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.
Looks like its coming along well, its great to see mods with origional content.
It might be a good idea at this point to sit down and come up with a solid gameplay concept, something unique, individual and thoroughly thought-out- if you have not already.
It would be a shame to put in all that effort to make a mod, if the core gameplay concepts dont work, it wont be played. If its just something to learn how to mod though, knock yourself out. Its hard enough to make a mod let alone one that can steal market share from the OTA mods.
You might want to think more about a style for each side more than 'green and brown'. What sort of aesthetics does this side have? Why does ti have those aesthetics?
For example
Faction A is long smooth bodies with sharp appendages and ornamental objects that come out. Why are they smooth? Because they like fast things, and it resembles their bodies, and thats how their art works. Why sharp appendages that coem out? Theyre sharp because they resemble their primary style of weapon being meelee which they've designed around that theme, and they come out because theyd impede the movement of the main design. Why the contrast? They like contrast and their politics is centred on predjudice and fear, hence the war machine.
So for faction A you have a nice framework which you can build a 'style' out of, and you can tear bits out and replace them with more detail should you need a backstory. Of course I'd expect a far better example from you. You cant just build random units for the sake of it unless its a novelty or your delibertly aiming for a generic war mod, such as simbase, and even simbase has its own style.
Think about the style of weaponry a faction has, why are the faction at war? Whats their primary means of movement? Look at EE. URC uses mechs, GD uses tanks, NI uses hovercraft, Aliens use self replicating walkers.
And what about main strategems and idiosyncracies? If you look at the original supcom stuff you'd see they labelled aeon as the stealth sleek race with aircraft that would be invisible and decloak in the midst of enemy units surprising them. Information based strategy of surprise and covert action.
If your factions lack a style, or any thought as to the identity that faction holds, it can lead to a feeling of misplacement in the player. Things dont feel as they should, or rather the suspension of disbelief isnt as effective and the playability isnt as great.
good ways of diffrentiating factions beyond "tough" and "fast"
centralisation; units having several roles, for example a light tank which can deploy into an artillery/ repair station, builders also being radar/jammer vehicles, heavy hovers which as well as being your best fighters also contain the reactors that provide energy, requiring a balance between attacking and keeping them alive
size and numbers; a faction that has massive units but never more than 10 or so vs a spamming faction
HP vs regen; a faction could rely on low HP combat repair units instead of high HP tanks
experience; a faction with vampire like units that gain massive bonus's from experience
oh and my idea of a unit that has been with me forever; a ground transport unit, with lots of health. it can hold a few units. it cannot move on its own. it has the ability to build blast mines close to itself.
put units in the pod, make a mine with the pod, self d the mine and Weeee! a genuine drop pod. if it survives the impact youve managed to get your troops somewhere completely unpredictable; if you dont know where they are going the enemy sure wont
1v0ry_k1ng wrote:oh and my idea of a unit that has been with me forever; a ground transport unit, with lots of health. it can hold a few units. it cannot move on its own. it has the ability to build blast mines close to itself.
put units in the pod, make a mine with the pod, self d the mine and Weeee! a genuine drop pod. if it survives the impact youve managed to get your troops somewhere completely unpredictable; if you dont know where they are going the enemy sure wont