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Re: rough survival co-op idea

Posted: 28 Jan 2011, 22:33
by knorke
also the witch and that suicide blob thing in Cursed.
The supply radius of depots in S44 could be considered an aura spell thing that makes near units shot faster etc...
then show me game with unit which can collect items
that game with the funny tanks!

Re: rough survival co-op idea

Posted: 28 Jan 2011, 23:12
by bobthedinosaur
Blood and Steel, Engines of War, and contact all had units with abilities. I guess if you call them that. Gundam has smoke grenades, s44 has AP versus HE rounds, evolution has EMP bomb.

Re: rough survival co-op idea

Posted: 29 Jan 2011, 09:09
by Wombat
man, i dont mean any modes. i mean abilitieS and itemS.
@ knorkes - i mean real inventory, like i can click on one of the items and use it :P

Re: rough survival co-op idea

Posted: 29 Jan 2011, 09:31
by KDR_11k
As I said, Kernel Panic. Whether you mean the Enter and Dispatch functions of the Network, the pointer's NX Flag or the various superweapons, it has all of that. The smoke grenade in Gundam runs under a special ability framework that handles cooldowns and should make it less patchworky than KP's abilities.

And if there's anything that hasn't been done yet you Lua it.

Re: rough survival co-op idea

Posted: 29 Jan 2011, 17:54
by Wombat
wombat can make some funny creatures and little men
Fuck yea i will boi

Image

Re: rough survival co-op idea

Posted: 29 Jan 2011, 22:34
by KaiserJ
bob dino: i like your scripting, at the very least i would be "borrowing" your walk animations and things like that. probably lots more, esp if vechs were to be added ;)
perks/ skills
that would be incredible, but i personally would be completely out of my depth trying to make something like that with spring engine. would probably be on the "would be awesome" list, along with a procedural map. something like this could be tied with what knorke said about "pickupable" items like the flag... even if it were something like a "chicken queen" for want of a better description could drop an "item" that functions like a flag in that it's pickupable, and would provide ability buffs to whichever unit grabbed it

z and bana: after some thinking, i almost feel like a procedural natural map could be achievable using a homogeneous texture like the one on comet catcher, combined with a light fog effect (to indicate height via visual obscurity) and judicious use of SSMF, possibly by building a detail distribution texture using layered perlin and the detail texture itself consisting of very similar textures. ofc, it wouldn't be nearly as nice as a preshadowed map, but if it were basic enough, i think it might be able to suffice.

question... could SSMF be generated after map is loaded?

wombat: might be kinda cool to start with something like a constructor/ harvester and a soldier/// i was kinda thinking the tech tree for colonists could go like...

a tier 1 would be a little kid with a pistol, weak harvesting and able to build things like cameras and radar (an allpurpose scout basically) and then be morphable into either an "engineer" (for construction/harvest) or a "soldier" (for military application) and then further into more specialized roles.
crafting
not sure if it's 100% crucial, because crafting already sort of occurs when you create a building, ie : combine x materials to get y item, as is already done in TA and WC3 etc. i think REALLY what it would come down to is a good distribution of resources across the map and many different resources, that way the most powerful buildings and morphs and such are restricted because you simply don't have the pizdecium ore to create them.

g' frog: i'm in agreement about using existing models to make a mockup were i to go ahead. however, modelling for this project could be quite fun however, because artists would be able to combine elements of natural and manufactured things however they wanted (monsters and tanks and bears... oh my!) i think the hardest task would be creating map features that worked well together, maybe they can be stolen from somewhere else.

the balancing thing sort of appeals to me in way; because players are working together an imbalance may not be as frustrating as in a tactical wargame... just becomes a game feature, and things like "only build x tower because its OP" could be ironed out quite between versions without gamebreakingness. i hope. and yeah, i fully understand that other strange issues would appear later on, things that i'm completely unable to concieve at this moment (and yet i feel them lurking just beyond the horizon)

Re: rough survival co-op idea

Posted: 29 Jan 2011, 23:40
by bobthedinosaur
my walks are probably the worst thing you could borrow. In fact I'm in the process of overhauling the marine scripts in contact. If you want a basic script you might want to start with one of CA's kbots. maybe make a sphere bot with a spherical astronaut helmet, and no weapons. And make varients with weapons for what ever the unit picks up /morphs into.

A possible alternative could test a system of using an attach unit, but have a null weapon point in the basic model. So you attach a unit (equipment/ weapon) and according to what it is move the weapon and aim from the dummy weapon system. But you might have issues with aiming though...

Also if you want to talk about abilities that are possible you are going to have to be more specific. Many games have units that have more options than the OTA units.

"Dropping stuff", like when killed? I just made a killstreak gadget that acts similarly. It spawns bonuses when a player gets X consecutive kills with out any loses.

Re: rough survival co-op idea

Posted: 30 Jan 2011, 00:25
by Wombat
well, tbh only thing i can help with are models. and only if u agree to make lulzy shit like given above. i cba to make another serious, killing machines and definitely not humanoid troopers which will look shit in spring anyway (not to mention time needed to model them)

tbh i was thinking about SpacePunk, if big trash containers using steam power are liked, strange cratures in silly suits should be even better.

:'

Re: rough survival co-op idea

Posted: 04 Feb 2011, 23:11
by Wombat
so im half way to finish set of human 3d meshes in a form of legos (few heads, torsos, arms etc.)

is this anything serious ? someone will help developing or this gonna be another dead idea ?

Re: rough survival co-op idea

Posted: 04 Feb 2011, 23:26
by KaiserJ
needs an assload of planning still

i've got a 5 page document already about units and stuff, i'll send it to you soon after i hack out a bit of organization (atm its just a big list of ideas that i typed when i had them); if we actually try to make this, it'll have to be a concerted effort not only for the art but for the implementation and balancing

i'd like to see what you've got so far if you wanna post or pm me; i have some decent ideas about how i'd like to do the legoing as well so i'm sure we can combine forces

ATM for colonists i'm thinking artwork in a semi-cute, cartoony style (imagine wh40k models, but with giant heads hands and feet) because i figure it would give us a lot more flexibility in terms of things being visible from a distance, as well as having them fit into mario kart style vehicles

Image
(not my concept ofc, but similar proportions to what i was thinking, as well as artistic style)

i gotta say, the biggest modelling job ATM in my eyes is to make the spawnable resources and hash out how the economy would work

i mean... are you cool with having 25 resources and complicated "conversion" buildings :D ? this is the sort of thing that needs to be addressed from the outset before too much more work; i haven't a clue how multiple resources work and how they'd work with a knorke-styled spawner and harvester behaviors

Re: rough survival co-op idea

Posted: 04 Feb 2011, 23:29
by Wombat
ah damn, u show me this now :D ill show what i got soon and u will decide if u want them as they are (made something more serious this time >>)

tbh all i need is list of units u plan to implement. im planning to make enough pieces to make 16 of more or less different looking models. atm im missing only heads and weapons

Re: rough survival co-op idea

Posted: 04 Feb 2011, 23:35
by KaiserJ
i'm sure whatever you made can be scaled etc to fit to whatever style we ultimately choose

scifi said hed be interested to help as well but i haven't managed to catch him online in the lobby yet XD so its early days

16 models sounds pretty good, are we talking "master chief" style armour suits?

edit: and can they work with a script stolen from spherebot or otherwise (i believe its ball joint for the hips and shoulders and wrists)

Re: rough survival co-op idea

Posted: 04 Feb 2011, 23:38
by Wombat
tbh springs lack of mesh deform automaticly means similar style. such pieces of armor hide robot movement pretty well :c

Re: rough survival co-op idea

Posted: 06 Feb 2011, 10:14
by Wombat
small preview of what i meant

Image

wanted to make 4 version of each part of the body, but... :'

Re: rough survival co-op idea

Posted: 07 Feb 2011, 02:46
by bobthedinosaur
cannon fodder!? thats an awesome game. where did you find that design kaiser?

Re: rough survival co-op idea

Posted: 07 Feb 2011, 03:22
by KaiserJ
i really like the leg furthest on the right

but... they are not segmented! need bendable knee and ankle :<

Re: rough survival co-op idea

Posted: 07 Feb 2011, 06:11
by Wombat
yes they are

Re: rough survival co-op idea

Posted: 07 Feb 2011, 11:56
by knorke
organic legos seems like cool idea.
But you probally want to seperate the pieces further, ie just having different torso/legs/arms/head does not allow for that many combinations.

ie instead of 5 different heads have something like
-5 different eyes
-3 different noses
-4 different ears
-...
This will allow much more combinations.
ie in Kaisers "technical" lego pieces, there is no "gun" or "engine", just some cylinders and blocks and you make the "gun" from those.
Now I dont know how organic primitives would look like...cubes etc probally will not work but maybe you can think of something.

Re: rough survival co-op idea

Posted: 12 Feb 2011, 12:00
by Wombat
Image

from the left:
Tank
builder/harvester
'regular' marine - small guns
sniper
engineer/pilot
doctor/herbalist

( parts with smooth are skin (except boobs which look terrible iwthout smooth))


making low poly tits is nightmare = fact

someone wants to give me head ? :}

arms joints gonna be fixed, different objects + smooth makes them look quite bad

Edit: oh btw
But you probally want to seperate the pieces further, ie just having different torso/legs/arms/head does not allow for that many combinations.
i plan to make head/torso/shoulder/forearm/hand/pants/thigh/calf/shoes

+ a lot of 'accesories' like cigs, gloves, backpacks, grenades, knifes, etc etc

Re: rough survival co-op idea

Posted: 15 Feb 2011, 05:28
by KaiserJ
Image

typical noob, pictured with OP weapon