New project - Page 8

New project

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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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New project

Post by Gota »

Image


RAWR!!! Robots like dragon designs.
On a more serious note.
How can we test/play this?PM you Triton?
I don't see a link in #PA.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: New project

Post by JohannesH »

manolo_ wrote:also i want to see fununits, so i want godzilla with a great anni-beam, it will be able to move on land AND uw, but coz its so big, it could shoot out of it.
Krog?
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: New project

Post by Spawn_Retard »

triton wrote:i released a version for test only, if i start to release sucky version each week i think it would be harder to bring players into my project.
Well could i have a link, or is this private?
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triton
Lobby Moderator
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Joined: 18 Nov 2009, 14:27

Re: New project

Post by triton »

join pa channel or ask me in lobby to have test version
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: New project

Post by Wombat »

is pa dead already as did i forsee ? i think trits strategy to put tits in loadscreens did not work
cleanrock
Former Engine Dev
Posts: 115
Joined: 21 Feb 2009, 07:42

Re: New project

Post by cleanrock »

my 2 cents:
Before moving to Spring i played a lot of SupCom:FA (i was not a high skill player though) and i must say that when games were balanced (skill) those games were a lot more fun and interesting to play than BA.
I am not exacly sure why it made games more fun but i think the 4v4 in SupCom made things better, 7v7+ in BA is not very good for gameplay imo with the combination that the rear teching players can catapult their economy with Adv Fusions and Moho Metal makers.
Anyway, i beleive a really well balanced mod could make gameplay as fun as FA and have the advantages of the Spring engine.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Re: New project

Post by Caydr »

I'm only on page three and so far Smoth is the only person who's made any sense. Him, and when Forboding said "every version of AA WAS a mutator" thus displaying his memory hax.

Just make a mutator. Release it fast so I can steal your ideas. Thanks.
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Caydr
Omnidouche
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Re: New project

Post by Caydr »

Argh wrote:"Once you know" means it's just another counterintuitive nub-trap, like Weasels that magically can't damage certain things. This isn't fun, this is a collection of traps. No wonder we have a retention problem. This kind of stuff basically makes "pro" players have a huge inherent advantage.
No, since only "pro" (self-described) players rely on damage tables to tell them what does what, rather than actually playing the game, they are the only ones at a disadvantage.
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Caydr
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Re: New project

Post by Caydr »

HLTs are (in AA) intended to target heavier, slower-moving targets. They have very high damage, offset by the fact that they don't necessarily do all that damage if their target is fast due to their longish beamtime. This is why you built LLTs, which fire uberfast and one miss doesn't hurt you.

Units naturally target the highest-value thing they see. However, if they see something lower-value first, they will shoot at it instead. BAM instant strategy opportunity - distract the HLTs with valueless units.

Very little of the strategy is in the numbers. When people take everything they see in a unit or weapon file to be authoritative, suddenly it looks like everything's crazy OP when actually they just have a AoE falloff or something similar. Like how I used to get 10 people in my forum a week back in OTA days telling me that Krogoths need more than 29,500 HP. If anyone here can remember why this isn't true, you get a cookie.
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Caydr
Omnidouche
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Re: New project

Post by Caydr »

Apologies for the supermultipost, I can't currently edit in this subforum.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Re: New project

Post by Caydr »

"Wow, no wonder Pitbulls suck so much, they only do 0.1x damage at the limit of their AoE! That's, like..."

*20 seconds pass*

"That's only 11 damage!"

"Holy crap! Caydr's such a douche"

"How big is their AoE anyway?"

"uh... it's... 16."

*60 seconds pass*

"how big is that?"

"um... just a sec"

"well, an Annihilator has 8 AoE and it's really powerful so..."
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triton
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Re: New project

Post by triton »

pa is not dead but i am on holidays, ill work on it on january. merry christmas
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Re: New project

Post by Caydr »

If you don't post updates constantly you aren't working on something, it's been proven. I have science on my side.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: New project

Post by Neddie »

Only the truly foolish would believe that. Projects both great and small are often easier to complete without the interference of said foolish.
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Caydr
Omnidouche
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Re: New project

Post by Caydr »

no u
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: New project

Post by Forboding Angel »

I rarely post updates, but generally am working my ass off :-)
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triton
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Joined: 18 Nov 2009, 14:27

Re: New project

Post by triton »

Ok now its effectivly officially dead.

here is last changelog http://pastebin.com/m6949a46

some ideas are good but most are crap.


You can close / erase this topic
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Neddie
Community Lead
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Re: New project

Post by Neddie »

Alright, triton. I'm sorry it didn't work out.
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