my planned mod...

my planned mod...

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 planned mod...

Post by ironized »

ok i plan on making this mod so don't steel it, i don't want zwysg making it :@ [spring racer]

i wish to do it myself..

the mod will not be ta based :O zomg non ta based mods exist? rofl mao hax

any way its meant to have an extremly strategic feel...
i want people to stray away from the whole spamination bull shit!

build an eco of gtfo mkay?

ok so the rabling is over....

2 fractions
(1) unnammed fraction 1
(2) unammed fraction 2

(1)
this fraction will be based on legged movement 4-6 legs per unit...
the legged movement will be very different from generic ,legged movement.

each leg is really made of two legs. an inner set and an outer. the outerset moves forward while the oner set ballances the unit.

after the outer legs hit the ground the inner legs move to cath up.

this si designed to be original and have a visual reason for units to be walking slowly..

the units will be strong and powerful but willl require a good eco added to that is the lack of heavy defence.

i saw on some documentary the metal storm or something like that. a company that has produced the fastest firing weapon...
its done with the electrical bullshit and has 2 bullets in the barrel at once.

well this teams defence will be based on that... the biggest beast of defence would be 32 barrels sticking out of the ground that all fire at once.. they would shoot plasma t a high traajectory to 'rain' on units at a distance....

there will be smaller versions avaible as well as a mobile version...

this team due to its strength will fire slow moving plasma weapons or tachyons as a standard.

(2)
these units will use hover craft for transport...
don't get me wrong not taditional hover craft... but things like a peewee but without legs that hovers....

this team will be based on mobility, id especially love if i could use aircraft movement for some of these [like gunships but limited to a certain distance above the ground for movement]

this team will have a wide range of fire power but lack in artillary...

the whole game....

i wish to have some extra features avaible to both teams...

for example
sheilds,

not the plasma sheilds, litterally a huge chunk of metal....
these would be used to defend the base of a turret so only the top is visible and would be rather strong...

trip lazers,

id also love to be able to create a turret that once built would be domant, but after you comanded it would fire a nonstop laser beam accross a certain area, the range of this unit would be rather small and would not damage friendlies, this is designed to be more like a valve then a gate...

the unit would chew unimaginable amounts of energy and would be rather useless unless it was guarded by one of those huge chunks of metal..

the comanders.....

the fpr comanders id like to have massive units [krog like] but not a bot, they would follow the traits of there race...

these units would have [if possible] 10-12 weapons overe their body.. mostly small things equivelent to a peewee that are aimed at the ground around its base for defence...

2 medium weapons [tachyon like] and one artil weapon....

if it were possible id like to make all weapons aim individually.

the coms would also spawn with 4 building units inside

i was thinking of making the com more like a transport unit but with cons in it from the start [lua?]

and the last bit...

because of the requirement of strategy to win id like to implament a timming lua widget script thingo..

for example. i select say 10 infantry units... i tell them to attack side a of enemies base. i select another 30 to attack side b of enemies base but i want 30 seconds inbetween the original movement.

id like this because on a number of ooccasions ingame i have been distracted from making a attack [like that] by construction work.....

i feel that that eature would greatly add to the strategy ingame.

i know it will be hard, and i will not be starting any digital work for 2 weeks [im on hollidays]

i plan to do things in this order

1.plan sketche [over holdiays]
2. model texture [after holidays]
3. do the scripting work
4. do the lua work
5. bug fix and map and shit.

i have a reasonably good mental image of about %40 of the units... and i know what the characteristics i want from the rest are just not trhere shape.

can you people please tell me...
1. whether the idea has been done
2. whter you think it would work
3. wheter you would play it
4. wheter you would do something different
5. if so what?
6. point me in the direction of some spring related lua tuts [are there any?[yes i know google/wiki but im asking incase someone here has written one that didn't get a good reputation]]
7. do i use the '.' to much?
8. would you like to contribute?
9. sound packs, links to some nice creative commons or something simmilar would be appreciated...
10. or should i try and make one just for spring?

edit: shit that was a long post O.O, and i just relised sounds......
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Re: my planned mod...

Post by BlackLiger »

Learn spelling, grammer and structure to at least a basic level, please.

Also, on Jan 1st, I will post a "Spring Mod Design Document" template, which I would reccomend reading.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: my planned mod...

Post by ironized »

lol sorry bout spelling and that... im normally better. but i shouldn't be on the computer right now and i was in a rush...
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: my planned mod...

Post by rattle »

Then don't post.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: my planned mod...

Post by tombom »

there's no danger of anybody nicking your mod idea because it sucks shit

happy christmas
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: my planned mod...

Post by zwzsg »

You can't make a mod with such spelling.

You can't make a mod if you shouldn't be on the computer right now and are in a rush either.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: my planned mod...

Post by kiki »

Someone is being naughty. Ur planned mod is not planned too.

Explain the leg idea again, and maybe ill let u know that your whole mechanics are off and almost dont exist.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: my planned mod...

Post by Forboding Angel »

A mod designed around econ mainly?

Heh, have fun playing SimCity.

Econ management is generally boring, and does not create much fun nor much reward for the user.

Your spelling is really, really bad. I would suggest getting ahold of that, otherwise no one will take you seriously.
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HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Re: my planned mod...

Post by HildemarDasce »

Ignore all the haters, I think the legs idea sounded interesting, as well as the economy centric gameplay (I enjoyed Sim City, incidentally).

All mod projects should be encouraged, as there can never be _too much_ content for Spring. Ie, it's not a Zero Sum Game, if someone makes a mod that you don't like, it doesn't mean that there is less space for mods that you do like.
And as such there's no point in shooting down ideas that you don't find promising, without any constructive critiscism.

So, good luck with your project, and I look forward to testing it!

(However, I _do_ agree that you should at least try to write proper, coherent sentences. It makes you quite a bit more credible.)
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: my planned mod...

Post by Saktoth »

You need to focus first and foremost on gameplay, the underlying premise of your mod. How many legs a unit has is rather a peripheral matter, and even things such as how many and what guns a unit has to begin with. You need to decide the feel, pace, and general concepts of the mod.

You want strategy over spam- okay, so how do you create a system that encourages that? Do you mean spam is having lots of units on screen, so its more of a tactical squad-level combat game? Or do you mean that spam is an economic victory (being able to make more units faster) over a tactical/strategic victory (being able to use the units you do have better)?

If its the first, try playing sea 1v1's in *A. You usually have a very small number of units, and what you do with each one is incredibly important. This is just because they're so expensive. Losing just one unit can lose the game for you.

If it is the latter, you have to think very hard about the economy you implement. The reason that OTA mods are usually 'spam' is because resources vary dramatically from player to player- one side can have 2-3x the mexes of the other, or get huge gluts of reclaim, depending on their combat action. In a more traditional RTS like *craft and C&C, you have a fairly straightforward economic progression, and each economic expansion is a huge investment (Though there are small things you can do to make your economy run more smoothly).

If you want to create a game that focuses more on unit use over economic superiority you need to think very, very carefully about your economic structure. You could make your (700 metal-ish) starting factory make a fixed amount of resources, and require the player to save up for another factory to make more (IE, for a lot of the game, both sides are making the same resources). You could make geovents the primary source of resources, so that there are more intense fights over specific regions than an amorphous back-and-forth territorial push- though a lot of maps arent built for this. You could also lua something up, naturally.

Finally, if by 'strategic' over 'spam' you mean 'porc' over 'rush', with long, simbasing downtime periods between massive stomp battles... okay, good luck. Personally i dont enjoy playing a single player game for half an hour just so i can totally crush (or be totally crushed by) an enemy in a 3 minute battle. So, i hope this isnt what you mean by 'strategic' over 'spam', its the opposite of that.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: my planned mod...

Post by zwzsg »

HildemarDasce wrote:All mod projects should be encouraged, as there can never be _too much_ content for Spring. Ie, it's not a Zero Sum Game, if someone makes a mod that you don't like, it doesn't mean that there is less space for mods that you do like.
You're assuming posting more mod ideas results in more mods being made. That's a fallacy.
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HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Re: my planned mod...

Post by HildemarDasce »

zwzsg wrote:You're assuming posting more mod ideas results in more mods being made. That's a fallacy.
I'm just saying that there's nothing to gain from trying to discourage people from making their mods by rudely telling them off, regardless of how unlikely it is that they are ever finished (or even started on).

If you think it's a bad idea destined to fail you either provide some input on how to change that, or you keep it to yourself. Common courtesy.

Just take a look at Saktoth's post (which I applaud). Very good, structured feedback that will actually increase the likelyhood that something comes out of the initial idea.
Last edited by HildemarDasce on 27 Dec 2007, 01:50, edited 1 time in total.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: my planned mod...

Post by Argh »

IOW, there's no profit in being dicks, people. Pointing out, politely, that people need to make proper design docs to stand even a remote chance of impressing anybody, sure. Pointing out, politely, that if they don't already have a heap of skills (in animating with BOS, especially) they're pretty much doomed unless they just want to do a alphabet-soup mod, sure. Being a dick == fail. Most of these people just want to get their feet wet, and the real question is whether or not they have enough work ethic to actually get somewhere.

Ironized... the real question you need to ask yourself is whether you're willing and able to give up months of your free time until you have a game. Ideas will not build games. Work is what matters. If you don't have any skills beyond typing up a brief manifesto of what you think might be cool, then you either need to show a great deal of dedication to learning in a real hurry, or find a project that needs help, and learn from helping somebody else out.
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fc14159
Posts: 153
Joined: 06 Jul 2007, 17:27

Re: my planned mod...

Post by fc14159 »

A few things.
1. You should explain the leg movement, I don't quite understand the "balancing" inner legs.
2. You say that the first faction will have heavy defense, yet you say that a very heavy Metal Storm-like defense will exist.
3. Will the hovers for the second faction only be transports or for general attack? I really can't imagine a peewee without legs being a transport.
4. You say that the second faction will lack in artillery, yet have a wide range of weapons. Do you mean all attack units will all fire different types of very small projectiles?
5. You should explain what "trip lasers" are.
6. I did not understand what you said about the turret thing. Or was that the trip laser?
7. I do like the timer idea, but I have some doubt about whether you can do, given the fact that you have no knowledge about lua.
8. I don't see how your mod promotes strategy.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: my planned mod...

Post by ironized »

thanks for all the feed back :)



@fc14159
the trip lasers were the turret thing.. sorry if i confused you.

illl get a diagram for the legs....

well the first fraction will not have a good variety...

as i said that metal-storm thing will be firing vertically... so it would be fairly useless, unless there is a large group of units...

the second fraction will have hovers as their primary movement.

fraction 2 would have some weapons from each weapon type except long range plasma.

the way i was going to promote strategy was really going to be based on a rough ratio of k:d

kills divided by deaths.
a rather large unit that would take alot of time to build would be somewhere near the 10:1

where as a somewhat smaller cheaper unit would be 1:2

instead of a rather large unit getting 50:1

and a small unit 3:1

like in a considerable amount of ta based mods.

my theory is to make each unit rather important.

if it takes you 30 seconds to create a unit but it gets killed before it takes a shot you wasted it and in doing so wasted a large amount of metal and energy.

i think i got a bit confusing then.

bassically im going to make it so every unit matters... to an extent.

if you have a really good econ then wasting units will not matter, but to get a really good econ youi will need a very large portion of land.

@argh
you mean the free time i waste playing games?

@Saktoth
not porc > rush. but id prefer a mod where you can't make an army in under 2 minutes....

where its not a massive race to build an army,

as i see it there would be 4 stages of war.

1. start your base. ie 1 factory energy and 2-3 mexesz near your start point [<3 mins]
2. get what you can
get as much land as possible to build up a better economy.
3. start pooring more resources into fighting now that you have a good solid well defended base.
4. attack,
i want to stray away from people simply clicking on their army and right clicking in the middle of an enemies base.
i want it so you need to think about it. send in waves.

for example something with short range to protect the long range units that will take out the defence...

then assault with medium range strong units..

then clean up reclaim the dead units/building.

and capture as many buildings as possible rather then deystroy it.

get me?

@Forboding Angel

not the way i plan...
econ managment will be very hard but quick...
building your eco would take very little time compared to ta based games. but it needs to be done right...
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: my planned mod...

Post by Saktoth »

So you are encouraging fewer units over large masses of units?

Are you going for an RPS design, or more macro strategy rather than hard counters?

Try and play some sea 1v1's to get an idea of what thats like. Units are very expensive. Its a lot of fun too.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: my planned mod...

Post by DZHIBRISH »

WoW you peope suck.
FFS go f**k yourselves with the spelling shit.
The guy wants to make a mod,excellent.
I read what he wrote and understood it.
WTF is wrong with you?
instead of saying,"great but maybe this and this" you start nitpeaking his spelling and grammer?
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theHive
Posts: 124
Joined: 13 May 2007, 06:54

Re: my planned mod...

Post by theHive »

DZHIBRISH wrote:instead of saying,"great but maybe this and this" you start nitpeaking his spelling and grammer?
I agree with you about saying it repeatedly. We've had this happen before that the entire thread goes off topic because of comments about spelling and grammar.

Yes, I think it should be mentioned, but not repeatedly. Once should be enough. Driving the thread off topic kind've defeats the purpose of it in the first place.

If you have nothing constructive to post, don't post.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: my planned mod...

Post by ironized »

i already said that i was in a rush. i was on my cousins pc and needed to finish that before he got back from the street....
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: my planned mod...

Post by tombom »

ironized wrote:i already said that i was in a rush. i was on my cousins pc and needed to finish that before he got back from the street....
is your brother a drug dealer
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