Please Lock. - Page 3

Please Lock.

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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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:54, edited 1 time in total.
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KDR_11k
Game Developer
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Post by KDR_11k »

I'm not sure about that con unit design, it looks way too much like a battle unit and the few yellow spots can get lost in a quick glance. The build apparatus still looks liek a gun, I'd suggest using something more like this:

Image

That thing stands out like a sore thumb in a group of tanks and it's easily identified as an engineering vehicle.
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:55, edited 1 time in total.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

will the factions play diffrently?
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:56, edited 1 time in total.
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:57, edited 1 time in total.
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:58, edited 1 time in total.
Saktoth
Zero-K Developer
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Post by Saktoth »

If someone says 'I cant tell the units apart' you should probably listen to them early on in the development rather than later down the line when unit designs are finalized.

being able to distinguish units is utterly vital to a commander, this is why TA's units are so eccentric.

Its a very good idea to have, at least, your constructors be differentiated, as they are something that will need to be selected often and something you dont want to send in with a group of combat units.

This is like, the number 1 complaint about EE, ask fang, he's gotten endless hell over it. So probably a best idea to make the con unit pretty damn obvious. Too much like the light tank ATM to be honest.

Other than that, stuff looks good. Its coming along pretty fast, nice to see continued development, too many people give up early.
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:58, edited 1 time in total.
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Zpock
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Post by Zpock »

Remember that your eyes as the creator tends to view the stuff done in a bit different light.
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AF
AI Developer
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Post by AF »

If it takes longer than 2 seconds to spot a conbot in a clump of units you have a problem.

All your units look quite similair but theyre saved by the size differential, making the main mode of identification in your mod size not textures or shape.

Also be aware that different people use different camera views, and no matter how much stripe you put on the bottoms and sides people in top down view wont see much.
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:59, edited 1 time in total.
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Guessmyname
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Post by Guessmyname »

Give it big and very obvious crane
ironized
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Post by ironized »

thats a downfall to ee as far as i am concerned


you are the maker, you see them as you made them

we are the consumer we see it as we can make out

they are very similar although you know where to look everyone else may not
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:59, edited 1 time in total.
ironized
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Post by ironized »

there ya go ;)
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Guessmyname
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Post by Guessmyname »

Yay!
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Pressure Line
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Post by Pressure Line »

*edit* forget it.
Last edited by Pressure Line on 02 Jul 2007, 21:59, edited 1 time in total.
ironized
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Post by ironized »

may i suggest you make a mine laying vehicle

i reckon a mine laying behicle with light mines would be very usefull in your mod ;)
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rattle
Damned Developer
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Post by rattle »

Don't get me wrong but it's kind of repetitive...
Last edited by rattle on 02 Jul 2007, 21:01, edited 1 time in total.
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