What is your problem with making your mod?
Moderator: Moderators
What is your problem with making your mod?
Mine is the creativity.. I used to be able to imagine things far and wide.. Now that I have the skillz, I AIN'T GOT MY CREATIVITY ANYMORE!!
ARRRGGGHHH! I AM SO PISSED!!!!
Where did it go, I miss it
ARRRGGGHHH! I AM SO PISSED!!!!
Where did it go, I miss it
- Ling_Lover
- Posts: 100
- Joined: 26 Sep 2006, 11:50
Then don't, move your mod idea around...
I create two mirrors: Quality and Performance...
Quality is the 2500 poly model
Performance is the 750 poly model
The difference? Nothing, except poly count.. I have an uncanny ability to slaughter my poly counts, while keeping details.
Keep trying, it ain't so bad..
Now skinning and texturing is a pain for me... I never know how good its gunna look, and hope for the best...
I create two mirrors: Quality and Performance...
Quality is the 2500 poly model
Performance is the 750 poly model
The difference? Nothing, except poly count.. I have an uncanny ability to slaughter my poly counts, while keeping details.
Keep trying, it ain't so bad..
Now skinning and texturing is a pain for me... I never know how good its gunna look, and hope for the best...
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- Posts: 49
- Joined: 19 Dec 2005, 00:19
1. The smaller your game design, the greater your chance of actually getting it done. People write these gradiose, huge design documents, then fail... constantly. Instead, think, "hey, how can I make this with only 10 kinds of guys/tanks/whatever on each side"... get it built... then expand. By the time you've gotten those 20 things done, you will also know a LOT more about how to actually do things.
2. Don't be afraid to make a game by just stealing OTA models/scripts and slamming it all together to make a new game. There are literally THOUSANDS of units that people have made, available for FREE, on UnitUniverse. Just steal some and start going to town! Your mod will look visually chaotic, until you learn how to actually model, script, etc., but at least you'll have a starting-place
In short... don't be a talker... be a do-er. There are literally dozens of small-scale ideas that nobody has done yet with Spring that might be a lot of fun
Here are a few:
1. Make a WWI simulation. Instead of worrying about "historical accuracy" and other annoying stuff, though, just concentrate on getting the feel right.
All you need is:
A. One tank, that's slow and fairly weak against artillery, but is immune to machine-gun/rifle fire. Arm the turret with a machine-gun.
B. One static turret, representing machinegunners in a fixed pit. Make it take little damage from "rifles", more damage from machine-guns, and die from direct artillery hits.
C. One K-Bot to be the "soldiers", armed with a slow-firing weapon that is a "rifle".
D. One static turret, representing artillery in a fixed position (in WWI, artillery didn't move around during battles very much, so this is reasonably realistic). Artillery should make use of EdgeEffectiveness, and cause craters through ImpulseFactor. This means that only direct hits will cause serious damage to tanks. Make the artillery have a very long range, but considerable inaccuracy.
E. One airplane with a machine gun, very vulnerable to direct hits from almost anything, but flying high enough that it rarely gets hit.
F. An Engineer unit that can heal terrain and lay down mines and barbed-wire really fast. Not armed.
G. A barracks to produce the mobile units.
H. Mines- both anti-tank and anti-infantry.
I. "barbed-wire"- AKA DTs or whatever.
That's it. Make the Barracks produce just enough Metal/Energy to support itself as it builds. Make building a new Barracks take almost forever, and have the Engineer unable to Assist (we can do that now). Voila... you've got the essence of WWI. I could probably build a rough edit of this, using units that other people made/scripted... in a day or two. It's not hard, people. Go make a neato game!
2. Don't be afraid to make a game by just stealing OTA models/scripts and slamming it all together to make a new game. There are literally THOUSANDS of units that people have made, available for FREE, on UnitUniverse. Just steal some and start going to town! Your mod will look visually chaotic, until you learn how to actually model, script, etc., but at least you'll have a starting-place
In short... don't be a talker... be a do-er. There are literally dozens of small-scale ideas that nobody has done yet with Spring that might be a lot of fun
Here are a few:
1. Make a WWI simulation. Instead of worrying about "historical accuracy" and other annoying stuff, though, just concentrate on getting the feel right.
All you need is:
A. One tank, that's slow and fairly weak against artillery, but is immune to machine-gun/rifle fire. Arm the turret with a machine-gun.
B. One static turret, representing machinegunners in a fixed pit. Make it take little damage from "rifles", more damage from machine-guns, and die from direct artillery hits.
C. One K-Bot to be the "soldiers", armed with a slow-firing weapon that is a "rifle".
D. One static turret, representing artillery in a fixed position (in WWI, artillery didn't move around during battles very much, so this is reasonably realistic). Artillery should make use of EdgeEffectiveness, and cause craters through ImpulseFactor. This means that only direct hits will cause serious damage to tanks. Make the artillery have a very long range, but considerable inaccuracy.
E. One airplane with a machine gun, very vulnerable to direct hits from almost anything, but flying high enough that it rarely gets hit.
F. An Engineer unit that can heal terrain and lay down mines and barbed-wire really fast. Not armed.
G. A barracks to produce the mobile units.
H. Mines- both anti-tank and anti-infantry.
I. "barbed-wire"- AKA DTs or whatever.
That's it. Make the Barracks produce just enough Metal/Energy to support itself as it builds. Make building a new Barracks take almost forever, and have the Engineer unable to Assist (we can do that now). Voila... you've got the essence of WWI. I could probably build a rough edit of this, using units that other people made/scripted... in a day or two. It's not hard, people. Go make a neato game!
Idea 2:
Make a game where ImpulseFactor (that's what moves things around during explosions) is the primary way to kill things! Have weapons that do little damage, but bounce units around like maracas! Give units different mass, so some have better "armor" than others, but do more damage to the things they land on
Idea 3:
Make a game where everything except for bases is an aircraft.
Idea 4:
Make a game where none of the units generate any resources, so you are stuck with what you came with. Somebody did something like that with AA once, and it was interesting, but not fully developed. For example, you could make things cost very little (M/E is a float, not an integer, in Spring), so cutting down a single tree could be a big deal! Or you could make Energy cheap, but starve people on Metal- make players fight over every rock on a map
Idea 5:
Make a game with three unit types: spotting aircraft, engineering units that can build factories, solars/wind and Metal Mines really fast, equipped with AA guns, and GIANT NUCLEAR ARTILLERY CANNONS. The entire game would then become a fast-paced game of cat-and-mouse. Plus I'd get to see my nuke code get reused over and over again
Idea 6.
Make a game where one unit can hurt others, one unit can freeze units but not harm them, and one unit can capture very fast. Do I kill, freeze or capture? Do I freeze and capture, or kill? Are some units ImmuneToParalyzer? Are some units CantBeCaptured? Are some units practically immune to the killing-weapons? Could be very good fun.
***************************************************
In short... get creative, people. Use the resources previous modders have already provided you. Don't be afraid to make weird games- you don't have to remake OTA for it to be fun
Make a game where ImpulseFactor (that's what moves things around during explosions) is the primary way to kill things! Have weapons that do little damage, but bounce units around like maracas! Give units different mass, so some have better "armor" than others, but do more damage to the things they land on
Idea 3:
Make a game where everything except for bases is an aircraft.
Idea 4:
Make a game where none of the units generate any resources, so you are stuck with what you came with. Somebody did something like that with AA once, and it was interesting, but not fully developed. For example, you could make things cost very little (M/E is a float, not an integer, in Spring), so cutting down a single tree could be a big deal! Or you could make Energy cheap, but starve people on Metal- make players fight over every rock on a map
Idea 5:
Make a game with three unit types: spotting aircraft, engineering units that can build factories, solars/wind and Metal Mines really fast, equipped with AA guns, and GIANT NUCLEAR ARTILLERY CANNONS. The entire game would then become a fast-paced game of cat-and-mouse. Plus I'd get to see my nuke code get reused over and over again
Idea 6.
Make a game where one unit can hurt others, one unit can freeze units but not harm them, and one unit can capture very fast. Do I kill, freeze or capture? Do I freeze and capture, or kill? Are some units ImmuneToParalyzer? Are some units CantBeCaptured? Are some units practically immune to the killing-weapons? Could be very good fun.
***************************************************
In short... get creative, people. Use the resources previous modders have already provided you. Don't be afraid to make weird games- you don't have to remake OTA for it to be fun
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- Posts: 241
- Joined: 09 Aug 2005, 15:41