NanoBlobs 0.3, dev diary - Page 6

NanoBlobs 0.3, dev diary

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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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

This mod just looks better and better :shock:
Could this possibly turn into a GPL mod?
Any estimate when a newer version might be released?
emo_boy
Posts: 36
Joined: 12 Mar 2006, 22:18

love it

Post by emo_boy »

this mod looks so cool. I have two suggestions though.

1. Make a vampiric like soldier (cape and all)
2. Give that cone unit some more spider like legs
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

why would this game need a vampire? im so confused! :?:
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

This mod will be released for free, but we will not be GPL'ing it. The license will be explained on release, but the short version is, "you may use this mod to learn from, but we do not want you stealing our work".

As for the vampiric... eh... no. It's not that I don't like vampires, mind you. It just wouldn't fit ;)
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I think there are a couple public licences like that...
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Drone_Fragger wrote:And who was it who said that The archers would look like craop again?
I said that, and I still think they look like crap...

that being said, this mod has very high, very excellent production quality, Argh. G'job mate :D
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Whos, whe factories really turned out great.
I forsee many blobs in the future.

GoGo Argh!
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Those new factories look great. Like alien spacecraft beaming down units :) Map looks great as well ;)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

The Holder. A strategic unit, used to hold ground, hence the name. In short, a "turret", to OTA players. Much like the good ol' Guardians of OTA, this is quite capable of shutting an area down.

Image[/img]
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Woooooot i can't wait to play this :)
emo_boy
Posts: 36
Joined: 12 Mar 2006, 22:18

Post by emo_boy »

this just keeps getting better and better
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

See, now THAT fits in with the Rook's cheesy Sci-Fi style... that look great! :)
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Good, good, good, this mod is getting better everytime I look to it.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

I realy like that ornithopter thing.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Looks good! Its great taking a break from the sincerely overused crappy TA textures most mods seem to use!
Im wondering about the gameplay though, I cant help but think its gonna lose that great simplicity appeal v0.2 has, with so many units and buildings! Please prove me wrong! :twisted:
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It's very, very simple, right now. I do not think players are going to be like, "whoa, I have too many choices", or confuse NanoBlobs with, say, UTASP or whatever ;) The Holder is the first truely new unit, really- the rest are still pretty much theoretical, and until you see finished screens, rest assured, they are still in testing. The proposed unit list was just that- a proposal. Not a promise.

We're adding things veeeeeery slowly. Half that reason is that good content takes awhile... half is because I'm actually spending a lot've time on the game-design side of things. Remember, I built the first two versions' gameplay in seven hours... this is more like seventy, and counting. It will definately be a refreshingly different experience, but with strong resemblence to the first versions in terms of the basic, pure balance that we're seeking. It's not a mod where you build 50 different kinds of things, and obsess endlessly about buildtree order. It's a mod where you have very few things to build, and each one is useful, usually in more than one context. The real questions are, "how many, how fast, and what am I doing with them". While the battles will continue to be massive in scope, micro is being deliberately encouraged in a variety of ways, and units used in micro will feel very different than the equivalents used as random spam from AutoFacs (which are, really, no more or less than the Fortress concept with prettier clothing and much better game design).
emo_boy
Posts: 36
Joined: 12 Mar 2006, 22:18

Post by emo_boy »

watever happened to these units scorpion unit and that man looking unit???? I really liked those[/img]
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The scorpion unti wasnt liked, but what argh is going to sue it for now, hwo knows???? It's not like him to waste a model...
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

errr...how will that unit be able to fire at units below say a 10 degree arc of fire? looks very tall ^^ maybe have the turret stick out so it can fire everywhere then artificially make it so it fires only in the arc u want?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

The rotating part near the front is offset enough that when the gun drops, there's quite a bit of angle to play with. Minbarrelangle=1 is broken in this Spring version, but I wasn't intending to limit it. I suppose that, if a unit got right next to it, it'd look dumb firing down, but you're just never going to notice it, I think. I wish Spring had a Maxbarrelangle TDF tag, so that I could prevent this from ever happening, period, but <shrug> it's not that big of a deal anyhow.

At any rate, I almost have the new Sheep done. It looks quite a bit more... harmless... and cute. I hope people like it, because it's done, and I'm not changing it ;)

The Lord (that'd be the humanoid) is mainly taking awhile because I've been so busy with IRL stuff this week, and my animator has been having computer issues. I'm probably going to end up animating the Sheep, Lord and Square Rook myself, starting tonight... and then we're ready for release of 0.3.

Total units at this point:

AutoFac
MegaFac
Sheep
Wolf
Archer
Knight
SpireRook
SquareRook
Holder
Lord

... as you can see, this is a very short list. Most mods have more units than this in their Tech Level One buildtree, but I believe quality pwns quantity, and I'm not settling for less.

I have a couple of other things that I will be putting in, but they're... not really units. This is pretty much it for this release. We'll add more units if there's a real demand for it, and it makes sense, but we're aiming for a small, high-quality and tight release. After that, we'll talk to folks about game-balance, make sure it's relatively tight, and then move on to something else.
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