BloX - Page 3

BloX

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

What do you think that I should change?

Add a new land/see/air transport
5
10%
Add a transport with more slots
3
6%
Add a new gun
13
25%
Fix the mod before worry about other stuff
30
59%
 
Total votes: 51

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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

hmm

Post by rcdraco »

obviously having trouble

I can't find anywhere where the weapon's shooting areas are defined. Besides that, it's working good so far.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

O.o

In the script...

QueryWeapon1(piecenum)
{
piecenum=SomePiece;
}

replace SomePiece with the piece that is where the weapon is emitted.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

nope

Post by rcdraco »

I mean the range of the shooting, do I need it to shoot through the other unit?

The turret won't aim low enough for standard combat, giving units lower on the playing field the advantage.

To prove this mod is going ahead, here is the UltraCar, 3 slots.

Image
Last edited by rcdraco on 10 Jun 2007, 03:08, edited 1 time in total.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Yes, the unit's range has to include the target's center before it starts shooting.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

nope

Post by rcdraco »

Seems as though #main is screwed again, here come all the stupid Americans again. So obviously, BloX will take longer, and I will try to implement a second race as well.
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

why cant i play it :cry:
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

nope

Post by rcdraco »

not done yet obviously, here some more models.


FastCar - 1 Slot

Image

HoverCar - 2 Slots

Image

UberPlane - 1 Slot

Image
Last edited by rcdraco on 10 Jun 2007, 03:08, edited 1 time in total.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

yup

Post by rcdraco »

Sorry, about the mod, I got grounded, so progress kinda got slowed a bit. But with Summer now, expect the release this weekend or sometime this week.

Here are some of the new turrets, still untextured/lite textured.

Artillery:

Image

Builder:

Image

Metal Maker:

Image

EDIT: MORE!!!

Cannon:

Image

Missile:

Image

Plasma Cannon:

Image

EDIT#2: Here is the UberMech, an effective climbing Car with great health and load capacity, but only one slot. Done on my laptop, so the image is kinda screwy.

Image

And for the record:
Saktoth wrote:What a great little proof of concept! A few things that need to be done:

The weapons need to be given avoidfriendly=0; and collidefriendly=0;, so the turrets shoot predictably through their chassis. They also seem to sometimes not fire right away, dont know whats causing that.

Some of the impulse needs to be toned down on the weapon. Perhaps make a special weapon which has an impulse effect? More variety.

The difference in ranges could do with being more pronounced.

The plane needs to be an actual plane. :(
All of that is fixed, except the temporarily removed UberPlane, here is a screenshot:

Image

Let's see version 6 do that!
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

yay

Post by rcdraco »

Being that this is my only "good mod", and the one I've gotten the most progress done with, this will be the mod that I will work on, and hopefully, have a working version up by the end of the month.
hrmph wrote:This is a very interesting idea for a mod. It reminds me of the machinations project (it might be done with since the website is down). If you had a few more chassis with different attributes (quick scout, bulky damage absorbing, able to climb slopes, etc). Of course they would need to look different. It would make the game more involved/interesting.
Sounds good, I'll go for that, once I get all the models back.[I don't know where they went. T_T]

Also, I think I'll go with the base-less turrets, to make it look a little nicer, and I'll start working on it, either tonight, or tomorrow, or maybe MONDAY!!![I have no school Monday ^_^]
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Actually

Post by rcdraco »

This is my third post in a row, as a combination of a bump, and showing something new.

Image
Image

2 new pictures, and here is the newest release.

http://www.unknown-files.net/3602/BloX_v07_beta1/
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Going up

Post by rcdraco »

I'm going up in the world, here's release v7 beta 3: [It's not actually 4.] http://www.unknown-files.net/3618/BloX_v7_beta_4/

I've added a double base, and radar, plus quite a few bugfixes.

People seem interested in this mod, so I'll keep working on it, and hopefully someone posts soon.

[Bump]
Sheekel wrote: Besides, what you have there is the biggest failure of a mod ever. Its unbalanced, ugly, and completely unfinished. Its barely started.
Like I care. I'm proud of this mod, and happy for all the help I've gotten, from Maelstorm, smoth, and everyone who has supported me.
Last edited by rcdraco on 10 Oct 2007, 04:02, edited 1 time in total.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Always liked the idea and even tried to do it myself one time. I really like where this seems to be going.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Post by Otherside »

tried this mod last nite and it played rilly well for sumthing so basic i love the concept of it quite a bit and would like to see a finished version with more features :D

different type of tank chasis ones with faster speed and low health or slwo and high health will make chasis choice good :]

how many slots can a chasis have wud love to see 4-5 slot mega fortress like tanks :]

air and mech chasis would rock to and more types of weapons

EMP gun , Art gun , Tachyon Gun , Sam Battery , Big old Plasma Cannon , Double laser, Double EMG (omgs flash tanks)

this mod has great potential keep it up :D
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

actually

Post by rcdraco »

There is no limit on the max number of slots, Maelstorm's script is extremely easy for me to understand and edit to my needs. It's more of an FBI issue, I have to have max units 1 more then the scripts max for it to work.

Just a little quick weapon guide.

Laser - Great Weapon if you can stay in range.

Cannon - Multi-purpose Weapon, great as artillery and a cannon alike.

Rockets - Currently effective for Base-Raiding, for concentrated power on one single area in line of sight.

Builder - Not very good on the battlefield, it is the only destroyable turret while on a chassis.

Radar - Cheap to make, but a huge economic drain while running. Great for coverage for artillery attacks.

New Units, probably added this weekend, .

Advanced Turret Builder, and Advanced Chassis builder, builds faster then the basic builder, but is more expensive and has a shorter range, builds the tech 2 turrets/chassis.

Megalaser - Massive Laser Beam Cannon, more range then the cannon, but takes a long time to reload, effective against big units, and builders. Not too useful in massive battles.

Storm Cannon - Short Range High-Trajectory Multi-barrel Cannon, great against armies close to it.
Last edited by rcdraco on 10 Oct 2007, 20:14, edited 1 time in total.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Without actually looking at the script, because I really shouldn't even be on here right now (checks clock), needing to have max units 1 more than the scripts max sounds like you aren't using the 0 position in whatever listing method the script is using. Just look into it. Remember that our positive number line actually starts at 0, the first digit in our 10 digit number system.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

nah

Post by rcdraco »

It reads the script after the FBI, because it works fine when I add one max unit, and doesn't load more then the default number in the scripts.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Re: actually

Post by Maelstrom »

rcdraco wrote:There is no limit on the max number of slots, Maelstorm's script is extremely easy for me to understand and edit to my needs. It's more of an FBI issue, I have to have max units 1 more then the scripts max for it to work.
I cant take the credit for the scripts, that was zwzsg work. I only made the concept and the crappy first few models.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

well

Post by rcdraco »

The main reason I had to drop your models was, I wanted to remove the ugly slots, and because the models I want to make look nothing like that, and why am I not using factories? In my opinion, it removes tactics from the mod, to date, this and AA are the only mods where mobile bases are possible[via combat engineers in AA.]. I think it's working great, nothing is "too powerful" and economy doesn't interfere with the game, if you are doing well, you get rewarded by being able to use radar. But if you don't have more then one builder, there's still options. I'm very happy with how this is turning out, and I really want to thank you again Maelstorm for helping me get off my feet and make a great mod.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

you'd do much better to release no information or demos about your mod until it is reasonably complete because first impressions are very important and nobody is going to play a half completed mod. not a dig, just advice
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

well

Post by rcdraco »

BloX is going great, the next update, possibly the release of v7 unbetaed will be release this weekend at the earliest.
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