Advance wars: Spring - Project [RECRUITING] - Page 4

Advance wars: Spring - Project [RECRUITING]

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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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

I like breaks from my own mods once in a while, that's why I keep leaving this community. It is about time that people start to grow up and realize that there are contridicting ideas here, modders want low polygons, and players want high polygon models, so I do what matters
Another fucking bonehead innit.. I mean.. hi!

What the players want is irrelevant as most of them don't know jack shit (comon someone put the UD definition up :P) about modeling and such. The less polygons and the smaller texture you can get away with, the better.
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Guessmyname
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Post by Guessmyname »

We modder's don't prefer low polies, if you're polycount is high that's fine, as long as the polies are used well. Lower polycounts are used advised for performance reasons, that and low poly models are easier to UV and (usually) faster to make. That's the art of modelling - making something absolutely frakking brilliant with as few polies as possible.
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Snipawolf
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Post by Snipawolf »

It's the skill and application of polygons that count.


That is all.
Sheekel
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Post by Sheekel »

Is this dead?
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KingRaptor
Zero-K Developer
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Post by KingRaptor »

Very.
Sheekel
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Post by Sheekel »

Anyone else interested in helping me finish it? I've got a fair amount done already, but I could certainly use some help.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

whats left to be done?
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KingRaptor
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Post by KingRaptor »

Magus didn't tell me about you...

Yeah, tell us what you need and we'll see what we can do.
Sheekel
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Post by Sheekel »

I'm currently working on improving the textures i made for the ground units.

I'm not a very good texture artist.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

If you want someone to do some weapons fx [ie new ones, not just copy and paste smoth's work 8) ], I could help you since I'm WiP on FF stuff anyways.
Sheekel
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Post by Sheekel »

REVENGE, that would be awesome!
Sheekel
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Post by Sheekel »

Is REVENGE alive?
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SinbadEV
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Post by SinbadEV »

1v0ry_k1ng wrote:in spring it wont play anything, i mean ANYTHING, like advance wars.
you wont be able to have general super powers.
Commanders have a D-gun, that's a super power. you could relatively easily monitor the total experience gained by all allied units to fill up a "super power" bar in order to have your "commander" unit do something really awesome like temporarily boosting econ income or attack power for certain units or launch a nuclear missile or heal all the players units to full health.
there wont be anime characters.
Certainly could have lua present cool "action shot" anime pictures whenever a super attack was made and could have the "currently selected" units shown in a corner as anime characters of the units' "drivers"
there wont even be music.
Ogg playback is said to be ready in SVN at which point there will be playback
there wont be capturable cities or ammo.
You could have the econ be centered around "capturing" a special unit placed on special maps for the game instead of building factories you could have them capurable by infantry units.
it will look like a generic wargame. tank. soldier. helicpter. plane.
It could if the other things I just mentioned aren't done.
ALL the things that made advance wars fun are impossible to economically reproduce in spring, and its a turn based game.
All those things I mentioned are totally reproducible... I don't know what you mean by "economically"... anyways... with all the things I mentioned it would definitely have the feel of an advanced-wars game (though I would recommend NOT calling it that)
not trying to be a troll,
No, your just being negative... if you took all those things you said and phrased them as "You should totally include these features otherwise don't bother" it wouldn't have sounded so bad
just pointing out, this is not going to work..
again... what's with all the negativity?

Also totally would love this idea if you include those features I half mentioned BTW. :D
Sheekel
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Post by Sheekel »

UNITS


Infantry

Cost: 1,000
Movement: 3
Vision: 2


Strengths: Infantry are used to capture neutral and enemy buildings, which is key to generating income to fund your war machine. Additionally, infantry can climb a mountain to gain a wider sight range, and cross terrain that vehicular units cannot (such as rivers and mountains).

Weaknesses: Infantry are weak versus nearly every other unit type other than enemy infantry. Be especially wary of anti-air units, which can wipe out infantry quickly.

Mech

Cost: 3,000
Movement: 2
Vision: 2


Strengths: Mech units can capture bases like infantry but their movement limited, which makes infantry much better for any capture jobs. The mechs are superior to infantry because they carry bazookas as their primary weapon. The mechs are much more effective than infantry against vehicular units, primarily recons, rockets, and missiles (though they fare decently against anti-air and normal tanks).

Weaknesses: They are also decent attackers against armor but will still be wiped out if attacked by an anti-air unit.

Recon

Cost: 4,000
Movement: 8
Vision: 5


Strengths: Recon units are extremely mobile with awesome vision range, which makes them invaluable in games or missions with fog of war enabled. Recons aren't too strong on the attack however, and are best used attacking infantry, other recons, or an indirect-fire unit at close-range.

Weaknesses: Recon units will not inflict much damage against armored units and will get crushed by attacking mechs, tanks, or indirect-fire barrages.



Tank

Cost: 7,000
Movement: 6
Vision: 3


Strengths: At less than half the price of a medium tank, the standard tank can complete most battle tasks nicely. The tank is a dominating force against recons and indirect-fire units.

Weaknesses: Avoid indirect-fire, as you should with any unit, and beware of stronger tanks. Attacking mechs also have an advantage over the tank.

Medium Tank

Cost: 16,000
Movement: 5
Vision: 1


Strengths: A much more powerful version of the standard tank. It dominates recons, anti-airs, tanks, indirect-fire units, and anti-air units. You will suffer more damage in an attack against a heavy tank, however.

Weaknesses: Don't fight Heavy tanks! And steer clear of indirect-fire barrages, which will definitely punish the medium tank.

Heavy Tank

Cost: 22,000
Movement: 6
Vision: 1


Strengths: The expensive granddaddy of tanks is strong against every other ground unit type.

Weaknesses: Don't be within range of indirect-fire weapons!

Artillery

Cost: 6,000
Movement: 5
Vision: 1
Range: 2 to 3

Strengths: Artillery are good ranged attack units but they're certainly not as good as the rocket launcher. Artillery deal great damage to infantry units and can deal strong damage against the lighter vehicles (medium and heavy tanks are more resistant).

Weaknesses: Keep the artillery behind a screen of units to prevent the enemy from getting too close. As an indirect-fire unit, artillery can't fire at anything adjacent to itself. You can use a couple of indirect-fire weapons adjacent to each other to cover these blind spots.

Rockets

Cost: 15,000
Movement: 5
Vision: 1
Range: 3 to 5

Strengths: Offers very strong damage at a very long-range against all enemy ground and naval units.

Weaknesses: Rockets are similar to the artillery--keep them safely behind defenders. Bear in mind that rockets have more blind spots than artillery. Anything within two spaces of a rocket is inside of its range.

Anti-Air

Cost: 8,000
Vision: 2
Range: 2 to 3

Strengths: Although its name might imply that this unit is only strong against air units, the anti-air is also a dominant infantry killer--it can wipe out an equal infantry or mech group without suffering damage. And as the name suggests, it can annihilate air units.

Weaknesses: Avoid tanks like the plague.


Missiles

Cost: 12,000
Movement: 4
Vision: 5
Range: 3 to 5

Strengths: Long-range anti-air unit. The missile launcher can destroy all air units in very little time.

Weaknesses: Missiles can be a pricey investment if you don't protect them against enemy ground forces, from which the missile launcher has no defense.

/////////////////////////////////////////////////////////////////////////////////////////////////

Resources


You currently start with a headquarters, and several resource buildings which provide sufficient resources for basic expansion and light units. In order to fund your war, you will need to expand and "capture" (reclaim) structures around the map to provide metal and energy. There are seperate metal and energy buildings to reclaim. The headquarters will provide more than enough storage to obtain all the resources.

/////////////////////////////////////////////////////////////////////////////////////////////////


Victory


Much like Advance Wars, you will need to capture or reclaim your enemies' headquarters, which are invulnerable to attack, to win. Therefore, all games should be played comm-ends as default.


Screens (WIP)

Headquarters:

Image
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Also, the following help is still needed:

LUA scripting
Effects
COB scripting
Designing and making maps that utilize the resource system
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Neddie
Community Lead
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Post by Neddie »

Actually, I've looked at the issues, and I think all of those can be done with a measure of efficiency, but why try to merely replicate? The real magic of imitation is in improvement.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Well hopefully the fact that it isnt turnbased will be an improvement in itself. My hope is to create fast-paced, intense gameplay while keeping the basic unit and resource style of AW.
Sheekel
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Post by Sheekel »

Energy structure

Image
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SinbadEV
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Post by SinbadEV »

@Sheekel... :shock: those are teh awsome structures and they totally fit the "AW Groove" you are going for.
Sheekel
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Post by Sheekel »

Metal structure:

Image
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