Complete Annihilation News - Page 57

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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Jasper1984
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Joined: 25 Jan 2008, 20:04

Re: Complete Annihilation News

Post by Jasper1984 »

Saktoth wrote:Problem with that design, neddie, is there is nothing to really make it stand out from the regular spherebot
Well, i think my idea for the rocko would stand out imo, and then there is only the hammer and rezzer yet to be found well-distinguishing looks for, but i am sure something unique can be thought up for those too.(The tick is a spider) I am not sure what qualifies as 'spherebot-like-enough' for you, but i why not just make the target wide rather then ditching consistently totally? Try getting something of an imploded chest, roundness, shoulderplates, knees etc. Also some of the t2 kbots are animal-like, and that giving a lot of freedom, also the 'human-like' t3 bots can be done more freely just because they are from a different factory.
manored
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Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

It seens that scraping a building under construction causes it to become wreckage with the amount of metal that was already pumped in... this is probally bad since it means you can generate cheap and wide barriers of metal very quickly.
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quantum
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Re: Complete Annihilation News

Post by quantum »

If you scrap a 1% complete building, the wreck will have 1% health.
manored
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Re: Complete Annihilation News

Post by manored »

quantum wrote:If you scrap a 1% complete building, the wreck will have 1% health.
However features only take damage if you hit at the very center, and not all weapons can do that... also, it seens that the wreckage of a building is very resistent, an airpad wreckage needed several shots from a thud to be crushed at only 3% completion.
[Krogoth86]
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Re: Complete Annihilation News

Post by [Krogoth86] »

Plus the last time I checked your defs you gave wrecks twice the health of the unit itself...
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Machiosabre
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Re: Complete Annihilation News

Post by Machiosabre »

I think they usually scrap into scrap, so you can just drive right over.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

The chassis-reuse idea is fine, but you're obviously gonna need more than one chassis for the L1 not-arm Kbots. Perhaps Rocko, morty, and con-bot could be similar? Something that looks more like it's less close-combat-oriented and more designed to hold heavy weight in a support-role? Like hulking quadruped with a big turret on its back? You could follow the EE approach for that - same lower body, different turret. The turrets could be different enough to make differentiation easy - Rocko is a single short snubby turret, Hammer is long gun-barrels, and Construction has a con-skin.
manored
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Re: Complete Annihilation News

Post by manored »

Machiosabre wrote:I think they usually scrap into scrap, so you can just drive right over.
Big scructures scrap into solid wrecks whenever I scrap em, even if they are at just 1% completion.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

neddiedrow wrote:It is one page from a 28 (?) page design, discussing the joint structure and the untextured front/back views, you have no idea what it actually looks like because you have two elements of a much larger design.
Ive no idea what it looks like because this is the first time you've ever showed it to anyone, and ive never even seen (or been aware of) the other 27 pages.

In this situation it should be no surprise to you that someone else did the work in the meantime. You said you were working on arm t1 bot concepts but that was months ago and i havent heard two peeps from you. If you dont show anyone your concepts, you cant expect them to use them.

What units have no other concepts? Most of them. But there are half a dozen concepts floating around that could be used for any number of units. Contribute something and if its usable it will get used. But dont be surprised if someone else does it before you even finish your designs, if you're going to wait until the work is already over before you release anything.
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Pxtl
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Re: Complete Annihilation News

Post by Pxtl »

You guys really need a wiki-page set up for your unit re-do projects so you can stay on the same page.
Google_Frog
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Re: Complete Annihilation News

Post by Google_Frog »

Units should have really big guns because that's their main distinguishing feature. The hammer is basically a gun with 2 little legs attached and this makes it really visible. The hardest units to tell apart is the peewee and the jethro. They have enough distinction to be seen most of the time but I think any more sphere bot variants would be really bad for unit recognition.
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Neddie
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Re: Complete Annihilation News

Post by Neddie »

Well, actually it was quite surprising.

I publicly committed to the designs, and began them. I released a very basic line-up and the reaction to that was troubling. Between pre-design discussions and the release of those previews several people, yourself included, changed their expectations. In addition I was admonished by others for releasing incomplete designs which might not reflect the final results. I was told by other contributors, Licho included, that I should simply work in silence and produce when I was done. This was logical given the reactions to the thumbnails and because I had committed to them there was no reason to expect that somebody else would step in and make my work valueless. I was going to deliver exacting, detailed, high quality work. There were and are so many other things to work on.

This was the only public commitment I made to a particular element of CA. I have kept all other public commitments I have made in this community, though many are not complete because they take a lot of time and effort. Other teams have respected my public commitments to their fruition. There was no reason for you to assume I would not deliver and there was no reason for you not to respect me as a contributing developer.

It is in the past, however. I don't make public commitments to elements of CA, because those commitments are not honoured. What work I do for CA, (I still do work for CA because I believe in the dream) I do not commit to and I do not attempt to assert the contributions unless they are superior to other efforts. If I ever do publicly commit to something again for CA I will keep the rest of the team in the loop but you in turn must respect what I am doing. That is simple, that is fair.

I don't really want to talk about this again. What was done was disrespectful and my response to it was dishonourable. None of it has been productive.
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Neddie
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Re: Complete Annihilation News

Post by Neddie »

Anyway, Sak, I'll try to be of use, but I can't promise anything. There isn't any assurance that I will be allowed to fulfill my promise. We don't have a bond of fundamental trust. I do still love CA, and I do respect you - you'll see me around.
Pxtl wrote:You guys really need a wiki-page set up for your unit re-do projects so you can stay on the same page.
Yes. That would be a good idea.
Google_Frog wrote:Units should have really big guns because that's their main distinguishing feature. The hammer is basically a gun with 2 little legs attached and this makes it really visible. The hardest units to tell apart is the peewee and the jethro. They have enough distinction to be seen most of the time but I think any more sphere bot variants would be really bad for unit recognition.
Well, units should be distinguishable. It doesn't need to be the guns, they are simply the easiest pieces to work with.
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clumsy_culhane
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Joined: 30 Jul 2007, 10:27

Re: Complete Annihilation News

Post by clumsy_culhane »

Surely a page like this : http://www.imperialwinter.com/?sec=progress wouldn't be that hard for the coding genuis' at CA to make? Having a easy accesible progess of the remoddling, scripting and texturing of each of the TA (and addon) units would make it easier for the new moddelers who come along (like Cremuss) and start remaking units. Also you could add links (and pics) for each of the remoddeled units.
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Gota
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Re: Complete Annihilation News

Post by Gota »

Chasis reuse worked great for EE....>.>
Jasper1984
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Re: Complete Annihilation News

Post by Jasper1984 »

Pxtl wrote:Perhaps Rocko, morty, and con-bot could be similar?
Morty is core, doesnt need to be similar. And rocko and con-bot similar? one fires missiles. (Rezzer is now also builder, makes sense, somewhat.)
The hardest units to tell apart is the peewee and the jethro.
What do you mean? The glaive and jethro look very different because of those large rocket launcher thingies.
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Pxtl
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Re: Complete Annihilation News

Post by Pxtl »

Whoop, did I say Morty? I meant Hammer. Either way, the point is that the con-bot and the rocko are similarly slow, weakly-armored units that primarily exist to transport their equipment - a rocket launcher or a con-kit.
manored
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Re: Complete Annihilation News

Post by manored »

Rocket launcher with legs and nanoturrets with legs sounds better :)

As for unit differentiation help, maybe giving more legs to some kbots? I know it sounds stupid, but if Nova will be about creativity... :)
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

manored wrote:Rocket launcher with legs and nanoturrets with legs sounds better :)

As for unit differentiation help, maybe giving more legs to some kbots? I know it sounds stupid, but if Nova will be about creativity... :)
That's my point - a nice heavy-set quadruped chassis would look good for all three of the Hammer, Con, and Rocko, with a slightly heavier scale and bulk used for the Hammer chassis - then just stick a completely different turret model on top.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

clumsy_culhane wrote:Surely a page like this : http://www.imperialwinter.com/?sec=progress wouldn't be that hard for the coding genuis' at CA to make? Having a easy accesible progess of the remoddling, scripting and texturing of each of the TA (and addon) units would make it easier for the new moddelers who come along (like Cremuss) and start remaking units. Also you could add links (and pics) for each of the remoddeled units.
IW has full time modellers, texturers, and mostly finalized concept art (All from star wars).

We are taking whatever we can get from the community, and putting it wherever it fits.

When we make concept art it must by necessity be a 'suggestion' because someone might come along and make an OTA remake or such that will fit in the spot that needs filling and we'll have to discard the concept.

CA needs artists first.
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