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Re: smoth's junk.

Posted: 31 Oct 2013, 07:01
by xXx
Good standardization of unit design.

Re: smoth's junk.

Posted: 13 Nov 2013, 20:40
by smoth
Thoughts on an approach to the initial base unit and economy

Ships are sent out with company men and equipment on them. The ships are self contained factories capable of producing any tools needed. Utilizing the these factories, the first task will be to establish nearby structures to produce different types of smaller factories working on more complex things. These work structures are needed in the construction of establishment a forward base and sometimes base defenses. However, as they are packed to the brim with construction equipment, little room has been left for the needs of personnel. At the beginning of a match, you will have very little access to actual piloted units.

At location all things need to be made. Producing the base materials for unit construction on site has allowed bases to quickly be established by large entirely automated factories pumping out vehicles and buildings. Once a building has produced the unit, it may be piloted by one of the personnel nearby unless it is an ai based unit which means it will not require personnel.

Even with the technology to transport these bases anywhere, they still need a human to plan things out, choose a landing place for more humans etc. These people choose landing zones and plan out the base in order to receive new personnel and units on site. Each LZ may be used to transport either into the base. Many of the personnel are kept in stasis until needed. However, some of them have already been active and as such they are called in with their combat unit ready for combat. These ace pilots take up much of the transport carrier and will need immediate resupply on site.

Re: smoth's junk.

Posted: 14 Nov 2013, 09:03
by klapmongool
Colonization!

Re: smoth's junk.

Posted: 14 Nov 2013, 11:42
by FireStorm_
Sounds good.
I think it can match well with how I imagine gameplay to be.

It is a story with enough strength to establish a clear and understandable setting. And leaves enough flexibility to expand upon it in various (and possibly initially unforeseen) ways.

If I'd had to say more I think I would have to speculate and talk about specific gameplay, and atm I don't presume to know enough about your ideas on that. I'm looking forward to hear those at some point of course. :-)

Re: smoth's junk.

Posted: 14 Nov 2013, 13:09
by yuritch
Sounds a bit like Outpost 2 as well.

Re: smoth's junk.

Posted: 14 Nov 2013, 13:31
by Anarchid
Outpost... that dwarf fortress in space game, before there was dwarf fortress?
Do want.

Re: smoth's junk.

Posted: 16 Nov 2013, 14:37
by PicassoCT
So A.I. Units are worser then Human units?

Re: smoth's junk.

Posted: 16 Nov 2013, 14:51
by smoth
I want my human units to have a sort of value, maybe they are like less predictable etc. We will see. The last version of grts, it was possible to get 10 t-61s out quickly but only 2 rx79s.

This is the main difference.

Re: smoth's junk.

Posted: 16 Nov 2013, 20:55
by bobthedinosaur
Sounds good to me. How is progress though?

Re: smoth's junk.

Posted: 16 Nov 2013, 22:01
by smoth
been really busy with doctors visits and trying to get this house so I can move. so not very far at all :(

Re: smoth's junk.

Posted: 17 Nov 2013, 02:29
by smoth
full scheme changing now works.. any questions on the relevance of this or does the video make it very clear?

Re: smoth's junk.

Posted: 17 Nov 2013, 09:19
by PicassoCT
Is this human chars are more valuable then AI Units a theme? Are there escape capsules.. and rescue endavour? Sort of a RPG Element?

Re: smoth's junk.

Posted: 17 Nov 2013, 10:51
by smoth
probably not. I am not going to do anything that adds that level of tedium to the gameplay. We shall see.

Re: smoth's junk.

Posted: 17 Nov 2013, 23:34
by FireStorm_
Awesome of course! It opens up such a world of possibilities, that if I could use it, I wouldn't know what to do with them or have time for them. :-)
I think the specific relevance depends on specific gameplay though :-)
But it looks extremely nice.

Re: smoth's junk.

Posted: 18 Nov 2013, 00:52
by smoth
Image

Image

Image

so click any for larger.. this is using the updated scheme system which supports different textures, materials and projection maps!

WOO HOO

no idea what this is going to do to some of the shittier machines out there..

AND I DON'T CAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARE! WWWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

Re: smoth's junk.

Posted: 18 Nov 2013, 18:42
by azaremoth
smoth wrote:no idea what this is going to do to some of the shittier machines out there..
They should focus on playing Pong! :lol:

Love it! Will there be an option for purple paint, lots of chrome and bunny ears?

Re: smoth's junk.

Posted: 18 Nov 2013, 19:08
by smoth
hmmm, I am not sure i could easily do stuff like adjusting metallic stuff it may have issues as it is the old spring stuff handled by the default shader. I honestly need to learn more about shaders because most of my work has been the code to get the values to the shader and the shader it's self is a mess.

Re: smoth's junk.

Posted: 19 Nov 2013, 22:11
by smoth
azaremoth wrote:Love it! Will there be an option for purple paint, lots of chrome and bunny ears?
I was looking into chroming and realized that reflections are broked in 95.. http://springrts.com/mantis/view.php?id=4163 so yay.

Re: smoth's junk.

Posted: 19 Nov 2013, 23:46
by PicassoCT
The problem is... with such beauty comes great expectations when it comes to destruction models..

Every laser will look like a painted Toygun, when he leaves behind this polished surface unharmed. I know.. we all share this problem... but on perfection it stands out more :P

Re: smoth's junk.

Posted: 19 Nov 2013, 23:58
by smoth
yeah, there are a few areas of the engine that will need patching for things like exploded pieces etc. I have spoken with jk briefly about it.