Please Lock.

Please Lock.

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

User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Please Lock.

Post by Pressure Line »

rattle wrote:Don't get me wrong but it's kind of repetitive...
you know what?. forget it.

THIS MOD IS NO LONGER IN PUBLIC DEVELOPMENT

you'll see it when its finished.
Last edited by Pressure Line on 03 Jul 2007, 21:24, edited 4 times in total.
User avatar
gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

looks cool, I'd like to help you test it
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Looks like its coming along well, its great to see mods with origional content.

It might be a good idea at this point to sit down and come up with a solid gameplay concept, something unique, individual and thoroughly thought-out- if you have not already.

It would be a shame to put in all that effort to make a mod, if the core gameplay concepts dont work, it wont be played. If its just something to learn how to mod though, knock yourself out. Its hard enough to make a mod let alone one that can steal market share from the OTA mods.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:48, edited 1 time in total.
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

An original mod, well done!
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:48, edited 1 time in total.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

Image
doo doo doo doodoo dee dee
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Machiosabre wrote:Image
doo doo doo doodoo dee dee
Thank you for your valuable contribution to this thread.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:49, edited 1 time in total.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

So, are you going to revise your textures as your skill improves? They may work now, but I think you can do better in a week or so.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You might want to think more about a style for each side more than 'green and brown'. What sort of aesthetics does this side have? Why does ti have those aesthetics?

For example

Faction A is long smooth bodies with sharp appendages and ornamental objects that come out. Why are they smooth? Because they like fast things, and it resembles their bodies, and thats how their art works. Why sharp appendages that coem out? Theyre sharp because they resemble their primary style of weapon being meelee which they've designed around that theme, and they come out because theyd impede the movement of the main design. Why the contrast? They like contrast and their politics is centred on predjudice and fear, hence the war machine.

So for faction A you have a nice framework which you can build a 'style' out of, and you can tear bits out and replace them with more detail should you need a backstory. Of course I'd expect a far better example from you. You cant just build random units for the sake of it unless its a novelty or your delibertly aiming for a generic war mod, such as simbase, and even simbase has its own style.

Think about the style of weaponry a faction has, why are the faction at war? Whats their primary means of movement? Look at EE. URC uses mechs, GD uses tanks, NI uses hovercraft, Aliens use self replicating walkers.

And what about main strategems and idiosyncracies? If you look at the original supcom stuff you'd see they labelled aeon as the stealth sleek race with aircraft that would be invisible and decloak in the midst of enemy units surprising them. Information based strategy of surprise and covert action.

If your factions lack a style, or any thought as to the identity that faction holds, it can lead to a feeling of misplacement in the player. Things dont feel as they should, or rather the suspension of disbelief isnt as effective and the playability isnt as great.
Cainen
Posts: 22
Joined: 11 May 2007, 23:18

Post by Cainen »

This sounds like Core vs. Arm just a bit too much.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:49, edited 1 time in total.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:50, edited 1 time in total.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:50, edited 1 time in total.
User avatar
chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

Dead pictures bro...

EDIT - fixed, yay!
Last edited by chillaaa on 27 Jun 2007, 23:45, edited 1 time in total.
User avatar
BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

neddiedrow wrote:So, are you going to revise your textures as your skill improves? They may work now, but I think you can do better in a week or so.
I don't know, I rather like these textures, they remind me of children's toys :P
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

good ways of diffrentiating factions beyond "tough" and "fast"

centralisation; units having several roles, for example a light tank which can deploy into an artillery/ repair station, builders also being radar/jammer vehicles, heavy hovers which as well as being your best fighters also contain the reactors that provide energy, requiring a balance between attacking and keeping them alive

size and numbers; a faction that has massive units but never more than 10 or so vs a spamming faction

HP vs regen; a faction could rely on low HP combat repair units instead of high HP tanks

experience; a faction with vampire like units that gain massive bonus's from experience

oh and my idea of a unit that has been with me forever; a ground transport unit, with lots of health. it can hold a few units. it cannot move on its own. it has the ability to build blast mines close to itself.

put units in the pod, make a mine with the pod, self d the mine and Weeee! a genuine drop pod. if it survives the impact youve managed to get your troops somewhere completely unpredictable; if you dont know where they are going the enemy sure wont
User avatar
chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

1v0ry_k1ng wrote:oh and my idea of a unit that has been with me forever; a ground transport unit, with lots of health. it can hold a few units. it cannot move on its own. it has the ability to build blast mines close to itself.

put units in the pod, make a mine with the pod, self d the mine and Weeee! a genuine drop pod. if it survives the impact youve managed to get your troops somewhere completely unpredictable; if you dont know where they are going the enemy sure wont
Like off the map? :lol:
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:51, edited 1 time in total.
Locked

Return to “Game Development”