Complete Annihilation Beta 1 released! - Page 6

Complete Annihilation Beta 1 released!

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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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Foxomaniac wrote:
[03:31:57 م] <[LCC]quantum[K]> wheee, i have a lua script that makes the solar collector's output increase with altitude :D
[03:32:11 م] <[LCC]quantum[K]> i'll do the reverse with geos
Discuss.
Nuclear mine + geothermal powerplant = pure win.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

it might be funny for solars but stupid for geos, since you never get to pick a geo spot anyway.

would it even matter how high you are if you collect sunlight? I mean, light's pretty fast, it'd make more sense for wind.
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

Machiosabre wrote:
would it even matter how high you are if you collect sunlight? I mean, light's pretty fast, it'd make more sense for wind.
what about night maps
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smoth
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Post by smoth »

There would have to be a way for lua to see if the map is night or not.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

solar? shouldnt it be like that for wind? wind + height = win
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Meh, Spring needs night/day progression.

Or something like time scaling, so you could set per map what time of day the game will start, and change the sun's position/brightness during gameplay.

For most maps the time would have to be exagurated for speed, but it would be sexy to have a day map that turns to night after 20 mins or so :D.
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smoth
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Post by smoth »

why does spring *need* night day? To me it seems silly, and what would it add?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

smoth wrote:why does spring *need* night day? To me it seems silly, and what would it add?
It doesn't need it. (If implemented well, dynamic time ingame and changes in lighting/etc based on that time could have profound effects on gameplay, if we got the tags to go with it. Playing with LOS, Solar generation, etc...
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Alright, then what about clouds casting shadows?
tell me that wouldn't be sexy.
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smoth
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Post by smoth »

I am all about clouds casting shadows if I can have clouds + a cubemap for my skybox :P
espylaub
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Joined: 01 May 2006, 11:35

Post by espylaub »

Bump. Any news? This has lots of promise and I want more people to play it.
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

Foxomaniac wrote:
[03:31:57 م] <[LCC]quantum[K]> wheee, i have a lua script that makes the solar collector's output increase with altitude :D
[03:32:11 م] <[LCC]quantum[K]> i'll do the reverse with geos
Discuss.
all I knows is the more whacky gimmicks a game has the more fun it is.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Its too bad that this mod isn't getting the play it deserves.

Need some publicity to convert some Ba'ers
Personally i like the mod, but the fact that it aims to reduce single unit spam (ie spaem gater), makes it less attractive to a lot of people I think. They just want to be able to spam and win on economy.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Personally, I think it's fine but most of the balance changes aren't done yet and really I'd prefer to stick with BA until it's mostly done. The only thing I'm worried about is some dumb ideas being put in. Crap like making solar/wind vary by altitude and day and night cycles don't belong in a TA-like game and are really horribly unfun anyway.
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Making wind efficiency dependent on height would be a fun option, and it would be justifyable with physics (as opposed to nanolathing :D ). Just make it toggleable.

Great word btw. Toggleable.
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quantum
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Joined: 19 Sep 2006, 22:48

Post by quantum »

jackalope wrote: all I knows is the more whacky gimmicks a game has the more fun it is.
Whacky gimmicks are a fun way to learn the new Lua features, before passing to more serious ways to use trepan's goodies :-)

CA is not being played much these days, it's in an adding features phase, as opposed to a test-and-balance phase. Also, most of the stuff added will work only in the next version of Spring, so regular test games are practically unfeasible.

I plan to release release a new version of CA at the same time as .75 is released. CA will have a lot of unique, exciting new features made possible by the new version of Spring, and that should help make an impact.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

I really look forward to playing CA. I'm also worried about too many wacky gimmicks and a bit overdone special effects, but I really like the feel of the game.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

While adding features, consider removing units, because all OTA-based mods have waaaay too much (though mainly at T2 and higher.)
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Neddie
Community Lead
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Post by Neddie »

imbaczek wrote:While adding features, consider removing units, because all OTA-based mods have waaaay too much (though mainly at T2 and higher.)
I don't know, I think if you can develop a role for a unit, it belongs. CA balance, last time I was involved, was role oriented.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

I think that's the idea behind all OTA mods, but I think there's room for improvement.
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