my mod idea

my mod idea

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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ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

my mod idea

Post by ironized »

i was mucking around inside ba, and it caught my attention

you could make a racing mod for spring, really easily.

imagine instead of core vs arm, you have 10-20 different vehicles

to choose from, some go faster some have better armor some turn better some accelerate faster and so on.

you race the vehicle in first person mode and shot your enemies as you go, the tracks would be some what like paths with water down each side.
the track would have embankments and things of the such [maybe even jumps?

then at the end there is one little bit of shallow water, when u get to the end u hit c and go to rts view and tell your vehicle to build your floating turret [instant]

the floating turret can kill each vehicle in one hit, which lleaves you to be last alive, and so you win



what i would like to know

is

what SHOULD i use for decobing where will i find it?

what WILL i have to do [ie only the things i need, how to do things like body roll and embankments]

where SHOULD i start?

do you think my idea is worth doing?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

this sort of thing goes in mod discussion.


And no, because we cannot ramp off of hills in spring. Now if spring allowed vehicles to ramp hills.. then I would be all about it.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

you made me sad :'(

and its here because i plan on developing it [until u made me sad]
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Can you model?

Can you script?

If you answered no to one of the above - YOU DON'T DEV! :P.

But anyway, a major gripe w/ Spring's FPS system : The aiming lags w/ your ping - makes it a bit impossible to hit things, especially if they're going at high-speed.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

The development subsection of the forum is about engine and feature development, not about mod construction. Moved for correctness :)
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

lol i never said i deved,

i can model not for spring, thats why i plan to learn
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Don't forget you need some special scripts to prevent cars from working when not FPSed. Because otherwise players could cheat and rely on Spring pathfinding to find the optimal trajectory.

Your ending sequence, having to build a water turret, is too complicated. Instead, just unlock a super weapon on the car when it's in water. Or once 0.75b is out, use the LUA!

So, on one hand, it is a simple enough mod idea because you need to complete only one unit to have something playable, but on the other hand, getting it to work properly without having to rely on trusting player requires some advanced hackery.

Scriptor can decob, it's not a 100% reliable decobbler, it'll die on ultra advanced script, but for anything Cavedoggy it'll do.
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

If you really want to do this, don't start with modelling. Just take some flashes and try to get the game to work. If it does, you can always model you cars. If it doesn't, you won't have wasted your time learning to model.

And yes, the largest problem will be to stop players from just driving in top down view.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I was thinking about a token ring map for Kernel Panic, you'd get a token unit you can build and have to move it close to all starting points in clockwise order, once you reached all and got back to your home your token would become a super-powerful unit.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

KDR_11k wrote:I was thinking about a token ring map for Kernel Panic, you'd get a token unit you can build and have to move it close to all starting points in clockwise order, once you reached all and got back to your home your token would become a super-powerful unit.
Honestly, this "and then you get a super-powerful-unit" thing bugs me. Just make it victory. You do the ring, and all non-allied-players spontaneously combust.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I can't tell other units to kill themselves and I can't make other units aware of the token's state..
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

KDR_11k wrote:I can't tell other units to kill themselves and I can't make other units aware of the token's state..
There's no way to use Lua for "Declare Player X the Victor?" Or to iterate through all units and explode if not an ally of X?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Lua, yes. But as 75b1 isn't out yet I wasn't trying to do any Lua.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Just done it. Tomorrow I make map, then I release.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Argh.

Post by rcdraco »

Ok, first off, ramping is impossible, but simulating jumping is possible with a suspension script. This idea has been brough up before, and the best way to set up the winning conditions, is to make the goal a geothermal vent, but the concept is great, coming from a new player like yourself. The only issue is the scripts you need to stop the player from movement, shooting, etc.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

just done what???
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Your mod.
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

You see, zwzsg is pwn. Very pwn.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

your a bully, now i need to come up with another easy starting mod idea
Last edited by ironized on 26 Jun 2007, 01:47, edited 1 time in total.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

ironized wrote:your a bully, now i need to come up with another easy sating mod idea
Do you have any clue how rare or flattering having a talented modder using your mod idea is?
edit: that comes across a bit harsh..not meant to be :)
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