Customizable commanders: implemented

Customizable commanders: implemented

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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Customizable commanders: implemented

Post by Licho »

We would like to announce new feature of Zero-K - customizable commanders.

Each game of Zero-K you play now shows on user's page .. you can also easilly replay demo of it:
http://zero-k.info/Battles.mvc/Detail/2191

Players are awarded XP from battles. XP depends on victory/defeat, probability of victory (unlikely win = more XP), game size (smaller = more XP), bots and other factors.

XP is used to level up and each level up you can spend your XP to buy various components.

Chassis, modules and weapons for your commanders
Image

Using purchased components, you can customize up to 4 different commander setups.

This is example of one of mine:
Image

At the start of game, you pick which of your commanders you want to use that game.
Each commander starts game at level 1 morph and can gradually morph up to level 4, gaining HP, strength and activating more and more modules.

If you can model, please help us making proper awesome commander models :-)

Ideally commanders should become more and more awesome as they morph and display various modules graphically.

To try this, simply play few zero-k games and then login to http://zero-k.info/ to unlock stuff and customize commanders.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Customizable commanders: implemented

Post by Licho »

Notes:
* you can turn system off using modoption disableunlocks
* unlocks only work on springie-type autohosts

Credits:
* game modification,gadgets: KingRaptor
* server,web and springie: Licho
* icons: luckywaldo7
* design and balancing: KingRaptor, GoogleFrog, Saktoth
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Beherith
Moderator
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Joined: 26 Oct 2007, 16:21

Re: Customizable commanders: implemented

Post by Beherith »

Very, very cool!
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Customizable commanders: implemented

Post by Pxtl »

Licho wrote:Notes:
* you can turn system off using modoption disableunlocks
* unlocks only work on springie-type autohosts

Credits:
* game modification,gadgets: KingRaptor
* server,web and springie: Licho
* icons: luckywaldo7
* design and balancing: KingRaptor, GoogleFrog, Saktoth
What commander do players use with disableunlocks?

Also, do I have to buy a comm first before buying comm parts, or is the stock commander able to get upgraded?
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Customizable commanders: implemented

Post by Licho »

People with no commander yet automatically use stirke commander with beam laser - but with no ability to morph.

You do need some chassis purchased before you can start customizing it.
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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: Customizable commanders: implemented

Post by Petah »

Cool, now it just needs a decent GUI
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Customizable commanders: implemented

Post by Pxtl »

Wait, if you start at Morph 1, how do you pay for the metal cost of the upgrades for Morph 1? Deducted from starting metal?
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Aether_0001
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Joined: 25 Feb 2008, 03:41

Re: Customizable commanders: implemented

Post by Aether_0001 »

Where do I get CA. I really really really want it now.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Customizable commanders: implemented

Post by SinbadEV »

I would suggest an "Arcade" mode where people get a choice of 4 basic commanders presets for the purpose of tournaments. In general however this is made of win and awesome and un-fail.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Customizable commanders: implemented

Post by Licho »

Pxtl, yes morph 1 cost is deducted from starting metal.

SinbadEV - it can be balanced balanced because you have to pay for morphs with ingame metal. For tournament mode there is disableunlocks=1 which gives all people identical backup commander.
I would also like it to give you those 4 commanders from the earlier version.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Customizable commanders: implemented

Post by knorke »

Aether_0001 wrote:Where do I get CA. I really really really want it now.
by clicking any of the spam messages in #main that link to http://zero-k.info/ :shock:

So how does it work, components are units that get attached or pieces that hide/show or something else?
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hoijui
Former Engine Dev
Posts: 4343
Joined: 22 Sep 2007, 09:51

Re: Customizable commanders: implemented

Post by hoijui »

can other users see in-game what special abilities the enemy commander has (as in, written in some string, or only visible)? can they see what the enemy com would look like if he would morph? can you see other peoples stuff on the website?

nice stuff! :-)
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Customizable commanders: implemented

Post by Licho »

Atm you can only see what chassis and level it is and of course you see effects of its changed weapons/systems :-)

We would like to visually indicate different upgrades in the future directly on model.

It should be easy to add info about modules (including future morphs) to tooltips.

For now its visible on the website, you can go to user's page and hover his commander setups to see what he has..
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Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: Customizable commanders: implemented

Post by Google_Frog »

You can check a few modules and all weapons by space clicking on the enemy commander.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Customizable commanders: implemented

Post by Forboding Angel »

Neato features, but commander choosing needs some more loving. It looks hueg and disorganized atm.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: Customizable commanders: implemented

Post by smoth »

Forboding Angel wrote:Neato features, but commander choosing needs some more loving. It looks hueg and disorganized atm.
Give some suggestions, maybe a drawing or something. Think about how you would feel if you came out with something like this and you a critique like this.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Customizable commanders: implemented

Post by Pxtl »

I don't quite get why you have the 4 commander base chassis when the commander is customized anyways. Wouldn't it make more sense to have 1 base chassis and a minimum-upgrade-amount for L1 so you can tweak it out to get any of the 4 starting setups and variations thereof?
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luckywaldo7
Posts: 1397
Joined: 17 Sep 2008, 04:36

Re: Customizable commanders: implemented

Post by luckywaldo7 »

Google Frog's idea for the chassis was based on movetype. So you could have a hover chassis, all-terrain chassis, amph chassis, and possibly flying and stationary.

This would make the most sense because movetype is an ability that wouldn't really work putting into modules, but it would mean a lot of new models. And Zero-K doesn't really have any active modelers at the moment.
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Echo419
Posts: 64
Joined: 31 Aug 2010, 14:09

Re: Customizable commanders: implemented

Post by Echo419 »

For com construction perhaps a mechlab style feature would work? A drop down menu for each tier/morph and then you jsut drag n drop your weapons into the slots.
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Forboding Angel
Evolution RTS Developer
Posts: 14636
Joined: 17 Nov 2005, 02:43

Re: Customizable commanders: implemented

Post by Forboding Angel »

smoth wrote:
Forboding Angel wrote:Neato features, but commander choosing needs some more loving. It looks hueg and disorganized atm.
Give some suggestions, maybe a drawing or something. Think about how you would feel if you came out with something like this and you a critique like this.
Load up the game. The moment it starts you have this giant screen spanning commander chooser thing in your way. It was royally annoying, not to mention that the commander model used in some of them looks fairly bad. I can forgive the less than awesome looking model (maybe it was just a crappy screengrab *shrug*), but the giant commander chooser thing was very irritating.
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