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LUA you say
Posted: 25 May 2007, 16:33
by rcdraco
Will the new LUA or Spring support invisible bullets, so that we can have real melee, or can you just use a blank 3do/s3o? I'll try that out when I get ungrounded I guess.
Posted: 25 May 2007, 16:56
by Comp1337
Posted: 25 May 2007, 22:13
by rattle
You forgot about one of the most important things: maps!
The only way to prevent a unit from moving somewhere is the slope tolerance so there's a need for special maps which all should use the same height differences. Although I don't know if a unit will just try to move through your towers instead of trying to find a clear path.
What kind of default theme (futuristical, modern warefare, fantasy, etc) do you have in mind?
Speaking of themes, when the basic thing is done there could be different theme packs as mutators which replace models/effects etc, so StarWars TD might as well be possible.
Anyway if you need something modeled or other help I'd be willing to help out.
Posted: 25 May 2007, 22:24
by Guessmyname
There is a maze map somewhere
Posted: 26 May 2007, 15:38
by manored
I think (and hope) that the pathfinding of spring is good enough for units to get where they want.
Posted: 26 May 2007, 15:58
by Boirunner
manored wrote:I think (and hope) that the pathfinding of spring is good enough for units to get where they want.
Tested this. It is.
Posted: 26 May 2007, 21:04
by Comp1337
Guessmyname wrote:There is a maze map somewhere
Would suck. we need something more like speedmetal. A kind of wide (wider than speedmetal probably) passage where one can maze aruond for the creeps.
Posted: 26 May 2007, 21:22
by smoth
I have been making turrets for gundam, they are uvmapped and frankly ip free as they are pretty generic. I can "donate them" to a tower map if one is ever started.
Posted: 26 May 2007, 21:33
by Fanger
I would assist in making new content for this but Im not allowing EE stuff to be used else where..
Posted: 26 May 2007, 22:32
by hrmph
Cool idea.
Posted: 26 May 2007, 23:01
by smoth
as a note:

Posted: 27 May 2007, 21:56
by smoth
Turret 3 almost done, this gives us:
1 large missile turret
1 large beam turret
1 flak gun(uv coming soon)
1 small fast shot turret(uv coming soon)
1 large armored turret(wip almost done)
so.. who is vollunteering for the lua?
also, what else will you gents need?
Water?
flame?
v-launch?
Posted: 27 May 2007, 22:48
by Foxomaniac
Quantum and TFC could do teh LUA =D.
Posted: 28 May 2007, 16:26
by smoth
cool, well, lets see it get done! I can put the turrets up as a gpled resource(that way if the devs like it the map could be included with spring oneday(to show off lua and stuff))!
Posted: 28 May 2007, 17:03
by KDR_11k
You meant he turrets weren't based on Gundam material?
Posted: 28 May 2007, 17:12
by smoth
they are based on it but frankly pulled from obscure and generic random shit throughout the series.. in other words, I add a detail or two and it is no longer even remotely similar.
for example: the zeon anti-air is shown for a few seconds during the garma death speech scene but I modified them a bit from what it looked like there so they are generic. the federation has 2 turrets based on what was show in Jaburo base, those turrets were shown in 08thms team and zeta gundam. Pretty generic crap also. The zeon mega particle gun is a hodge-podge from different art(0079 has inconsistent art) and pieced together with some conclusions of my own. However, yeah, I intend on modifying them a bit. It is just that it takes soo little work that I frankly am not worried about it.
Posted: 28 May 2007, 18:18
by Foxomaniac
Righto, just need a design document with list of all the "Elements" and the towers they have

.
Posted: 28 May 2007, 20:03
by smoth
Ok, how are we representing levels? I recomend a lua-ed number floating over the turret.. but if all else fails I can model on a number..
what do you guys want?
also, experience will need to transfer on upgrade/morph. Another issue is blocking.. how will the lua tell if the towers are going to block and if they are going to be in the way. If you guys want I can quick whip up a map.
Also, what about this idea:
rather then do a free form map. I can make one that has a lower level with shallow water(to prevent turret building and allow for a path to be obvious. If you guys will permit it I can sit down and do the map right now and upload it tonight so we can have a basic map to start with and later on make the free-form version?
what say you?
Posted: 28 May 2007, 21:12
by Foxomaniac
I say Coolio.
As for the "blockage" it self, spring has a semi-solution.
Whenever a unit "can't find path" it goes back to regular and attacks enemy units next to it - even if it's on hold fire - possibly enough?
The only thing i'm afraid of is that they might smash every tower in the area

.
Also, I'm not really up for levels - i'd rather have elements and BETTER towers instead of "upgrades" - Like WinterMaul X3

.
Posted: 28 May 2007, 21:44
by smoth
ok, not a problem, we can have some elements or some better towers.. but what should we have? Also, we still need a lua guy.
Are we doing a path-type tower defense or are we doing an open one like desktop tower defense?
I prefer a path-type but it is not my call. I need to know though as I have terribly limited time at the moment.