CA question

CA question

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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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

CA question

Post by Zoy64 »

you know how you can morph units, well why cant people explore more into that? (unless they already are)

idea: what about making morph-only units. or a gun that can turn into 2 different things?

Now, if there is a better version with these things, tell me. if you think im just posting to post, im not.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

The reasoning to introduce a new unit should go beyond "this feature would be cool to have". What role would the units have? Why do you think they're necessary?
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

just say that you have this line up: pw>warrior>Zeus>Fatboy>Orcone; the Orcone would be a unit as powerful as the krog, but it would be morph only. with the gun, you could have a "component tower" with like, 3-4 different heads that can be attached. you have laser, missle(ground), missle(air), and plasma.

See?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Tower Defense will probably use upgrades heavily, though following a linear rather than modular path. There are a lot of things you can do with unit morphing, and really all it takes is someone coming along and coding it in. If you want to see something, the best way to make it happen is doing it yourself.

For CA, the upgrading of individual units is cool, but unnecessary. Granted a lot of CA is cool and unnecessary due to the fact its mostly experimentation with lua and new/unexplored engine features. At the moment morphing is really candy to explore the potential, and there is a strong argument that the only major implementation (mohos) ruins the economic and tech level dynamics that are integral to a TA based mod. So, any change to incorporate this as a primary way of obtaining units would require a radical re-think of the structure of the game. Going for a more traditional RTS style of unlocking upgrades and units individually is an idea that has been tossed around for CA, as a way to make the tech tree branch more and remove the harsh border between t1 and t2. That is almost a totally different game though...

For modular, single-unit upgrades though, we will probably implement these for the commander, even if we dont for any other units. Specifically upgrades that make the commander a late-game asset, rather than a bomb waiting to happen, as well as ones that make him more useful in different situations- sonar and radar upgrades, shield generators, AA weapons, torpedoes, etc.

Anyway, we have our own website on which you can discuss issues specifically related to CA:
http://www.caspring.org/wiki
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