Absolute Annihilation: Spring v2 Trailer

Absolute Annihilation: Spring v2 Trailer

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

Post Reply
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Absolute Annihilation: Spring v2 Trailer

Post by Caydr »

Absolute Annihilation: Spring v2 Trailer: (14MB)

http://prdownloads.sourceforge.net/ta-a ... p?download

2.5 minutes long and I daresay it kicks ass. Get it. You need WMV codec installed, but everyone does...

No ETA yet, but I've been working on it for 3 days and got it 50% complete.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Wow, units that are acctually fun to use in FPS mode :D

Looks pretty fun, can't wait to get into the nitty gritty so I can whine about balance :twisted:
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

hehe very cool!

I have got a question:
Is it possible to download the OTA music or how can i hear it without the CD? I love the music when battle begins :D
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

OMG ! THERES JUST NO REASON FOR ME TO CONTINUE ON MY MOD !

just try changing the build pics into more noob friendly form if u can... maybe when the new gui is ready and working in spring

like this... so every "same type" of building will be in same page... but this doesnt work when theres lvl1 builders unless u could make the buildings it cant build "gray scale"... i really hope that new gui will allow all this to be done in a mod... the AA would be noob friendly too :wink:
Image

btw... i really like u use those beams insted of "pulse" lasers :wink:
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

we almost only see super units in action.. while the normal warfare of hundreds of units is way more fun...
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

@maelstorm: THANK YOU!!! YOU ARE MY HERO!!! :D
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

This looks kickass 8)
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Whoa

Post by Pxtl »

I think I need to change my pants. Roaming around in FPS mode using mechs looks hella-fun. Still, I wish we'd seen more regular command action - IE watch a swarm of PeeWees try to fight an Orcone.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I hope AA for spring will hav less units then the OTA version, really less units is more fun imo... really we don't need 3 kinds of krogoths and we don't need 5 kind of skirmish tanks and we don't need 3 kinds of artilery's and we don't need level 1 arty/ level 2 arty/ level 3 arty... it's just pointless..

owh one tip cadyr u should enlarge the LOS a bit as it other wise feels wrong when playing spring.. also the maxslope of kbots needs to be bigger than in normal TA.. so they can climb hills
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

NOiZE wrote:I hope AA for spring will hav less units then the OTA version, really less units is more fun imo... really we don't need 3 kinds of krogoths and we don't need 5 kind of skirmish tanks and we don't need 3 kinds of artilery's and we don't need level 1 arty/ level 2 arty/ level 3 arty... it's just pointless..
no I want much Units :D. If some are useless i make them usefull myself and play it with my friends, but so I can make it like i want to. And its better to have some units over than if you miss some units.
I mean in XTA u have more than 70% of the Units too, which only noobs build and which are useless, but thats a bit normal and perhaps in future they all become usefull...

PS: In AA i made my own Version where i changed neraly every single unit and i swear that in my version nearly 70% or more of the Units are usefull and no one is overpowerd (after 2 or more month of balanceing and testing in multiplayer)
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

u are a super hero
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

u can call me Optimus :lol:
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

whoa, awesome trailer, but the super-unit part was a bit long and got tedious. I really liked when you blew up the com though, that and the weasel-fest were the two cuts from the super-units that I liked. I thought the nuke bit would have been cool if you didn't cut it out right at the explosion. The bit with the fleet cruising along also got cut a little short too.
Sorry if I sound a bit too hard to please, it really is cool.
make the Vulcans actually shoot at something too =P
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Glad everyone liked it! Yeah, I would've liked to show more "realistic" warfare with lots of small and large units involved on both sides - but I was only testing it against the AI. In regular mode (starting with spring.exe) the enemy winds up being core, and I haven't even begun on core's tech tree yet. So... weasels! Lots and lots of weasels!

And when I try it through the MP battleroom, assigning the enemy to Arm, the AI doesn't seem to work. I was probably just doing something wrong, but it was getting really late and I just wanted to post the bloody thing! :wink:

I would've used more cuts of other units and fewer of the mech sequences, but when I pasted all the video clips together, it just happened that the music seemed to be in sync with a couple of scenes and I didn't want to mess that up.

I'll probably make another video when the mod is closer to being done. I'll try to include a more balanced selection of video in it, as well as some actual information like the final unit count, etc. Maybe some parts taken from a multiplayer battle.

@Masse: Yes, I'm making sure to use a menu layout which is logical. I'm using excel to design the menus so no trial and error is necessary.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Oooh man, Razorbacks look so awsome in Spring. They have completely replaced my love for that-unit-with-the-long-name you replaced with them. I can't wait until you release this.
User avatar
Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Re: Absolute Annihilation: Spring v2 Trailer

Post by Tim Blokdijk »

Caydr wrote:...
You need WMV codec installed, but everyone does...
...
-1 :?
maverick256
Posts: 115
Joined: 21 Sep 2004, 19:41

Post by maverick256 »

yeah, I had a bit of trouble in linux getting it to work, until I recompiled Xine with win32codecs enabled, then it worked without problems.
Post Reply

Return to “Game Development”