Back from the Grave - Engines of War, playable version! - Page 3

Back from the Grave - Engines of War, playable version!

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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Rafal99
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Joined: 14 Jan 2006, 04:09

Re: Back from the Grave - Engines of War, playable version!

Post by Rafal99 »

SeanHeron wrote:- Switching from walk to run (or vice versa) causes the Engine to forget it's orders...
I had the same problem with custom command recently.

This is because commands given without Shift pressed erase the command queue by default.
It only doesn't apply to some default commands like FIRE_STATE, MOVE_STATE, REPEAT etc. which are handled by Spring specially, but custom commands are not.

To go around it you should return false in your gadget:AllowCommand function if you process your custom command. This way it won't be further processed by Spring and won't erase the queue.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Back from the Grave - Engines of War, playable version!

Post by knorke »

think i found the replay with the mech walkin backwards but it is not as bad as i thought at that time. Backwards walk starts at 1:30 or so but is only for a minute. Then when shoting he turns around.
guess i was mostly the confusion of new game+not knowing that you can never attack civil stuff/ground.

When aiming at civil stuff, the cursor should change into a "no attack" icon.

In replays, some UI parts should not show, ie the mech selection menu.
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SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Back from the Grave - Engines of War, playable version!

Post by SeanHeron »

Wow! There's been a lot written, so I'll try to keep my replies short:

@nightcold - glad to hear you got it working :).

@Rafal - that's a really good hint, thanks for pointing it out!

@knorke - thanks for the Replay - it'll come in handy when we want to squash that bug (though if it's none gameplay breaking, that prob won't be too soon...)

@ all:
- Some of the issues mentioned have been addressed in the latest version - see changelog.
- Leveling and movement speeds are mostly intentional (though we haven't had much multiplayer experience yet - so still hard to tell). You're right though that some lines are difficult to access - which is not so good. And yes, we plan to add a number of features that make the game both more dynamic and skill related :) - may take a while though.
- I've removed some of the flashlights - nightcold, your suggestions sound like good canditates to lose them as well.
- Fixed top down zoom is certainly in consideration (we actually had an earlier version with this pretty much implemented - all but the fixed zoom level).
- Animations, GUI and effects in general - yah, need work - we'd be more than happy to take on anyone that'd be interested in doing some!
- Turrets - the problem with a shorter range would be that eg the Ballista could then take out towers without receiving damage. That would be unwished for behaviour/gameplay.

Since it's been brought up a number of times, I want to say some stuff on Walk vs Run.
I'm sure that, as you say, if your trying the game out alone, the speed difference isn't all that great. However, it does - a) despite the above, cut down walking times by I'd guess ~ a third. More importantly though - b) add an extra dynamic to Engine vs Engine combat - believe me, if your low on HP and running away from your enemy (which is inevitable to happen in this kind of game), you will very, very much notice if your opponent can run, and you have too high a heat level and can not...

P.S.: There'll be a new version up Saturday - in time for the Sunday test game.
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Echo419
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Re: Back from the Grave - Engines of War, playable version!

Post by Echo419 »

awesome.

is it possible for others to create maps too?
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Back from the Grave - Engines of War, playable version!

Post by PicassoCT »

No, you ve got to play on mine for all time. ;)
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Back from the Grave - Engines of War, playable version!

Post by SeanHeron »

:-) Picasso. Echo - Yes and no. We mean to improve on the current one - if you'd be interested in that, be sure to send me a PM or such :P.
In general, of course you could try making a map that is suited to the gameplay - if by "is it possible" you mean "are the tools available to place the buildings seen on the current map ?" then the answer is "kinda" - easiest here would also be to write me, I'd be happy to PM you some more detailed info.

If you mean make a map that is supported by the game out of the box: not the way it's currently setup - ie we'd have to make a variant of the game for it. Alter-Heide (and my) current thinking is to go for just one map for the first real release (and my dream is we could then go for a new map on each further big release). The problem is that for this style of game, game balance is highly map dependent - in a number of ways. And a lot of work on the game from here forwards is going to be balancing....

Caveat: Bob and Skystar did some thinking, and Skystar especially some work, towards a variant that could be played on pretty much any map. And that's an path I think we'll keep ourselves open (perhaps as a modoption) - but I don't plan on spending time on it atm.
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

nothing like having to pull a model out of upspring and ready it for photoshop so I can recolor and touch it up. Did I mention MASSIVE texture stretching? yeah very frustrating.
Image

Old:
Image
New:
Image

I redid a few parts including the gun but honestly, the stretching was killing me so I said screw it and finished it off.

http://www.smoth.net/files/knight.zip
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KaiserJ
Community Representative
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Re: Back from the Grave - Engines of War, playable version!

Post by KaiserJ »

i'd hit that
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

I like white... now it looks like an omni mech.. DEALWITHIT.JPG.
Image
http://www.smoth.net/files/queen.zip

mostly just cleaned up lines and getting the color components setup. Would be cool if this game supported alt skins. I had a few colorschemes I would have loved to have kept.
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

I am sick of the spherebot.
Image
http://www.smoth.net/files/rook.zip
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

Image
Here are all three mechs with normal lighting(I really hate how that night widget muddies up everything.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Back from the Grave - Engines of War, playable version!

Post by bobthedinosaur »

Nice. I love all of them, but the pink... the rest is freaking great.
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

you don't like the pink glow, I can change easily. Make a suggestion.
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Pxtl
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Re: Back from the Grave - Engines of War, playable version!

Post by Pxtl »

Imho, there's nothing wrong with going with pink, it's just the pink looks like it's supposed to be a glow but the actual tone seems too dark and rich, more like like bubblegum than a glowing pink road flare.

But that's just me.

Anyhow, those models are secksy as hell. What're they for? They look like ZK Comms. Edit: I'm an idiot. For some reason I thought I was in the WIP thread. Of course they're for EOW.
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

I told sean that a solid color scheme could help make the engines pop more so I did it when I had some time today.
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

Updated the queen visor color:
Image
http://www.smoth.net/files/queen2.zip
nightcold
Posts: 179
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Re: Back from the Grave - Engines of War, playable version!

Post by nightcold »

smoth wrote:Updated the queen visor color:
Image
http://www.smoth.net/files/queen2.zip
personaly be4 u changed it i liked soooo much better(it was already perfect), the texture it was much more gritty...it just fits the game better....now it looks like it belongs in an anime(no offence)



the other 2 look great...thu the blue one needs 2 be more gritty(& i;am not digging how the head is shifted from the ceter, but that is the moddel)

the knight now begs for a mele attack....
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

nightcold wrote:personaly be4 u changed it i liked soooo much better(it was already perfect), the texture it was much more gritty...it just fits the game better....now it looks like it belongs in an anime(no offence)
I only changed the visor. GG you lose.
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

I do find it offensive that I seem to be the only one guys immediately jump to the lol it's anime assumption btw. I think it is pretty sad that you do that. It's ok, you couldn't tell that I didn't edit the texture at all in your critique either but I did want you to know I was offended.


What a sour note to post this last one under. Because of texture reuse issues my cool glow idea had to be tossed :( but I did still get what I wanted.
I figured unlike the others this is a sniper suit. So dark military colors were needed but I didn't want him to be black because people here cannot fix their gamma(looking at you bruce and arturri) which made me settle on this scheme which I feel is not half bad! Also I figured the guy is a bit of a bad ass so a bit of red glow would not hurt. After all I am sure the guy could turn them off if he wants, but he doesn't give a shit.

Image
http://www.smoth.net/files/bishop.zip
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smoth
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Re: Back from the Grave - Engines of War, playable version!

Post by smoth »

sean, do use the included s3os and pngs. you can delete the old dds. INBEFOREZOMYGOSH I NEED TO SAFE A NANOFRAME or some other shit.

I included the psds which are cs3 extended psds. with the model and texture setup for ease of alterate. If you ever allow for alt skins on the units let me know, it would be fun to do some of the other schemes I had to leave out.


anyway, here you go all 4
Image
(click for larger)
http://www.smoth.net/files/knight.zip
http://www.smoth.net/files/rook.zip
http://www.smoth.net/files/queen2.zip
http://www.smoth.net/files/bishop.zip
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