Kustorion Mod(Pendrokar ended developing) - Page 3

Kustorion Mod(Pendrokar ended developing)

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

User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Kustorion Mod

Post by Pendrokar »

1. So a Tech 1 Minigun Turret. The blue base is the one on which the turret would turn left and right. The gun is attached to the holder which is responsible for pitching.
2. I had made some before but they had too high triangles and couldn't target at 90 grad angle up and down.
3. Now here is a picture of two added weapons to Wheeled Tech 1 Chassis. The problem is I cannot rotate the base when it is turned sidewards so it would turn on it's own axis(I use 3ds Max) and I think this could be a problem in Spring too. Though it depends on what UpSpring can do. I will need to check. :? :?
ImageImageImage
tricount - 113 (base+holder+gun)
EDIT: Oh and I know how a minigun looks like, but I couldn't make barrels for it that would cost loads of triangles for the cylinders! A good texture will be enough.
User avatar
Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Re: Kustorion Mod

Post by Zoy64 »

I own WZ 2100 and in it you would upgrade your guns with techs, but if you research a new turret which outdates an older gun, nothing would change. What im trying to say is, if you build a tech 3 laser, all tech 1 & 2 lasers should become tech 3 lasers. Can LUA do this?
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Kustorion Mod

Post by Pendrokar »

Zoy64 wrote:I own WZ 2100 and in it you would upgrade your guns with techs, but if you research a new turret which outdates an older gun, nothing would change. What im trying to say is, if you build a tech 3 laser, all tech 1 & 2 lasers should become tech 3 lasers. Can LUA do this?
If the weapons are made with lua only just like Zpock is trying to. Then this wouldn't be a problem.
But I am no planning it like that. The lower Techs will weight less giving a unit faster speed! So it would not be like Tech 3 is really better than Tech 1 it will depend on what you want.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by rattle »

Units Modeled - 8/42
...and UV mapped?
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by Pendrokar »

Tech 2 Minigun -
Image
tricount - 156

As you can see I have made a serious decision in making the Kustorion mod into a sequel of Metal Fatigue. So Combots will be added and with that I have removed Legged Chassis units from the wiki game design page!
I have one new member to this mods team KFMWH aka. CyprusX. He said that he can help with making concept art and soundtrack for the mod and will start when I get a few more people! There was much faith in Metal Fatigue.

Hopefully I am not really crossed the line about copyright when making a name like this. I have seen that there are many mods at moddb that use a game name with a title, but make it on another game engine(Warhammer mod->(in)Oblivion;Startrek Mod->Homeworld;C&C Renegade->UT3)!!
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by Pendrokar »

rattle wrote:
Units Modeled - 8/42
...and UV mapped?
Give me a brake too. :P
1) I haven't tried UV mapping!
2) I need to create a texture pallet by either painting it or getting Public Domain stuff!
3) Wait... Wait I'm thinking of another excuse.(making excuses is not that easy how they say!)

If I think of what I have done and tried:
1) I have moddeled.
2) I have made sounds.
3) I have lua'd a widget.
Seems there is no "talent" needed on any of that stuff! Most people that had PM me back in youtube where I requested help to some say that they would love to but don't know programming. I actually learned from CoLoBoT :D !!!
User avatar
Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by Wolf-In-Exile »

I don't understand why you are turning what was an original mod into one based on someone else's copyright? IMO you'd have far greater latitude in creating your mod, conceptually, story-wise and artistically.

Besides, I don't see design parallels between the designs made for your models with those in Metal Fatigue, especially considering the fact you mentioned it continues where Metal Fatigue left off.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by smoth »

Metal Fatigue: The Hedoth Dominion


NO

BAD DOG!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by AF »

Just say it was 'inspired by metal fatigue' besides what your doing is reducing the impressiveness. People wont see it as a game, they'll see it as a remake.
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by Pendrokar »

Wolf-In-Exile wrote: Besides, I don't see design parallels between the designs made for your models with those in Metal Fatigue, especially considering the fact you mentioned it continues where Metal Fatigue left off.
Humans would lose against the Hedoth(if you have seen the final ending video) if they would have the same technology that they used which was what they got from old Hedoth stuff. The Hedoth were gone for a long time their technology would massively change from that. => Normal vehicles became useless and only became useful when using a technique that the combots had! That is... customizable vehicles!
I can PM you the consept of what I think the story would be!

+ As I stated before the mods name won't have any trouble as there are plenty of mods named after one game but made on another! Only those with a very popular publisher are pushed such as Marvel, Hasbro, Microsoft, Konami! And again the company Sony Entertainment Liverpool to which Psygnossis became does not mention that they own Metal Fatigue. And I won't use anything from the game!

smoth wrote:Metal Fatigue: The Hedoth Dominion
Name change is possible for at least a month! Give me your ideas...
AF wrote:Just say it was 'inspired by metal fatigue' besides what your doing is reducing the impressiveness. People wont see it as a game, they'll see it as a remake.
Well I wanted so it would sound like a sequel! A continue to the story!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by smoth »

Pendrokar wrote:
smoth wrote:Metal Fatigue: The Hedoth Dominion
Name change is possible for at least a month! Give me your ideas...
no
User avatar
Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by Wolf-In-Exile »

Look, I don't care what reasons you use to rationalise the deviation of your model's designs with those in Metal Fatigue.

The fact of the matter is Metal Fatigue has a very specific design aesthetic. If you don't want to respect that aesthetic, fans will go "that doesn't look like Metal Fatigue or anything vaguely inspired by it".
As I stated before the mods name won't have any trouble as there are plenty of mods named after one game but made on another
They don't slap on a name and make something else either.
What do you think will happen if you made a game called Halo: The Covenant Invasion and put these models in that mod?
And I won't use anything from the game!
You're using the game's brand name. Content is irrelevant as it is false representation.


Take my advice. Make your creation stand on its own merits instead of trying to 'mine' a fanbase, especially such a miniscule one that Metal Fatigue has.
Attaching it to the game will put certain expectations on your mod, and you'll be heavily criticised for anything which doesn't meet the fan's expectations.
Just look at all the crap that Bethesda Softworks got from hardcore Fallout fans when they acquired the license and made a real-time FPS game.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by AF »

I am aware of sony entertainment liverpool, and I am telling you your complacent attitude is dangerous.
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue: The Hedoth Dominion (aka Kustorion)

Post by Pendrokar »

There was this guy at moddb.com(FrostbyteZERO) who had an idea of making Metal Fatigue Sequel. But later on he tells that he would better create his own universe. But then he silenced!
Here is the topic - http://www.moddb.com/forum/thread/metal-fatigue
There are some interesting ideas from "Gibberstein" such as more control over the robots!
I'm just not that creative with a story and I though taking one story from a game(first I though a far nation of BattleTech) would not be copyright infringement!

And it seems I will have to end up like Supreme Commander did! Almost same game but different story!
I need a story writer! :? :?
Or I don't need one for now!?!?

@AF fine you are right I'm taking all copyrights off and will rethink everything(just not the design mentioned at the wiki page)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Kustorion Mod (For now)

Post by Argh »

Take my advice. Make your creation stand on its own merits instead of trying to 'mine' a fanbase, especially such a miniscule one that Metal Fatigue has.
Attaching it to the game will put certain expectations on your mod, and you'll be heavily criticised for anything which doesn't meet the fan's expectations.
First off, I agree 100% with this. Using somebody's IP like that is very, very risky.

If you make a crap game that doesn't look anything like what you're drawing on, the fans will hate on you, and you'll go down the tubes. If you make a brilliant game that looks like the original, or better, you will get shut down.

There are a few companies that have posted specific exemptions (LucasArts, Ltd., for example)... but for the most part, you are in mortal peril when you try attaching other people's names to your game. I really wouldn't do it, and I'd be very careful about it.
I need a story writer! :? :?
Or I don't need one for now!?!?
Definitely the latter! If you don't know how to animate, write CEG code, uvmap / skin, etc., etc., etc. yet, you are a long, long way from having this done.

The very last thing I'd worry about is your backstory- just write a one-line idea, like "this is a game about two kingdoms, who fight wars with their magical creatures" and mainly just try to keep your art consistent with that goal. P.U.R.E.'s backstory evolved quite a bit, as the game progressed to completion. The main story was in my head about December, but at the beginning, if I may be perfectly honest, I just had a one-liner- "Humanity vs. Evil Robots, and make it not just a ripoff of the Terminator movies". That was pretty much all that I did with the plot, for months!

Sure, sure, I could have written some novel, gotten a million concept artists, and determined the whole thing ahead of time, like the pros do... but meh, it's so totally un-necessary, imo.

Concentrate on building the best game you can... make it all make sense later. People who put the story ahead of the game almost always seem to fail miserably at actually finishing their game, in my experience. So, don't stress about it.

Maybe magical monkeys build magical tanks with magical powers.

Maybe this depicts the ancient wars between the hyper-advanced Atlanteans and the alien-inspired empire of the Maya, using steam-powered robots and tanks that look like metallic dragons...

It matters not. Write something very short, and simple, about what feel you want the art to achieve, and what the game is about, as a game... and just keep it to yourself for a awhile. When you have some great art and a definite style, if you're not a good writer, then find one at that point, give them the simple version and show them the art, and let them do their thing. Mainly... don't get all stressed by this, it can wait.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Kustorion Mod (For now)

Post by AF »

Why must the sides be factions?

Why not:

The galaxy is at war and there are thousands of factions. Rich businesses and governments are battling it out across many worlds. Due to the vast amounts of money and the near non-existant military investment of the past centuries, corporations specializing in military components have arisen.

Thus your not choosing your allegiance in the war, your choosing your product brand, which company are you contracting to build your components?
User avatar
Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Re: Kustorion Mod (For now)

Post by Zoy64 »

AF wrote:Why must the sides be factions?

Why not:

The galaxy is at war and there are thousands of factions. Rich businesses and governments are battling it out across many worlds. Due to the vast amounts of money and the near non-existant military investment of the past centuries, corporations specializing in military components have arisen.

Thus your not choosing your allegiance in the war, your choosing your product brand, which company are you contracting to build your components?

I like it, so each company would have different designs for basically the same things, stay with this idea.
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Kustorion Mod (For now)

Post by Pendrokar »

The story is really something that allows people to see their target. I just got hyped about the Metal Fatigue story ending and the way people wanted a sequel.
Zoy64 wrote:
AF wrote:Why must the sides be factions?

Why not:

The galaxy is at war and there are thousands of factions. Rich businesses and governments are battling it out across many worlds. Due to the vast amounts of money and the near non-existant military investment of the past centuries, corporations specializing in military components have arisen.

Thus your not choosing your allegiance in the war, your choosing your product brand, which company are you contracting to build your components?

I like it, so each company would have different designs for basically the same things, stay with this idea.
Well I could. But doesn't this mean that I would need a different design for each corporation that would sometimes lead to some unbalancedness due to different weapon slot locations? That would make me model from the initial 100 units to 200 or 300(except the weapons. Because of high espionage there was nothing to hide in each corporation military)!
But yes the main goal now would be to create multiplayer and then worry about the Single Player!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Kustorion Mod (For now)

Post by AF »

Many companys make CD players. Why should it be any different for the companies? Admittedly they may prefer different types of weapons or different styles of design, or perhaps they just have a different variety of components, be that small light versus large heavy expensive but powerful.

Lets say they all have a set of generic components and a set of unique specialized components. Extra large cannons perhaps, or a type of weaponry, or higher powered rocket boosters for extra speed.

The companies could trade more generic components between eachother to fill demand as a means of colluding to corner the market for that particular type of component.
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: Kustorion Mod (For now)

Post by clericvash »

I don't care what anyone else has said.

I think the models look cool and i hope this mod does well

8)
Post Reply

Return to “Game Development”