Archtype [Barely an Idea]

Archtype [Barely an Idea]

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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SinbadEV
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Archtype [Barely an Idea]

Post by SinbadEV »

Image

Alright, I was thinking the other day that what Spring Lacks is an example of a Classical (C&C, XCraft, AOX) Style RTS so I had the idea for a new mod I would initially call Archtype.

Here's the Design Document So Far:
Archtype RTS:

Units:

Central Building - Builds Workers, Acts as a drop-off point for goods

Worker - Builds all Buildings

Defensive Building - Starts as Scout Tower, Can Be Upgraded To a Static Ranged Weapon

Fighter Building - Builds All Mobile Units But Workers, Requires a Central Building to be built

Melee Fighter - Has a Sword

Ranged Fighter - Has a Gun, Requires a Supply Depot to be built

Mage - Casts AOE "Spells", Requires a Laboratory to be built

Supply Depot - Provides Food, Acts as a drop-off point for goods

Laboratory - Allows the research of Upgrades

Crystal Mine - is build on a geo to harvest cystal

System:

3+1 Resources, Money, Wood, Crystals + Food

Maximum 50 Units per side by default.

Food will be the limit of your current population, Your central Building provides 5 Food and each Supply Depot Provides 10.

Money will be harvested from Metal Found on the Map (will need some way of making it appear or have a specific type of map), Wood will be harvested from trees, Crystals will be harvested by building a crystal mine on top of a geo-vent inicially. To harvest a worker must be assigned this as a task and will collect the resource and bring it back to the nearest Supply Depot or Central Building.

The Laboritory will have 6 classes of Upgrades: Worker, Swords, Guns, Armor, Defensive Building, and Magic

The Defensive Building will be morphable into A Medium Ranged Strong Shooter, a Long Range Weak Shooter or a Long Ranged Tower Capable of The Same Spells as Mages

When building, workers will disappear and the building will appear to construct itself.


I know it's simple and a lot of finicky work for very little to show but If you think a bit you'll see that what possibilities a mod of this structure would open up.

I'm posting this really early on because I really suck at every aspect of making mods and I was wondering the following:

Are there any units or even mods out there under a public license that I could borrow units from for my example mod (something fantasy or modern based would probably do).

There are a number of weird LUA stuff that is needed to get this kind of thing done, are there any projects out there that demonstrate custom resources, food based unit limits, resource harvesting and returning instead of just collecting, Magic Spell style AOE, upgrades/prerequisites.

Also, if there is anyone for whom this type of demo project (doesn't have to look too good) would be a matter of a weekends work and wants to help me out by making my idea (or anyone interested in helping me the old fashioned way, or is already working on something like this and wants MY help) it would be nice to know now.

I was thinking of doing a pirates theme initially but that part really doesn't matter to me so-much, it could just as easily be WW2 or Giant Robots or Ninjas or Animals or a standard Fantasy setting.
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lurker
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Re: Archtype [Barely an Idea]

Post by lurker »

Sign me up for lua.
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KDR_11k
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Re: Archtype [Barely an Idea]

Post by KDR_11k »

I could give you some lolimod units... Or GINTA (contains infantry, tank, contank, gunship and factory).
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KDR_11k
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Re: Archtype [Barely an Idea]

Post by KDR_11k »

Made this thing for you:
[img]http://kdr_11k.from-hell.net/chicken4%20copy.jpg[/img]

It's a melee unit.
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SinbadEV
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Re: Archtype [Barely an Idea]

Post by SinbadEV »

Or you could put a little cave-dude on it's back and make it a level 2 melee unit...

edit: then again an alien/dinosaur setting would need fewer greebles...
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Felix the Cat
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Re: Archtype [Barely an Idea]

Post by Felix the Cat »

Your design doc needs to specify the environment/setting of the game, and at least a framework for a backstory...
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KDR_11k
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Re: Archtype [Barely an Idea]

Post by KDR_11k »

Backstory? That's not necessary. He left the setting open because he wants donations.

What it DOES need is a list of the spells.
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SinbadEV
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Re: Archtype [Barely an Idea]

Post by SinbadEV »

KDR is mostly right, but if it will help,

Setting Idea: The Lost World (TV Series Vaguely)

Basically there's this plateau somewhere where a big chunk of the world was raised up and avoided the ice-age... some volcanic activity or something.

It's really easy to get on the plateau but very difficult to get out so you have a mix of cultures and creatures from all ages of history mixed together, setting will be the age of British Expansionism.

Inicial Central Buildings will be "Command Tent", Which Will Be Upgraded to "Fort" (Like a wooden pike wall surrounding the tent).

Workers will have those little explorer hats, Your swordsmen will be bucaneers and your gunmen will be indiana jones types.

Training Building will be a Circle of tents.

Supply Building will be four posts with a tarp over a bunch of boxes.

Laboritory Will be an Alchemists lab, a low stone building with a spinning crystal and a smokestack.

Mages will be "Alchemages" (or just Alchemists)

Spell ideas:
Fireball (D-Gun)
Lighting (Comes from the sky, arcs to nearby enemies)
Sinkhole (Makes a dent in the ground which will cause units to clump together)
Hammer (High Impact explosion that does no damage, causes enemies to go flying)
Wall (Causes a blocking feature to appear)
Enrage (Causes allies in range to increase in attack power and speed for a time)
Enslave (Captures a unit if it has less then 50% health)
Heal (Heals allies in range)
Ressurect (Raises corpses as Zombies)
Poison (Summons a cloud of poison)
Freeze (Causes units damage and stuns them for a few seconds)
Gnomre
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Re: Archtype [Barely an Idea]

Post by Gnomre »

So the two factions (every compelling, worthwhile RTS game has at least two :P) would be an organic race of dinos, and the other would be those British you described? Or would these creatures just be gaia units? If so, what's the second faction?
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KDR_11k
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Re: Archtype [Barely an Idea]

Post by KDR_11k »

Meh, worry about second factions when the first is done.

I was kinda thinking of a faction consisting of a bunch of weird creatures so you can more easily tell units apart and we can get all kinds of creative designs. Plus humans require more work to look right :P.
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SinbadEV
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Re: Archtype [Barely an Idea]

Post by SinbadEV »

Weird Creatures is fine with me if that's what you want to model, they can be the native creatures faction. Will still need an idea for buildings.

I tried again.
Image
Image
Image
Image

If y'all are really interested in helping me out here I'm glad of it. Should I just make a more complete design doc at this point?
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Felix the Cat
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Re: Archtype [Barely an Idea]

Post by Felix the Cat »

KDR_11k wrote:Backstory? That's not necessary. He left the setting open because he wants donations.

What it DOES need is a list of the spells.
Well, a basic backstory like 1-2 lines or something. A framework as I put it. Helps to establish the environment, which is sort of important for donations.

EX. At this point I know that donating, say, an F-15 wouldn't be helpful.
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SinbadEV
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Re: Archtype [Barely an Idea]

Post by SinbadEV »

WIP Design Doc
Felix the Cat wrote:Well, a basic backstory like 1-2 lines or something. A framework as I put it. Helps to establish the environment, which is sort of important for donations.
I think KDR's Point (and he was right) is that the theme and back story didn't really matter to me as much as the concept, I was open for any kinds of suggestion. I think my "Vaguely Based on The Lost World TV Series, Explorers in the age of British Expansionism Find a place where stuff that has fallen through the cracks of history live... Particularly Dinosaurs and Cave Men" is a suitable answer to your initial question now that I have peoples interest... I want to make something people will Like.



Anyways, Way I See it Phase ONE is as follows.

Phase 1: Impliment Resource System:
Implement 4 Custom Resources and associated features

Central Building
Worker
Sulfur Mine

Construction/Unit Production (insta-cost/insta-cancel/appearing outside/Workers dissapearing into buildings)
Harvesting (Start With Resources As Units that can be cheated in?)
Food Based Unit Limiting
Showing 4 Custom Resources instead of standard resource bars



A Good Start?
Saktoth
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Re: Archtype [Barely an Idea]

Post by Saktoth »

Aww use KDR's thing for your melee unit, you know you want to. It is pastel-shaded spikey goodness!
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SinbadEV
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Re: Archtype [Barely an Idea]

Post by SinbadEV »

I was planning on using his spiky melee unit if he wanted me too...
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Neddie
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Re: Archtype [Barely an Idea]

Post by Neddie »

That tent is pretty cool looking.
ironized
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Re: Archtype [Barely an Idea]

Post by ironized »

i could help with models, however, im not sure how i would go doing 'life like' models, or biological ones at that.
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SinbadEV
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Re: Archtype [Barely an Idea]

Post by SinbadEV »

I've s3o'd the Tent... having some trouble getting it in spring because I'm dumb or something... I'll keep poking.
Saktoth
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Re: Archtype [Barely an Idea]

Post by Saktoth »

If you want that KDR's chicken Sinbad, im sticking it in game for another project and can give you the scripts, unit files, etc when its done.
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