Idea of mod.

Idea of mod.

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

Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Idea of mod.

Post by Crampman »

A few days ago, I imagined a mod completely based on morphing. I've started working on it, but my computer disagree and died before I could achieve a single unit...So I can't make this mod myself, and I don't expect to get a new computer for months. (I'm doomed to use a prehistoric laptop that can't even display 2D games).

So, basically, the mod concept is very simple :
- You can only build cells. Cells are some cheap little stupid units that can't build anything, attack anything or produce anything. But they can morph. The Cells are build by a Commander-factory.
- Cells can morph into buildings, like mexes, solar generators, defenses or anything useful to make a base. (Just like Zergs)
- Cells can also morph into fighting units, from cheaps weak raiders to strong warriors. (Just like Zergs too)
- Cells can morph into Tech II Cells, and then Tech III...Tech n Cells. Each Tech level allow the Cells to morph into stronger/better stuff. Techs levels are unlocked by morphing the Commander-factory into a Tech n+1 Commander-factory (Which will be able to build Tech n+1 cells)
- Morphed Cells can also morph into Tech n+1 stuff. (A tech I mex will morph into a Tech II mex, for example)
- But the essential thing is that morphed cells can unmorph into cells again, providing a great flexibility. (A solar farm can suddenly morph into a dangerous army, for example)

Concerning the look of the units, I was thinking to make simple and low-poly units, with a visually distinguished look, still using a common base (The Cells one). I've lost the few thing I've done in my deciduous computer's hard disk, so I can't post screens of my works.

Concerning the factions, I was planning 1 (unnamed) faction, at least for start.

Well, I can't go any further for now. I'll try to grab a decent computer at school...If I succeed, I'll be able to make this mod myself. If I don't, then feel free to make this mod...I'll be glad anyway if this mod get alive.

(I apology for my English, I'm not a native English-speaker)
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Idea of mod.

Post by rcdraco »

I'm not sure if more then one morph per unit is possible yet. >_<

But, I really like this concept, it's like nanoblobs, and Evolution combined.

As far as making this is concerned, I'll gladly help, and I'm pretty experienced with low poly models, but, if you want a specific way of texturing, don't call me. I can also script, pretty well aparantely. I don't know lua, which is what the morph system depends on.

I made up some models, which in my opinion, meet what I think you want, if not, I can give you links to the various programs you'll need to make your mod. :D
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Idea of mod.

Post by Peet »

rcdraco wrote:I'm not sure if more then one morph per unit is possible yet. >_<
EE.
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Models, hurrah

Post by rcdraco »

I made some models

Solar-Cell
Image
Cell
Image
Attack-Cell
Image

EDIT: Who invited the troll below me?
Last edited by rcdraco on 11 Jan 2008, 02:45, edited 1 time in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Idea of mod.

Post by smoth »

Image
sickle cell/aids....
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Idea of mod.

Post by rattle »

It's all quite possible, most of the Lua code exists already in an E&E gadget which was derived from the morphing gadget.

Though, someone has to fix the unit replacer because it doesn't work with factories back to units right now.
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Re: Idea of mod.

Post by Crampman »

@rcdraco: Nice models :wink: I've made the cells more like pills, with the morphed ones with the guns/stuff spawning from hatches, deploying when the morph ends.

For the guns, I think 3 or 4 weapons types would be enough. (e.g. lasers for cheap warriors, plasma for heavy warriors, artillery and anti-air)

@smoth: Huu ? Well, the cell name is just a suggestion, like everything else...

I've also seen some multi-morphing units in CA.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Idea of mod.

Post by KDR_11k »

An issue with the idea is that you're basically making the player build buildings, just that you require him to check back periodically and order the next stage of the morph. You could just as well sum the stages up and make the player place the final stage directly (which would create a cell that perform the necessary morphs to reach the target).
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Re: Idea of mod.

Post by Crampman »

I'm not sure to understand...If you mean that it would require too much morphs to reach the last tech level, you've missed that it would be possible to build Tech II...n cells, once the Factory is upgraded (1 (expensive) upgrade per tech level) . These cells could then morph into Tech n buildings/units.

So you won't have to morph cells through all the tech levels. (Except the first ones that you've build at tech I)

I think that the Factory should be allowed to build all the unlocked tech levels (i.e. if the tech III is unlocked, you can buid tech I, II and III cells)

Concerning the factory, do you think that it is better to allow building factories, or to have a single commander-like factory ?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Idea of mod.

Post by Pxtl »

Problem, basically: you can't queue morphs. No queueing = extreme tedium.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Idea of mod.

Post by SinbadEV »

Pxtl wrote:Problem, basically: you can't queue morphs. No queueing = extreme tedium.
First of all. That doesn't seem to bother StartCraft Players.

Second... you could make a lua gadget that could handle Qs like this.

OR in the design you could just have the ability to morph from a level 1 cell to level 3 fighter with one click, just have it take the length of time it would have taken to do all 3 needed changes (and maybe actually really do all 3 morphs)
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Idea of mod.

Post by KDR_11k »

SinbadEV wrote:First of all. That doesn't seem to bother StartCraft Players.
If we wanted to play Starcraft we wouldn't be here now would we?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Idea of mod.

Post by BaNa »

You know what could instill another 20 degrees of awesomeness into the mod? If the cells would divide on their own. Maybe the replication speed could be based on the metal amount in the ground? So you'd have breeding grounds, where new cells are made. It seems a bit reminiscent of the nanoblobs econ-thing, only awesome. And maybe cells could use the corpses of other cells to fuel their replication.
If we wanted to play Starcraft we wouldn't be here now would we?
Ask rANDY
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Idea of mod.

Post by rcdraco »

I won't be able to model for this tonight yet, since I'm working on a steam powered 3 wheeled Sports Car that can go over 100mph. :D
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Idea of mod.

Post by SinbadEV »

KDR_11k wrote:
SinbadEV wrote:First of all. That doesn't seem to bother StartCraft Players.
If we wanted to play Starcraft we wouldn't be here now would we?
I sincerely hope you are kidding... There is no reason to avoid implementing features that would not be liked by our current community. This is like saying "we have enough users as it is, we don't want anymore".
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Idea of mod.

Post by KDR_11k »

Even if that "feature" is introducing bad practice?
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Idea of mod.

Post by SinbadEV »

BaNa wrote:You know what could instill another 20 degrees of awesomeness into the mod? If the cells would divide on their own. Maybe the replication speed could be based on the metal amount in the ground? So you'd have breeding grounds, where new cells are made. It seems a bit reminiscent of the nanoblobs econ-thing, only awesome. And maybe cells could use the corpses of other cells to fuel their replication.
I really like this idea... if you have them only divide when they are idling in a designated spawning location I don't think it would get too "nanoblobs"-ish... especially if you need a traditional infrastructure in place to support the other units functionality.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Idea of mod.

Post by BaNa »

SinbadEV wrote:
BaNa wrote:You know what could instill another 20 degrees of awesomeness into the mod? If the cells would divide on their own. Maybe the replication speed could be based on the metal amount in the ground? So you'd have breeding grounds, where new cells are made. It seems a bit reminiscent of the nanoblobs econ-thing, only awesome. And maybe cells could use the corpses of other cells to fuel their replication.
I really like this idea... if you have them only divide when they are idling in a designated spawning location I don't think it would get too "nanoblobs"-ish... especially if you need a traditional infrastructure in place to support the other units functionality.

Imagine how different attacks could go, as the attacking cells feast on the remains on the battlefield and/or use the newly liberated "metal" spots to multiply. We could redesign the base-based thinking with something like this. / I think some units in EE have cloning, no? /
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Idea of mod.

Post by zwzsg »

Pxtl wrote:Problem, basically: you can't queue morphs. No queueing = extreme tedium.
In Kernel Panic 2.0, the bug->exploit morphing can be queued, as long as you use the button and not the hotkey.

Though the morphing erase the unit queue afaik, and even if it carried over the initial unit wouldn't have the button opened only after morphing, so no queue in that sense. Though plenty of ways to fix as above.

Basically, it's not that because once a morph gadget refused to be queued, that all future morph gadget will be enqueable.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Idea of mod.

Post by Google_Frog »

Is it possible to make mobile mexes? Because if it was you could make cells collect their own resource from metal spots and when they have enough stored they can morph/duplicate. This would need a good UI to avoid being tedious like a 'morph when you're able' button.
Post Reply

Return to “Game Development”