I think someone was asking for an air combat FPS mod - Page 3

I think someone was asking for an air combat FPS mod

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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Saktoth
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Post by Saktoth »

Ahh ive been working one of these of my own too, mostly because i love to pilot planes in games of #A and because smoth said it couldnt be done (Then, apparently, did it).

One time i spent something like half an hour just piloting a rapier and killing enemy kbots in a team game- i didnt have any other units left. In most Flight Sim games, half the fun is rocketing over the top of armies and blowing them to pieces, it would be a shame not to include that. The problem then, of course, is that this quickly becomes a much larger and more complex project than just a flight sim.

Naturally, thats what happens with any project i try to tackle, it gets too complex and i shelve it till later.

My final concept was to have a hub with a large range that builds you a base (Factory, air pad, radars, defenses, etc) using your initial resources, and the object is to destroy the other guys base using your plane, and stop him from doing likewise. Then it quickly gets out of hand, including the ability to pilot tanks and mechs, large automated armies of cannon fodder to kill, and multiple players on one team handling different units, the economics, the strategic play, etc etc.
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rattle
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Post by rattle »

Sounds like Herzog (Zwei)...
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smoth
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Post by smoth »

Saktoth wrote:#A and because smoth said it couldnt be done (Then, apparently, did it).
I did it and enjoyed it. It was fun, then I found out people could cheat using some auto aim feature I was unaware of. Eh, whatever. Anyway, drama over it still exists. I also hate how aircraft cannot have effects, when you start moving there are times the flare will pass up your view and block your sight.
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rattle
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Post by rattle »

I also hate how aircraft cannot have effects, when you start moving
There is a solution to this: endless loop checking the height above ground. I'd rather see StartMove() getting called when it takes off though.
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smoth
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Post by smoth »

rattle, the effect will pass up the aircraft.
Targon
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Post by Targon »

I wonder if it would be possible to have some sort of DOTA style autonomous armies continuously attacking toward each others bases in perfect balance
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Pxtl
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Post by Pxtl »

You know, this has gotten me thinking...

perhaps a BattleZone '97-style mod could be possible using some heavy-duty LUA and FPS-mode?

That is, in BattleZone '97, it was a simple RTS except that you commanded from FPS perspective. The trick was that most units had special powers that the AI-pilots didn't know to use, so you had to lead from the front... but also, you had limited lives, so you wanted to make sure that your main "pilot" didn't die. A cap on crew and a zero-sum economy kept the games from getting too huge. Spring is nicely capable of zero-sum econ (no mexxes, just reclaiming, but wreckage is also reclaimable).

The real challeng in Spring would be implementing the "command from FPS" stuff in Lua. It required an insane amount of hotkey-driven menus to be able to order around your units.
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KDR_11k
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Post by KDR_11k »

Personally I was more of an Uprising fan but that had little strategy.
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Guessmyname
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Post by Guessmyname »

Image

EDIT: model is here:

Image

Note: Temporary file!
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Neddie
Community Lead
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Post by Neddie »

Targon wrote:I wonder if it would be possible to have some sort of DOTA style autonomous armies continuously attacking toward each others bases in perfect balance
Yes, but if it wasn't fun in DOTA, why would it be fun here?
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KDR_11k
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Post by KDR_11k »

You do the texturing and UVing on THAT.
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smoth
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Post by smoth »

kdr, I do not mind you using that aircraft I made.
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rattle
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Post by rattle »

ImageImageImage
Some VTOL gunship I made. Not sure if it fits.
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