The Dark Age (new mod concept WIP)

The Dark Age (new mod concept WIP)

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

Post Reply
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

The Dark Age (new mod concept WIP)

Post by Otherside »

Well i might be jumping into the deep end here as ive just started figuring out how to make units work

But i thought i need to make a mod ive always wanted to in tons of games just never had the right engine or tools to do it.

But Spring seems like the right place and with my love of TA and my own ideas this is my concept..

the dark age (yeh i had to be corny needs a new name)


both factions are medieval themed in design with a few myth and legends added here and there (dragons and other monsters :P)

Faction 1 will take the form of knights footman and the sort, Sort of like a Catholic Medieval Army in design.

Knights and such would be powerful kbot/mechs
they would also have units themed on dragons,gryphons etc

Faction 2 would take the form pagans and barbarians and the like

a big mix of strong devestating offensive units
they would also have untis themed on wyverns,hydras ogres and such

well this is my idea and i know people will expect it to fail (wont say it wont)

But i would like some help input from any1 who would like to aid with this project in any way

here r 2 screenies of 2 of the air units which i want to implement

The Wyvern

Image

The Drake (dont feel the name suits it subject to change)

Image

both images r wing renders and im working on uv maps now

both 310 tri's

:D
Last edited by Otherside on 04 Nov 2007, 06:47, edited 2 times in total.
User avatar
ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

Post by ianmac »

I like it. I've alway like midevle age war faire. I can try to help modlling and textureing stough (keep in mind that that I just started textureing two days ago but I'm not bed persay). But good idea :-)
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Sorta like... people seem to have been holding off on medieval stuff because there is no real way to do melee fighting yet... but I say... make your mod... have the knights and barbarians throw rocks or something and then fix it when someone figures out melee.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Post by Otherside »

yeh melee wasnt my idea its just a theme there will be close combat units but those will still be some sort of ranged unit :P


and iain i started a few days ago to but yeh wud love all the help i could get

if i can get melee working as i want it to work which i doubt ill make some melee but the focus is the theme so everything will be medieval esque and the roles will be similar to wat ud think they are in medieval warfare and stuff but at the same time there robots and stuff

so yeh at the end of the day its still advanced tech and stuff

so think 50 percent mecha/advance tech stuff 50 percent medieval/myth theme
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Post by lurker »

If you're not using TA content, then why tie it to the mass of copyright infringement that is TA in Spring?

As far as the mod itself, the models look simple but good, good luck putting it together.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Change the names to something original, and skip the Annihilation. No reason to not make an new-IP mod when you're making all the content anyway.

If you really want to make a GAME though, rather than just an experiment in how to mod, you have to think hard about gameplay. Things like economic flow and resource dynamics, what sort of tech structure to have, and the general focus of the game. Where does it fit on the scale of micro/macro? IS it aggressive and expansionistic, or porcier? What about escalation and pacing, both military and economic?

Try to come up with a design document or at least an outline of your objectives, how you wish the game to play and how you intend to achieve it.

If its just a 'Lets learn how to mod by making a mod!' mod, then you dont need to worry about those sorts of things as much, but its still useful as they are really the most important decisions when it comes to making a mod.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Post by Otherside »

well i want the mod to be playable and balanced so everything in terms of eco to military is important to me

i already got a hierarchy of units and techs in my head and how i want it o be played etc i will be writing a document for it and i have some webspace i can use to host the mods page so i dont have to spam the spring forums

as far as the name well i dont have one.. The Dark Age seems ok but its to cliche and used probably

and the factions ofc they will have there own name but it will be like the core vs the arm so u can see some resemblance it is influenced by TA in the end

ill keep this thread updated with pics progress reports and stuff and hopefully ill have some decent progress going :}
User avatar
ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

Post by ianmac »

for a name try to think of some thing like advansed dark or somthing that hints at the tech but still hints at it being midevil.
Post Reply

Return to “Game Development”