Fun:TA Finished Released! - Page 4

Fun:TA Finished Released!

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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Yep that is correct. Also, when I'm done, I will be making everything that I created public domain. Also as I said, my design as it stands allows for nearly limitless unit addons. When I have both sides completed I will be asking for unit suggestions and I will be taking unit contributions (kinda trying to pull a cavedog here - However the submited units have to adhere to a small set of guidelines which will be pretty easy to meet).

The general idea here is to offer a mod that budding modders and use as a springboard for making their own mods, much the same was that OTA is used in spring currently, without the worry of copyright infringement and without having to be told that they have stolen this or that.

I can already tell that the licensing may end up being a little tricky here. The effects will probably fall under Smoth's CC license (which is fine, because it's really flexible) due to the fact that many of the effects used will most likely be based upon effects that he has created, and I don't want some sort of backlash to happen for no good reason.


I could use some help tho from you guys. I need side names. The story should somewhat be pretty much the cookie cutter version of TA. I don't need suggestions about the actual mod, but I do need suggestions about superficial things. Story, side names, unit names, etc.

Also, another thing that I really need is a LUA thingy that will, when a certain unit dies, leave a model, when that model is touched by any unit, the lua awards the team of the unit that touched it the amount of metal and energy defined in the models tdf, I also need it to spin around or something and disappear duke nukem 2 (sidescroller) style.


It is going to be a very different type of mod, but with a style that pretty much anyone should be able to get into.

Unfortunately, I can't really go too much into detail. And btw, sorry, but don't bother asking for screenies. I have decided to keep that all to myself and a select few others until it is done.
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smoth
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Post by smoth »

MY cc: attribution only really says:

tell people where you got it from(so they can use it)
give me a holllar
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MadRat
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Post by MadRat »

I've been pondering a 7 sided mod, based on radically different points of view. The equipment will only overlap in a fairly narrow spectrum for each side, with each side very strong in one unique area, and relatively strong in two complimentary areas of which other sides are their superiors. The real kicker will be that they will be absolutely pathetic in one aspect, too. This should help even out the balancing issues.

I haven't quite worked out the exact details. But I am trying to flesh them out using philosophical divisions. And I'm modelling their leaders loosely after ideas I've seen in various media over the years. One example will be a centaur loosely evolved from the idea of Baron Karza. Perhaps even give the choice to make Baron Karza or the Force Commander as the leader at the beginning with a prometheus pit as the entry point for this unit. This, remember, is just one leader of seven sides.

Each side will use a fundementally unique structure for their build trees. One side will largely resemble ARM or CORE. Another will begin with a fixed structure and evolve from there. Another will revolve around a non-combatant economy with the military wing vital to its survival. Another will loosely resemble a modern military hierarchy with various equipment due at various levels of affordability available immediately without teching up at all. Perhaps will try to do one side based around fantasy using mythical creatures and such.

So far have been trying to flesh out individual units per side. The aircraft are largely conceptualized for the basics. The tanks need a lot of work. The structures are the ones that I've been neglecting. Armies and various non-armor units are largely conceptualized, too.

I'm not suggesting you use my ideas. (I'm pretty happy doing this one as a loner project for now.) I'm just posting them as an example to an approach to designing your mod's flavors.
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MadRat
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Post by MadRat »

Image
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CautionToTheWind
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Post by CautionToTheWind »

Forboding Angel wrote:
CautionToTheWind wrote:You should have done this long ago.
Well, I had to learn to model and texture said models first.
I meant this personal interpretation of TA you make, not exactly some specific models. Had it been done when Caydr killed AA, we could have a lot more (played) mod diversity now.
Saktoth
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Post by Saktoth »

Origional content, rock on! Though i wouldnt do 7 sides, especially not for an initial release. Honestly, 1 is more than enough!

On background/fic, I could really easily come up with a bucketload of fluff for your mod, but id need to know and understand its artistic (and, for that matter, gameplay) style first.
Also, another thing that I really need is a LUA thingy that will, when a certain unit dies, leave a model, when that model is touched by any unit, the lua awards the team of the unit that touched it the amount of metal and energy defined in the models tdf.
Wont work FA, if you charge the enemy with a horde of units they will just 'reclaim' eachother as they die, except for the last few. Guess you could have an incredibly long death animation or such before they become 'reclaim'able, but even then. Prolly better to just have 'reclaiming drones' or something, fast, cheap. no unpack, can zip around the battlefield, but die easy enough that you cant ninja-reclaim an enemies stuff.
I meant this personal interpretation of TA you make, not exactly some specific models. Had it been done when Caydr killed AA, we could have a lot more (played) mod diversity now.
Yeah FA sucks! Why didnt you do this earlier?
This is a dramatic re-interpretation and needs a lot more balance. Its really, really, REALLY not 'AA continued', which is what the community was calling for at the time.
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Forboding Angel
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Post by Forboding Angel »

CautionToTheWind wrote:
Forboding Angel wrote:
CautionToTheWind wrote:You should have done this long ago.
Well, I had to learn to model and texture said models first.
I meant this personal interpretation of TA you make, not exactly some specific models. Had it been done when Caydr killed AA, we could have a lot more (played) mod diversity now.
Well, in all fairness I've been wanting to do this since before AA1.43, however, as I said, I didn't have the ability to do it myself and believe me, no one at taht time was willing or even wanted to listen to a different idea.
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MadRat
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Post by MadRat »

That is the thing, a mod is art. You have to follow your heart. You inevitably will make decisions that are important intrinsically even if the masses don't like them. This is actually why I'm not even going straight out for balance per se as I'm aiming for creative flow when aiming for 7 unique sides. In some ways my mod will be overkill for a simple 10 minute game unless you pick a match that can get it done that way. Some sides may not be all that great after 20 minutes of gameplay, well after some cutthroat sides have long since hit their apex of power. I might even decide that the slowest developing side will be the ultimate power if they can hold out that long.
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Forboding Angel
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Post by Forboding Angel »

65 released. Tons of new shit, new weapons, new effects bla bla bla. :lol:
CautionToTheWind
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Post by CautionToTheWind »

Post sexy pics!
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Forboding Angel
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Post by Forboding Angel »

Well, I can't remember every effect I did. However, 1 notable one. Take a look at the annihilator laser. It is different now.
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MadRat
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Post by MadRat »

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Forboding Angel
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Post by Forboding Angel »

Yep, only reason I didn't post it is cause the morph option is screwed. I have it fixed in 68, but I haven't uploaded it yet. :P

BTW, I might mention, 68 will most likely be the last release of Fun:TA, ever.

The new mod is called Evolution, and as soon as I get the units scripted there will be a release posted as well as a lot of other goodies.

In many ways Evolution will resemble Fun:TA but the gameplay and options available to the player are much more vast.

Also, as far as addon units are concerned, I have allowed for nearly limitless scalability.
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MadRat
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Post by MadRat »

Now when you mean Evolution, this is the OTA-data devoid mod you started, right?
j5mello
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Post by j5mello »

im gonna got out on a limb and say yes... cause he can't call it FunTA :P
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KDR_11k
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Post by KDR_11k »

Sould just drop the TA label then. "Fun v70" sounds good :P.
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Forboding Angel
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Post by Forboding Angel »

KDR_11k wrote:Sould just drop the TA label then. "Fun v70" sounds good :P.
HEHEHE

well, evolution describes it better. You will see why shortly, but I have to keep some surprises to myself.

Final Version posted...

Latest release can be obtained at: http://forbodingangel.zjt3.com/FunTA-Final.sd7 also, a very basic play guide is available here: http://forbodingangel.zjt3.com/Funta%20Game%20Guide.txt
tombom
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Post by tombom »

Evolution is kinda similar to Devolution which is currently being ported to Spring ;\
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KDR_11k
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Post by KDR_11k »

Evolution vs. Abolition: Which gets done first?
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Forboding Angel
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Post by Forboding Angel »

tombom wrote:Evolution is kinda similar to Devolution which is currently being ported to Spring ;\
I've never played devolution, but I doubt that the playstyle will be very close.

@ kdr, give or take, I'm only about 2 weeks - a month away. :P
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