Forgotten Chronicles - Mod in Developement - Page 15

Forgotten Chronicles - Mod in Developement

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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KDR_11k
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Post by KDR_11k »

Remember that Spring does not correctly support cover.

I was planning for GINTA to be an experiment whether Spring can properly handle realistic combat but I don't think it's going to work. Keep in mind that infantry has ranges of ~400m while artillery can shoot over 30km.
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Snipawolf
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Post by Snipawolf »

Blah, thats gay... The unit I try to put ingame, when I try to spawn it it gives me "Unknown Unit Type"

Do I need to define it in armor or something... I have the tdf, texture, weapon, model, and script...


Edit: I believe Chris was referring to the fact that anti tank infantry will hurt tanks, while normal guns won't do jack... Kinda like Spring : 1944

Except ours will be in the future..


Edit2: We will not have fuel in our game, or munitions... Humans have theirs warped to them, Robots make their own (Remember the weapons, electricity, plasma, missiles maybe, and lasers?) Aliens make their own also, acid and the like..
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rattle
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Post by rattle »

Snipawolf wrote:Blah, thats gay... The unit I try to put ingame, when I try to spawn it it gives me "Unknown Unit Type"

Do I need to define it in armor or something... I have the tdf, texture, weapon, model, and script...
You are being sloppy. Use the name you used on the .cob/fbi.
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Snipawolf
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Post by Snipawolf »

I did, everything uses Stinger...
I may recheck that (3rd time)

Edit: Added some more to my Dev. Doc.

All defensive workings shall use energy, and energy shall hardly be used when building units.. So, in effect, when all of your energy reactors go boom, so does your defense :twisted: On is on, Off is off...

Edit2: More Dev. Doc. Stuff written.. Four plane types.. Strafers (Machine guns flashing across the ground, heheh, I will have like 6 Heavy Machine gun typish weapons for all of the Strafer class planes)

Fighters (Kind of obvious, huh?)

Bombers (^ Ditto...)

Gunships (^ Double Ditto...)
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Snipawolf
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Post by Snipawolf »

Those models are so sexy *droooolssss*


Ahh, hmm! I got uhmmm, side tracked.. Show ya the models tomorrow.. When they are textured..
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rattle
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Post by rattle »

I'll be sitting here all night long waiting so that I'll be the first to talk it down.
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Snipawolf
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Post by Snipawolf »

Sorry, I had to go to sleep, but I can give you the idea for the metal and energy I and Chris made up friday

Humans: Metal is Supplies, these are used when making tanks, buildings, firing weapons, and a few more things.

Energy is Requisition points - These go up kinda slowly, and are accumulated by requisition posts. Engineers produce a small amount of them. They are used when building infantry and buildings, I forgot some of the other uses.

Robots: Metal is Metal, Energy is energy, lol

Alien: Metal is Minerals, used for making alien weaponry (they won't have too much) AW's (Learn about those later, a lot later, hehe)

Energy is food, food is used for spawning Aliens, and using acid based weaponry...

Thats about all, I need to get on the textures..

Edit: 2 textures left, then pictures..



Edit: Weapon Sets, eyecandy, and going to be used.. I don't care if the WWII models don't fit in with my mod too well.. I think with a few tweaks they'll do fine.. On average, 100 polies each...

Image
1. Mg
2. Rocket Launcher
3. Sniper
4. Garand
5. Thompson
6. Machine Pistol
Last edited by Snipawolf on 14 Oct 2006, 23:03, edited 1 time in total.
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rattle
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Post by rattle »

Not too shabby :P
Thought you were talking about the tank.

On second thought, remove all the unecessary detail! Triggers are so not going to be seen by anyone but take space on the UV map and eat polies.
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Snipawolf
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Post by Snipawolf »

I still haven't gotten around to finish that, I have started, and do remember getting about ~25% of it done, I just ain't on the right computer that holds ~80% of my modding materials (Textures, models, a script or two, and scriptor)

Edit: Yeah, I guess, they don't eat polies though, they are only 9 each, 9 times 6 is 54, which ain't too bad..


But, I guess I can remove em..
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Chrispin
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Post by Chrispin »

Here I am, back with another lecture about our mod that you probably don't want to hear (Hmm.... wait. See not hear). Well, first of all, I wanted to finish talking about the races. Then, I'm gonna talk about size and scale of all the units in our mod with pictures and stuff.

So uuuhh... All classes will be very diverse from each other. Note that each race has a different resource system. Snipa explained how that will work a few posts above. We're gonna balance out the resources as much as possible, but not completeley. The economically unbalanced races will be balanced out with other things like more or less powerful tanks. But just keep note that in real life, nothing is balanced. That's how wars are won.

Me and Snipa came up with a pretty neat way to keep the human race from constantly spamming cheap infantry. See, since military today recieves governmenet issued supplies, you would think that the humans would be overpowered. No, they won't be overpowered. You have to basically get up supply routes and THEN you can get resources. Me and Snipa had a long talk about how this would work. You have to build supply stations on metal spots to recieve supplies. There will be 2 ways to recieve manpower/requisitions. You can either build communication towers near supply stations and maybe geothermal spots, or train seargants, engineers, medics, ect to produce manpower. The seargants can give soldiers benifits, so you will want to send them out to battle (seargants will be armed and give extra requisition points if implemented). This may seem very complicated, but it will keep alot of the spamming to a minimum. Comment all you want.

Now, to size and scale. We want very epic battles to take place on most maps. This doesn't mean you will be in for long games. Like I said before, battles will not last very long. But in order to get our epic, realistic battles we want, we have to scale everything down. And we sure as hell don't want humans the size of trees :P . So, we want infantry to be very small, tanks and mechs should be big enough to stomp/run over infantry. We want buildings and crap to be the right scale too. In order to show you what I mean, I drew a picture:
Image

ENJOY!
Last edited by Chrispin on 14 Oct 2006, 23:34, edited 1 time in total.
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Snipawolf
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Post by Snipawolf »

I lol'd at that picture..

We need bigger trees :(


Edit: Do we have the canrepair, canbuild, and stuff for filtering our nanolathe?
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Caydr
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Post by Caydr »

No offense, this sounds like an interesting idea and all, but that all sounds very difficult to put ingame without dramatically altering the engine. Mobile units giving resources based on their location? Upgrading weapons? Units running each other over? Very ambitious... how will you do that? I suppose that a "crushing" effect is probably possible now, but it's hard to imagine having it in sync with a unit's animation or the direction it's traveling.
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Snipawolf
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Post by Snipawolf »

Caydr wrote:No offense, this sounds like an interesting idea and all, but that all sounds very difficult to put ingame without dramatically altering the engine. Mobile units giving resources based on their location? Upgrading weapons? Units running each other over? Very ambitious... how will you do that? I suppose that a "crushing" effect is probably possible now, but it's hard to imagine having it in sync with a unit's animation or the direction it's traveling.

It's all surprisingly simple, well maybe not animating units to crunch infantry.. Tanks will be easy, I and Chris already know how to do it, without hardly any scripting.

Upgrading weapons, veteran level.

Mobile units giving resources based on location = Bad misinterpretation of something

I believe you are referring to the seargent, who gives +5 all the time, not in a designated area.


Edit: YES, we are very ambitious, if possible we will push the Spring Engine to its limits.
Last edited by Snipawolf on 14 Oct 2006, 23:24, edited 1 time in total.
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Caydr
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Post by Caydr »

oicicok
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Snipawolf
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Post by Snipawolf »

I am going to clear up something that may be misinterpreted. Manpower and requisition points are the same.

Manpower is easier to understand, it literally and mechanically can be translated to "energy"

Requisition points sounds a lot more militaristic, and I think we'll go with that.

Now, a problem would be making sure you can build and support one and only one communication tower per extractor/supply depot.

Like I said, we are going to push the engine as far as possible. A good example is my high polied weapons, they average about 100 polies each.

For tanks crushing infantry, I and Chris already got something insanely easy. Mechs on the other hand are going to be a pain.. Maybe initiate the walk script in the direction of infantry? Something I will worry about later.


Edit: I wish more people replied, it took me like 6 hours to make those weapons..
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Snipawolf
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Post by Snipawolf »

And, Since I was lazy, several days (Week or two) to make this

Power Suit Infantry : Badass mainstay of the Human Forces, these soldiers are extremely versatile and resilient. They stop at nothing to achieve their objective. The power suits are extremely heavy. The only way for the humans inside to move is to activate the anti gravity field, which takes off 80% of the load. The rest they leave to their bionics.



Image

(PS: We ARE pushing this engine to the limits)
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rattle
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Post by rattle »

The engine had a hard time not to laugh.
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overkill
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Post by overkill »

if this mod is gonna b halve of what u say its gonna b its gonna b friggin sweet
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Snipawolf
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Post by Snipawolf »

Thanks.. Touche, but I shall have the last laugh..


Edit: Time for a 10 hour texture job, muahahah... Wait, thats kinda bad... Oh well, determination is going to help a lot on my path..
Last edited by Snipawolf on 15 Oct 2006, 17:43, edited 1 time in total.
pintle
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Post by pintle »

touche means "you got me"
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