I have what I think is a fantastic mod Idea, if it could be done properly. For those of you with game consoles, you may have heard of or played a game called "Cel Damage". Its a vehicular combat game in restricted third-person view. The players drive various vehicles and annihilate each other with various weapons. Its graphics are unique in that they are Cel-shaded:
"Cel Damage was created to look like a cartoon. The Cel Damage graphics engine uses a rendering technique called cel-shading to produce this cartoon-like appearance.[7] Furthermore, the physics engine in Cel Damage is unique. Rather than aiming to simulate realistic real-world physics, it emulates complex cartoon physics; the physics engine calculates the relevant parts of physical interaction as they would in reality, and then distorts the physical laws to produce a cartoon-like interaction.[8] This can be seen, for example, when a car turns and the entire shape of the car deforms and flexes into the turning direction. Cars and game objects can realistically sliced into pieces, flattened, frozen, shattered, shredded, impaled, lit on fire (and subsequently burn to a crisp and fall into ashes), and more "" - Taken from Wikipedia -
Now the goal in spring would be to create an online multiplayer experience similar to that in featured on this 'low-ranked' console game (the game overall recieved low ratings due to its simplicity), with similarly designed weapons and vehicles. I do believe most of the weapons are possible except for the melee ones (axe, bat, chainsaw, spring boxing gloves, shrink-rays, etc) and could possibly be well animated with the help of LUA and scripting.
If something like this (Twisted Metal meets Worms Armageddon meets Mario Cart) is remotely possible with Spring and LUA I would be quite interested in undertaking a fairly large-scale project for it. If not, I will go back to playing XTA and Cel Damage.
Cel Shading and FPS Mode
Moderator: Moderators
Re: Cel Shading and FPS Mode
Spring really isn't the engine for this...mainly due to the way units interact with terrain and inter-unit collisions.