New Mod concept (WIP) - Page 3

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.

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kiki
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Post by kiki »

Im open to contributions, but really I want to do this single handed. I am also capable of planning and forseeing issues without a design doc. I am not a scattered or fickle person.
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KDR_11k
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Post by KDR_11k »

I do concept sketches before modeling, often I find that there are areas I wasn't really thinking about. Be careful, the human mind loves to simplify problems by ignoring parts. And hell, if you think that detailled about it might as well write it down so you don't forget anything.
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Snipawolf
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Post by Snipawolf »

Concept sketches for the win. I love drawing when I have a good idea. I draw from 4 perspectives, front, back, side, then a 3D view from the front-side view.

Yeah, write your ideas down. I have a to do list, but outgrew my design document (which was designed for only t1) and may need to write a new one. I have just a few more changes to make before I do T2. So, I may or may not need a design document.

Also, charting out your units and their uses are a good idea. Keeps from having redundant units. I don't have redundant units because I am so lazy I wouldn't make a useless unit >__>
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kiki
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Post by kiki »

Okay everyone. I will post a design document so everyone is happy. Also, I cannot begin major work on this mod for about a month, unfortunately. Maybe more, hopefully less. Meanwhile, BREAKING NEWS: I have thought of a good name for the mod, "Universal Ascendancy". Tell me what you think. Design doc coming...
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ianmac
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Post by ianmac »

Sounds good, UA, yes, that sounds good
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kiki
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Post by kiki »

UA, and guess what, the A is not Annihilation! I guess I skipped a few letters, tho, we were up to E or F or something...

BTW I have an avatar now and I think it is pretty cool.
Archangel of Death
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Post by Archangel of Death »

BTW I have an avatar now and I think it is pretty cool.
It looks like a running Shadowcat...
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rattle
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Post by rattle »

That is a running Shadowcat from MC1.
Google_Frog
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Post by Google_Frog »

What about a -ve plasma defector instead of a unit that enemies attack because the unit forces them to. So the unit takes shots and draws them in.
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kiki
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Post by kiki »

Um... could you try to explain your idea a little bit more? I don't understand what you mean google frog.

Yes, my avatar is a shadowcat, and it happens to be running. And small and grainy to meet the size limit.
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rcdraco
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well

Post by rcdraco »

Any models done for this yet?
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kiki
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Post by kiki »

As I am still learning wings, they all suck. Ill start presenting them and realeasing them later. Plus, I am still thinking I want to go with Blender, despite what people say about wings being better for this purpose. Meanwhile, I was wondering what the difference was between 3do and s3o files. S30 certainly seems better in pictures, and seems to incorporate smoothing or something.
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KDR_11k
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Post by KDR_11k »

s3o is a somewhat modern format and uses UV mapping with one texture per unit. 3do is the ancient OTA format that maps roughly one texture to one polygon. 3do is faster if you just want some random greebles as your texture and don't care at all what the texture looks like, s3o is when you want to get a specific look with your model (which should be 100% of the cases).
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kiki
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Post by kiki »

1 tex per polygon? I dont like how that sounds... or looks...

s3o is how I will go!
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rcdraco
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huh

Post by rcdraco »

You own OTA, right? OTA used 3do, it worked fine for them, but there are a few limits. No triangles, faces are drawn twice, inside and out, s3o is sealed, so it draws once, 3dos also have to be divided to triangles for spring to use them.
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Snipawolf
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Post by Snipawolf »

Um... could you try to explain your idea a little bit more? I don't understand what you mean google frog.
You can have deflectors with a negative push, thus pulling shots and weapons in to itself, instead of pushing them away.
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kiki
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Post by kiki »

No I don't own OTA. Yes, I have used a format very similar to 3do in Warzone 2100. I modeled using notepad++, a graphing calculator, and some scratch paper. Thats why i have to learn wings and blender.
You can have deflectors with a negative push, thus pulling shots and weapons in to itself, instead of pushing them away.
I knew there was a simple solution.
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kiki
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Math class notes

Post by kiki »

Heres some concept art, as asked:

Image

I am a terrible artist, so forgive me for that, but this picture should give you my general direction for the units of FACTION A (still needs a name). The little sketch at the top left is the logo/symbol for the faction. I drew some examples of it on my unit drawings so you could see how it would be used. The general idea for all of these units is that they have 4 legs, which retract into the body. Each leg has two sections, and the lower section has a coverplate that is the only thing exposed when the leg is retracted. The units are, uh, m&m shaped, or roughly cylindrical with highly smoothed edges. They are perfect circles. Colors are very shiny silver, with red logos and red/black/dark details. Also, weapons retract into the top area of the unit, either folding or sliding in. When everything in a unit is retracted, it is in a better armored state, and can move fairly quickly by rolling around. However, in order for the unit to attack, the legs deploy, and weapons pop out. The legs are also better for rough terrain, and autmatically deploy for scaling harder slopes. Legs are slower than rolling. Whenever units are transported, they completely retract into their bodies, forming neat and tidy bundles. On this image are a few examples of units. The top unit is a raider. It is unique due to the fact that the whole body doesn't spin around when it moves. Only the outer tire spins. This unit is essentially a one-wheeled high speed unit. Since the whole unit doesnt spin when the legs are not deployed, the weapons can be used in high speed mode. I showed how the weapon rig would work approximately, with some rocket tubes and a turret (I havent done any turret work yet, all the turrets here are place holders). The panels fold out, hinged at the top, with the weapons coming out of the body or attached to the bottom of the panels. Legs are for better terrain handling for this unit. The next unit is a weapon-free scout (this could be changed if needed). This unit has the same high-speed setup as the unit above with the outer tire. However, instead of weapons it features helicopter-like fans that fold out of the side, and let it fly around vtol-style. The scout is stealth on the ground, but is radar-visible in the air. Air gives better speed and radar coverage, tho. Legs are for stealth all-terrain. The last unit on this page is an armored assault bot. Those legs have armor plates that are bigger, deflecting more shots and giving more armor when the legs are deployed. (Compact state still has more armor) The turret pops out of the top. Ignore that little stick thing. Like i said, i have not designed the turrets yet. You can also ignore that little air transport thing at the bottom of the paper.

Give me feedback. rcdraco I am your friend. May peace be between us. :twisted:
Last edited by kiki on 04 Dec 2007, 18:15, edited 2 times in total.
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Forboding Angel
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Post by Forboding Angel »

use s3o... you'll thank me later.
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kiki
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Post by kiki »

Thank you now
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