concerned they can call it whatever they want
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Mod Interest Check - BrikWars: Spring

Post by Otherside »

are u taking unit suggestions ?

i used to have tons of lego as a kid and used to make my own cars/trucks/tanks/bots :]

was great fun
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

yes absolutely im taking suggestions
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Interest Check - BrikWars: Spring

Post by Argh »

Suggestions... hmm...

How's about a generic Viking dude, with a lot of COB stuff that swaps out sets of arms / chests / helmets / weapons... so that we could have little hordes of dudes?

Sorry in advance... the really nice thing about your project is that since they're minifigs, they don't have to bend like real people, and most parts need hardly any texture space, since they're just shiny color, so I would totally get the minifig dudes going and animated, since from then on, you'd have a cool-looking little game. And a multi-multi-multi guy on one uvmap / texture concept would be rockin'... if you're not sure what I mean, go talk to Warlord Zhinj, they have guys with multiple heads and stuff in SWS, ask him if you can look at their infantry models...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

Argh wrote: And a multi-multi-multi guy on one uvmap / texture concept would be rockin'
yeah definitely possible but all my work is being done in 3do for simplicity, it takes me too much time to hand-uv units made out of 100+ little bricks, plus i have to ungroup/group every single brick in 3dstudio. ive tested certain units in both s3o and 3do and since im using solid colors there is no noticeable difference between the two
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

How's about a generic Viking dude, with a lot of COB stuff that swaps out sets of arms / chests / helmets / weapons... so that we could have little hordes of dudes?
It would certainly be possible with lua, just not on a brick-by-brick scale.

units are expensive, so if we can improve one we already have lets do that. now we cant change the function of the unit, but we can make it better (example, we cant change our catapult, but we can give it treads). I'm thinking the following customizations would be possible:

weapons
propulsion
armor
other stats

In order to upgrade to the next tek level you must research it at your research lab. With 7 ages and 3 tek levels per age, there are 21 total tek levels, ranging from stone age to space age, as discussed earlier in this thread.

the only problem with this system is modeling and scripting the huge number of individual unit variations, but if done to a significant level it would allow for things like this but it would be pretty cool to see ships with rocket engines and doomsday lasers

of course the other option is to attempt to code a framework for classifying any creation rather than attempt to describe and give stats for every possible unit or structure, though at the moment i dont think this is possible


at this point its entirely up to what players want, a bunch of random units for specialized use like in most games or a few basic units with customizations
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

creating each individual unit for customization is a bit unrealistic, 3 tek levels and 3 customizations is 27 separate possibilities for just one unit, in just one Age. With 7 ages the amount of work required becomes endless..
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Interest Check - BrikWars: Spring

Post by Argh »

Whoa... I'm not talking about gameplay, man. Just visual variety. Um... do you have a minifig guy done and uvmapped? If yeah, I'll just make a basic concept for you, it won't take long. If not, get back to me when you do...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

Argh wrote:do you have a minifig guy done and uvmapped? If yeah, I'll just make a basic concept for you, it won't take long. If not, get back to me when you do...
its been stated numerous times that id like to use the 3do model format. if you'd like i can whip up a quick uvmap of the current minifig model, though im certainly capable of creating enough visual variety in the units with the 3do format. can you describe the basic concept before i spend time on the UV?


making the variations would just be a lot of copy-pasta of various objects and blocks of scripts
Post Reply

Return to “Game Development”