Rogue Republic - Page 2

Rogue Republic

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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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Rogue Republic

Post by FLOZi »

Ilves wrote:
FLOZi wrote: The short answer is no. The longer answer is "it's possible but slow"
Dating from times when I was a SAGE modder me and mastodonts of 3d-art used making a separate map for tank's hull, turret (in case if it's comparable to the hull) and threads (to make them animated via texture sliding).

Image

And obviously, I'm not going to remake this map and others too :P
So my question is whether somebody can implement a possibility of having multiple textures? I know I ain't the first one who's asking for this, Spring needs it for further development as much as I do :P
Did you miss the link in my post? http://springrts.com/phpbb/viewtopic.php?f=23&t=28341
Also animated tracks is almost certainly possible with customShader gadget (seem to recall having discussed this with jk at some point).
- capturing small 4-5 building towns via capturing "town hall" building to generate resources. It's like in DoW\CoH, but these "strategic points" consist of several buildings, which can be destroyed (thus lowering the income) and self-rebuilding themselves with time.
Dead easy with lua, I even made something similar for battletech game (capture flag point which spawns defensive turrets around itself which enemy has to destroy before retaking flag)
- an Army Manager, a menu where you can make your own faction out of proposed units\buildings\special abilities
THIS has a 'perks'/special abilitiy selection system, picking units etc has been done with deployment mode in CA.
- indirectly controlled aircraft. I click a button on the GUI and select the place on the map where aircraft should start working, and it flies there from map's beyond and attacks ground targets\defends airspace.
S44 has almost exactly this (GUI is via default spring buildmenu, and aircraft are selectable once they arrive (but that is trivial to change)).
- squaded infantry
S44 has infantry produced in squads, there is code in THIS for squads where the units 'follow the leader' etc
- BFME1 style base-building. You start with a main building and concreted zone around it. On the concrete you have "Build here" slots clicking on which you can select a building to be built.
I don't know of anyone who's done it yet, but it certainly sounds doable.
Yeah, it's not few what I'm asking for, but who said our dreams should be easy :-)
Almost any game logic you can imagine can be done, graphical and map limitations (no tunnels, under/over bridges etc) are more likely to be an issue.
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Rogue Republic

Post by Pressure Line »

Ilves wrote:
- BFME1 style base-building. You start with a main building and concreted zone around it. On the concrete you have "Build here" slots clicking on which you can select a building to be built.
Dead easy. Have a 'building' be spawned that when you select it can turn itself into whatever you want (tank factory, infantry barracks, airfield, whatever)
Google_Frog
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Re: Rogue Republic

Post by Google_Frog »

Your ability to communicate and experience are some points in your favour so I am now more optimistic.

I don't know if you have this misconception but I may as well get it out of the way. Spring is an engine which runs content, making a game with Spring does not involve modifying the engine or tweaking some underlying game. In general new gameplay mechanics are not hacked together, they are coded with a very flexible lua interface.

The list of 5 features are doable to the extent that I could tell you how I would implement them and could probably implement each in at most two days. It probably wouldn't even be messy. A few of them are already implemented to some extent in other games. The Army Manager is probably quite a late feature but could be done in a few ways. Lua can load and save files which would enable people to save army configurations between games. You could even make an external program for editing the configs.

So if I were you I would go with Spring. The triple texture map thing seems like a minor thing to get caught up on. The amount of work to fix up some texture maps is a drop in the ocean compared to how much work is to be done.
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Das Bruce
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Re: Rogue Republic

Post by Das Bruce »

Google_Frog wrote:The list of 5 features are doable to the extent that I could tell you how I would implement them and could probably implement each in at most two days.
I have thought this a dozen times and it's always hubris.
Google_Frog
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Re: Rogue Republic

Post by Google_Frog »

Wouldn't be done but it would be usable. There is a lot of code that can be reused and I have experience. The main requirement is the learn lua or have someone in a team lined up to do coding. That is a pretty large requirement of Spring because they also double as animators.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Rogue Republic

Post by PicassoCT »

Google_Frog wrote: So if I were you I would go with Spring. The triple texture map thing seems like a minor thing to get caught up on. The amount of work to fix up some texture maps is a drop in the ocean compared to how much work is to be done.
ahem.. wasnt that fixxed.. the thread with the apc.. where the tires had another texture.. so if im not completely wrong.. the only trouble is getting lua crew.. and for that, i would search elsewhere.. (there are some programs who feature lua scripting, even one linux distro- so to hire someone of those experience coders should be easier then trying to drag one of the spring inhabitants away from his project/game. Although with your art, you have quite a chance.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Rogue Republic

Post by AF »

The Moddb profiles' been added to SpringInfo
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Rogue Republic

Post by knorke »

AF wrote:The Moddb profiles' been added to SpringInfo
ha, now he is in the spiderweb!
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Ilves
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Joined: 13 Aug 2012, 21:32

Re: Rogue Republic

Post by Ilves »

Did you miss the link in my post? viewtopic.php?f=23&t=28341
I haven't missed anything, just the "possible but SLOW" sounded menacing, as the planned genre of the game is RTS, not TBS :-)
Almost any game logic you can imagine can be done, graphical and map limitations (no tunnels, under/over bridges etc) are more likely to be an issue.
I think I'll survive this :-) Sounds optimistic, now the question lies in the plain of finding a coder skilled enough.
I don't know if you have this misconception but I may as well get it out of the way. Spring is an engine which runs content, making a game with Spring does not involve modifying the engine or tweaking some underlying game. In general new gameplay mechanics are not hacked together, they are coded with a very flexible lua interface.
LUA is powerful, I know this myself from SupCom exp., but Spring (as any other engine) isn't a Perpetuum Mobile, it needs to step in foot with time to meet the everchanging requirements of today. Anyway, that was off-topic, as long as I can safely use my 3-textured tanks ingame and not receiving 30 fps in return, I don't care about the rest.
And I must confess. It may sound tremendously arrogant, but my goal is to make an AAA-class strategy game rival to Generals 2 or Starcraft 2. This should be the ultimate goal of quality. Even if it won't be reached by 100% - anyway the resulting game won't be easily forgotten by gamers in 3 months, as it usually happens to 7-years developed RTS mods.
the only trouble is getting lua crew.. and for that, i would search elsewhere..
So in your opinion it won't be a piece of cake finding a free crew here? Be my guest to type places where I have more chances :-) A proficient coder is all I lack to make my yellow submarine ocean-going.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Rogue Republic

Post by PicassoCT »

Best to start where there are good coders, idealistic people and lua - and you find them here:

https://bbs.archlinux.org/viewforum.php?id=33
Still needs to learn the API then.. so he might be up to speed in one or two months, faster if he is a pro coder (sunspot made his game in 2 weeks, guy was a walking wonder)

next, i recomend the garrys mod comunity:
http://wiki.garrysmod.com/page/Lua

Basically people trippin on lua, and also having allready some expierience with API work... be carefull though to get a good one, not some loudmouth who is all talk.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Rogue Republic

Post by FLOZi »

Anyone who can program can learn lua syntax quickly - the API is what is important.
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