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Re: Gameplay issues and introduction.
Posted: 16 Jun 2011, 14:36
by PicassoCT
Well, there are how many engines for free on the tubes? Take two more per day, make two abandoned.. so they should in aproximatly 43- 49 days be around here again.
Welcome back Kivi the bird...
http://en.wikipedia.org/wiki/List_of_game_engines
Do it yourshelf, if you dont trust my math!
Re: Gameplay issues and introduction.
Posted: 16 Jun 2011, 17:24
by knorke
I feel this subforum will now turn into another bawbaw until KiviTheBird or it is locked.
Decline in the number of players modders.
Google_Frog wrote:Maybe some should contact them, I checked their forums and I think they're looking at Unity 3D now. That engine does not seem appropriate.
Would have been nice to have this game but it is not our responsibility to run after them.
It would have taken them 1 day to follow the "simple mod tutorial" but they did not bother.
Also lol how everybody offered all kind of help to this -so far- day dream but existing projects with shit that is actually playable hardly ever get such reactions.
Re: Gameplay issues and introduction.
Posted: 16 Jun 2011, 17:46
by smoth
I didn't offer, I don't really commit to help unless I see the person getting stuff in game like Picasso and snoop if Sean had stuck around.. Him to)
Not gonna baw but I do find it perplexing that people would move to an engine other than spring for an rts
Re: Gameplay issues and introduction.
Posted: 16 Jun 2011, 18:03
by FLOZi
I love Spring and it is incredibly powerful, but it has many weaknesses too in terms of modern graphical bells and whistles (by which I mean, more than anything, the animation system, the animation system and the animation system).
Re: Gameplay issues and introduction.
Posted: 16 Jun 2011, 20:40
by PicassoCT
dunno...
animations are only visible closeup...
moste of the time zoomed out anyway...
So if animation is botlike..
but the rest works better then any rts on the tubes...
Fuck yeah...
still got to fix the animation system. Somebody do this, before i have to do it... curse it, the guy with most organic units always draws the longest match. BAWWW.
Re: Gameplay issues and introduction.
Posted: 17 Jun 2011, 01:15
by SanadaUjiosan
knorke wrote:Also lol how everybody offered all kind of help to this -so far- day dream but existing projects with shit that is actually playable hardly ever get such reactions.
Agreed, I did notice that people seemed to jump up to offer advice a lot more readily and full-heartedly with this phantasm of a project. I personally feel their resolve will fizzle out. They seemed way too determined to get exactly what they want, as opposed to working with what they have.
Re: Gameplay issues and introduction.
Posted: 17 Jun 2011, 02:55
by smoth
SanadaUjiosan wrote: They seemed way too determined to get exactly what they want, as opposed to working with what they have.
probably one of the best things I have read on this forum.
Re: Gameplay issues and introduction.
Posted: 17 Jun 2011, 03:12
by Wombat
i think u all got fooled, it was Dewaldt Steenkamp in a dress !
Re: Gameplay issues and introduction.
Posted: 24 Jun 2011, 23:53
by AF
Wombat wrote:i think u all got fooled, it was Dewaldt Steenkamp in a dress !
Sssssh we dare not speaketh of that
Re: Gameplay issues and introduction.
Posted: 18 Jul 2011, 20:48
by scifi
they left for a new engine, you can see that on theyr website
http://www.evodune.com/
ALSO SOMEONE but not me , note that IT WASNT ME..............
posted this in theyr forums
(Spring dude posting stuff asking why spring wasnt chosen)
http://www.evodune.com/forum/viewtopic.php?f=3&t=705
Also they were looking for coders that could help them achieve theyr goals from animation to economy, scripting and ui work.
Re: Gameplay issues and introduction.
Posted: 18 Jul 2011, 20:56
by Wombat
There not found no any animators, no needed quantity of free coders. also noone wanted to hammer a ik animation. So there are were to many people for discuss our project but noone wish to really help us with it.
HAHAAHAHAAHA
i think u all got fooled, it was Dewaldt Steenkamp in a dress !
Re: Gameplay issues and introduction.
Posted: 18 Jul 2011, 20:59
by scifi
Wombat wrote:There not found no any animators, no needed quantity of free coders. also noone wanted to hammer a ik animation. So there are were to many people for discuss our project but noone wish to really help us with it.
HAHAAHAHAAHA
i think u all got fooled, it was Dewaldt Steenkamp in a dress !
yup thats his conclusion

Re: Gameplay issues and introduction.
Posted: 18 Jul 2011, 21:55
by AF
ROFL, well worth the investment
Re: Gameplay issues and introduction.
Posted: 18 Aug 2011, 13:37
by Karl
They've got some serious decision problemm it seems
"A Hmm lets take this one."
"B Nah X Y not here Engine C got A W"
etc... judging by their weird engine choice AFAIK
"SAGE -> Spring RTS -> Unity 3D"
Re: Gameplay issues and introduction.
Posted: 21 Aug 2011, 11:56
by Google_Frog
Spring RTS, a weird engine choice?
Re: Gameplay issues and introduction.
Posted: 21 Aug 2011, 14:14
by PicassoCT
Team without structure, moving like a amobea, we will hear again from this project, when it is a massive-RPG-Strategy-Action-Title, developed for 3 plattforms, with two engines.
Dune LookThem Forever
Re: Gameplay issues and introduction.
Posted: 04 Sep 2011, 08:17
by irrevenant
smoth wrote:SanadaUjiosan wrote: They seemed way too determined to get exactly what they want, as opposed to working with what they have.
probably one of the best things I have read on this forum.
Hmm, I'm reminded of a quote: "
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man." --George Bernard Shaw
More pertinently I'm reminded of how the Blender project approached this issue - they set themselves projects to achieve that they
knew were beyond the capabilities of Blender: Elephant's Dream, Big Buck Bunny, Yo Frankie, Sintel. All these were designed with the intent of deliberately pushing the engine beyond breaking point so they could identify its weak points and rebuild it stronger enough to attain the higher bar.
Is this really such a bad approach?
Re: Gameplay issues and introduction.
Posted: 04 Sep 2011, 16:35
by smoth
When you don't want to do the footwork yourself it is.
Re: Gameplay issues and introduction.
Posted: 05 Sep 2011, 06:26
by Google_Frog
The situations are entirely different.
I know that everything they wanted is within the capabilities of the engine, most of it has already been done elsewhere. The wouldn't have to compromise on anything regarding the final product.
What they wouldn't compromise on is the distribution of work. They basically expected people here to 'port' their content. Whether they realised this or not, there is no simple porting procedure. They expected people here to effectively produce their game.
Examples of the most 'unreasonale' people would be knorke, carrepairer or KDR_11K.
Re: Gameplay issues and introduction.
Posted: 05 Sep 2011, 07:13
by smoth
Google_Frog wrote:
Examples of the most 'unreasonale' people would be knorke, carrepairer or KDR_11K.
?