Project Ragnarok is back! - Page 2

Project Ragnarok is back!

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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Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

will line of site be realistic "as far as the eye can see" (extreme los range) or will it be handled like most RTS games where units can only see a short distance around them? (+ general los questions and how do these races sense their world?)
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Great idea and I am looking forward to it, however theres something you might not be aware of. There is a game in development right now called Machinations. Not to ruin anything, but you probaly ought to change the name of the faction Machination to something else so this mod remains GPL. That way you can keep yourself clean of any copyright infringments.

One other thing, 2000 polys per unit is a lot if you plan on having tons of units on the field at once. Those 2000 poly models work in FPS games because of the lack of models in places. You might want to try for a more resonable number, and save the high count for special/super units.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

TA, they did say that battle's won't be as big as TA battles normally are. Anyway, the extra detail will look awsome, especially with reflective textures...!
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

How long do you think it will take for a first version to come out?

How many people are working on this mod?
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Mesafina
Posts: 18
Joined: 18 Jan 2006, 07:39

Post by Mesafina »

As far as LOS goes, that will remain to be determined.

We hope to have a playable beta released within 4 months, but that is a subject of much speculation. It would be cool if we could get it out sooner.

And for the record, our team size is currently 2 members, each of us putting in a goodly number of hours. I am the programmer, scripter, 2d graphic artist and Rukk is the 3d modeler and 2d graphic artist.

As for build times and balance issues, the concerns put forth will likely be irrelevent as we are reinventing the wheel and attempting to come up with creative new ways of doing construction all together. For example, the Machinations of Fenris will feature a tech tree based around something called a Von Neuman Device, which was a concept developed by Von Neuman regarding machines which can self replicate. A Machination Monolith will be able to produce other monoliths without need of a factory at all, and other units will function the same way, with a sort of central machine mind which brings it all together and acts as the connecting point between the different self replicating variations.

As for the name Machinations of Fenris, I believe we are fine leaving it at that, but I will look into it.

Keep it coming guys =D
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Von Neuman Machines are cool. Definatley an interesting way of doing things. What about the other faction/team/race/clan?

I wouldnt mind helping out with the mod. I have no experience whatsoever, but i can always learn. I can also make random tools for you, like the FBI editor I made a while ago. Im interested in trying to make sounds as well, as it is an area I have had basically no experience in. But, if all else fails, I can make a website for your mod. Im good at them.
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Mesafina
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Joined: 18 Jan 2006, 07:39

Post by Mesafina »

The United Tribes will be based around a massive flying structure which at this point we are just referring to as the mobile command center. It will be used to construct almost everything and will be an integral, nay all important part of Tribe production. We are thinking that for the Tribes, there will be no actual structures, but rather large units with no movement which can be moved around the field at will using the Tribe's massive air transport, creating an array of semi-mobile structures. This is all of course in concept stage at the moment but gives you an idea of our aims.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

that will be very difficult to balance but make it oh so worthwhile in terms of gameplay :) good luck
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

2000 poly units lag rediculously with shadows on... Please at least keep your models optimized. Extra polies are useless if all they are there for is to say you have a higher poly count.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Mesafina wrote:... we are reinventing the wheel and attempting to come up with creative new ways of doing ...
All right! Keep it going. Something original will be most welcome!
And don't explain too much or it will ruin the surprise (or keep on wetting our apetite!? It's arguable which one is best. <- and i'm a proper intj).
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

SwiftSpear wrote:2000 poly units lag rediculously with shadows on... Please at least keep your models optimized. Extra polies are useless if all they are there for is to say you have a higher poly count.
play with shadows off then :P , they dont make all that diference!
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Mesafina wrote:We are thinking that for the Tribes, there will be no actual structures, but rather large units with no movement which can be moved around the field at will using the Tribe's massive air transport, creating an array of semi-mobile structures.
Just so that you know, buildings can be transported using a special kind of transport (not sure what it is though)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

What are your race designs then? As in philosophy, what sort of a race ti is, what they prefer, their rpeferred art styles, architecture and so on.

If you dont have any i have a link to a hefty thread on HW races that explains the sheer urgency you need it if you want a brilliant game. From what I've read you have an excellent ground basis to jump off here.

Just look at how in Supcom they're now exagerating the differences compared to what they where in arm/core, look at the harshness of cybran, the sleek aeon, the futuristic inspired technology of the terrans (as in it looks mroe like what's we've portrayed ourselves to be in the future)
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Mesafina
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Joined: 18 Jan 2006, 07:39

Post by Mesafina »

More info on the races themselves will be released in good time. We are holding off on more fluff information until the website is up and we have a few models ready to post, so look for that within the next week. In the meantime, i will continue to take suggestions and answer any non-fluff related questions.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Designing Alien races and ships for HW by Crobato

Dont be fooled into thinking it doesnt apply and it's all about spaceships and HW, it talks about other games and balancing and is very detailed.


As for fluff, I got sent a piece of fluff by my old bank, a big wad in a white letter.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

wOW....My head is spinning from that rant.

Very long, well thought out and should be tacked to the heads of all new RTS desingers!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You've read it already? I read it slightly faster than I usually read, but it took me at least an hour to fully digest the entire thing....

Am I the only one who gets fluff in the mail?
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Ah...i can remember way back in fourth grade....


"teacher: <insert my name> would you please read the next paragraph?"

"Me: Where are we again?"

"teacher: <rolls eyes> Now, now <insert my name> where you not paying attention? We are on page fifty"

"Me: What? I read that five times now! I'm on page 120!"

True story!
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

lol
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

That happens to me, all the frigging time
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