Mod Interest Check - BrikWars: Spring

Mod Interest Check - BrikWars: Spring

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.

Moderator: Moderators

Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Mod Interest Check - BrikWars: Spring

Post by Steppo »

I direct you to this site: http://www.brikwars.com

Are you getting it yet?

I introduce to you BrikWars: Spring. An RTS based on the LEGO (though we can't say that) universe, complete with wacky, zany, and ABSURDLY violent action. Think "LEGO Star Wars" in RTS form, and multiple universe/themes.

Rule set

Rules for damage, movement, etc, will largely be taken from the official Brikwars 2005 rulebook. Being that it is also "Open Source", and - by its own admission - "Open for fudging", there's no problem in taking these rules and deploying them into the Spring engine. Again, as long as LEGO isn't mentioned, we're fine. We can use their themes, however.

Resource system

Spring allows for two resources to be harvested at a time. I find this beneficial to Brikwars, as there's two types of brik available - regular briks, and "uniques". Uniques include minifigs, weapons, lasers, effects... pretty much anything that's not cubic in nature. So, we'll harvest both from the environment.

We will ALSO harvest from the DEAD :ninja:. Consider the destruction of a unit or minifig. Again, Spring makes this easy, as there's already a necro unit that raises the dead. However, let's bring it one step further. Let's have the option to raise the dead, OR harvest their resources to add back to your resource pool. Of course, to do this, there'd have to be gratuitious amounts of bricks laying around. Imagine artillery barraging a tank column (using brik-based artillery, of course), and then sending in "engineer/necro" units to harvest the THOUSANDS of stray briks lying about. Picture pieces of brik flying off units (Maybe not physically, but just pieces "Appearing" when the unit is hit - engine depending), so even in retreat, the necro units can harvest the bounty.

What will this do? Well, what'll happen when we crank down the output of resources from resource points? It's an all-out slugfest of massive proportions. Let's just say that the massive units cannot be built in a reasonable amount of time without incredible devastation and massive battles.

Design

Come on, is it really that hard? Units can easily have entire sections of brik be able to change color with side. Units can be either adapted directly from LEGO sets, or created from scratch. However, I propose the following two initial teams:

The Pirates, Vikings and Knights

Image

These guys need no introduction. However, I propose that each "piece" of the faction have a specific role. Knights get land, Vikings get sea, Pirates get air. Superweapons include Viking battleship, Pirate Super Airship (think Super Mario Bros 3), and the Knight Trojan Horse (or something similarly massive). No remote superweapons.

LEGO Space

Image

Specifically, M-Tron (Air), Blacktron (Amphib/Sea specialized) and Roboforce (Land). Lego Space's superweapons are long-range, and heavy on defense. Orbital Laser comes to mind... maybe an aircraft carrier type unit as a heavy, and lots and lots of laser defenses.

Future sets are obviously an option, and I can't imagine it'd be hard. Maybe a LucasFilm faction... or even some zany and wacky factions (C&C Faction, anyone? Who DOESN'T want to see a Lego Kane?)

Environments

I was thinking of 3DO's Army Men when considering the environments. Obviously we NEED to have environments specific to the factions. LEGO Space gets lunar environments, PVK gets icy or otherwise natural spots. BUT. I want to see some "real-world" stuff. Massive battles on school desks, bedroom floors, -------, arcades, Tupperware parties, etc. Just absolute absurdity. Imagine the potential for random events.

Development

In a lot of ways, the work will be in modelling/mapmaking. Different minifigs are easy - they're just color swaps with VERY simple textures. Each brik for the units are SOLID COLORS. Just inches away from being cel shaded. It's the modelling that'll be tricky. But, again, once the real-life construction is built and pictures taken from all angles, the modeling should fall into place. I can't see how much of anything here requires INSANE amounts of work. Just some coding (completely written in C++) to add features in, then it's just units units units. Hell, we could use already made maps and just make units as proof-of-concept.


Again, interest check. Let me know what you think... maybe some input. I'll see if I can get some example pictures of actual LEGO constructions so you can get a feel of the look.
Last edited by Steppo on 27 Feb 2008, 03:41, edited 1 time in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod Interest Check - BrikWars: Spring

Post by smoth »

DO

NOT

WANT
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Mod Interest Check - BrikWars: Spring

Post by Peet »

viewtopic.php?f=14&t=6851
Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Re: Mod Interest Check - BrikWars: Spring

Post by Steppo »

Gah. Beaten. :(
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Mod Interest Check - BrikWars: Spring

Post by Peet »

Feel free to take it over though, it hasn't been touched in ages.
Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Re: Mod Interest Check - BrikWars: Spring

Post by Steppo »

Peet wrote:Feel free to take it over though, it hasn't been touched in ages.
Well, I'm going through the thread now. Is there any quick link to the resources, if available? I'll try contacting the creator as well.

I have a feeling that the team (if any) will want to start fresh using Brikwars as the foundation of the design.
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Mod Interest Check - BrikWars: Spring

Post by kiki »

What the heck is "Brickwarz", and why should I click that link. THis is spring, not some other engine....


Yes, please start/continue/refresh this idea. LEGO FTW


**EDIT: I WILL HELP YOU!!!
Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Re: Mod Interest Check - BrikWars: Spring

Post by Steppo »

kiki wrote:What the heck is "Brickwarz", and why should I click that link. THis is spring, not some other engine....


Yes, please start/continue/refresh this idea. LEGO FTW


**EDIT: I WILL HELP YOU!!!
Brikwars is a tabletop turn-based strategy board game that uses LEGOs.

From the FAQ:
What is BrikWars, exactly?

BrikWars is a miniatures wargame, which means that players pit miniature models of military units in simulated combat against each other. Much like chess, except funnier.

Unlike more serious wargames, BrikWars is intended for battles between toys, and especially plastic building bricks and other construction toys. The BrikWars rules let players take turns moving toy troops and toy vehicles through toy terrain to attack one another with toy weapons and die horrifying toy deaths.

The game places no limits on what kinds of units and terrain can be constructed, or on what types of toys can be used, although the brick construction toys produced by The LEGO® Company are an overwhelming favorite.

To see the kinds of things that happen in a BrikWars game, the best place to look is on one of the many web pages put up by BrikWars fans where they show off their greatest battles. We've put up links to many of these pages on our BrikWars Fan Sites page.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Interest Check - BrikWars: Spring

Post by Argh »

I like the idea of ultra-violent minifig combat, however, I think that the main issue is that translating a tabletop system to Spring, in anything but the vaguest way, would require a great deal of programming skill.

You can make a game that looks like Brikwars fairly easily (by "fairly easily", I mean "several months of modeling and animating, if you know what you're doing"). After all, it's not like skinning or modeling the models would be that hard.

Randomized minifigs, with different combinations of parts? Sure, no problem. Making them go zap each other in droves? Absolutely. Duplicate all of the things that are possible in a tabletop wargame system, even one as streamlined as Brikwars? Not happening ;)
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Mod Interest Check - BrikWars: Spring

Post by kiki »

Much more sense, thank you.

Get ldraw, it has TONNNES of lego model files, although in the rong format.
Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Re: Mod Interest Check - BrikWars: Spring

Post by Steppo »

Argh wrote:
You can make a game that looks like Brikwars fairly easily (by "fairly easily", I mean "several months of modeling and animating, if you know what you're doing"). After all, it's not like skinning or modeling the models would be that hard.

Randomized minifigs, with different combinations of parts? Sure, no problem. Making them go zap each other in droves? Absolutely. Duplicate all of the things that are possible in a tabletop wargame system, even one as streamlined as Brikwars? Not happening ;)
Well, no. I'm not taking them 100%. I was thinking more of the balancing/damage/armor of the QuikWars portion of the Brikwars system. I'm not looking into "Hay guys, we'll make it so that everyone can build their own units and environments and whatnot on-the-fly!" That's nuts.

This is more of an "inspired by" project. The random rolls and whatnot are the only things to make the translation 100%. Everything in terms of unit design would be thematic as previously posted.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Interest Check - BrikWars: Spring

Post by Argh »

Um, the random rolls are actually one of the harder things to get done. Spring uses a flat damage system, and it does not use a "dice-based" combat simulation- simulation is relatively realistic, if a shot hits, it hits, and does full damage. If you really, really want a dice-roll system, I'd honestly suggest using the Dawn of War game engine, as it's based almost entirely on that concept.

Implementing a die-roll system for whether a given minifig dies or whatnot is going to require some heavy LUA. It'd be better to just junk that, imo, and use a system of damage to emulate the results. However, if you can demonstrate the programming know-how to get that part working, I'm sure you will find help for making the content, or vice-versa.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mod Interest Check - BrikWars: Spring

Post by Sheekel »

I'll have to find my old legospring files, I have a significant number of units and structures done (poorly).

In terms of of using BrikWars as a base, I think its going to be quite difficult to replicate the original mainly because things like turn-based and dice-roll gameplay would be difficult if not impossible to implement. Basing a new game off their current units and balance design is the way to go I think. I'm happy to contribute content and designs and wacky ideas, though I have tried multiple times to implement a full mod and its not the kind of thing I do well with. Maybe having Steppo at the reigns will help a Lego-based spring mod finally see a release!
smoth wrote:DO

NOT

WANT
Go play gundam :roll:
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Mod Interest Check - BrikWars: Spring

Post by kiki »

Count me in.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod Interest Check - BrikWars: Spring

Post by smoth »

Sheekel wrote:
smoth wrote:DO

NOT

WANT
Go play gundam :roll:
I did, and he asked if we wanted it. I voted that I DO NOT WANT it.
Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Re: Mod Interest Check - BrikWars: Spring

Post by Steppo »

Argh wrote: Implementing a die-roll system for whether a given minifig dies or whatnot is going to require some heavy LUA. It'd be better to just junk that, imo, and use a system of damage to emulate the results. However, if you can demonstrate the programming know-how to get that part working, I'm sure you will find help for making the content, or vice-versa.
I can work the balancing out if we have to go flat-rate damage. Is there no way to roll for damage, if Spring automatically calculates hit/no hit?

I'd rather not use a retail product for this... I want to make it as free (as in beer) as possible... potentially making the whole thing OSS.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod Interest Check - BrikWars: Spring

Post by KDR_11k »

You can make every weapon do a minimum damage and use Lua to add a random value on top of it.
Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Re: Mod Interest Check - BrikWars: Spring

Post by Steppo »

KDR_11k wrote:You can make every weapon do a minimum damage and use Lua to add a random value on top of it.
That'll do. It'll help to be able to put base damage + roll, especially for armored minifigs (a feature of certain factions for balance purposes).

For those of you looking to help

I'm looking for... well... EVERYTHING. Coders , Designers (LEGO Digital Designer!!!, as well as environments), Modelers , Texture artists.

I HAVE, certified on board:


Steppo (Unit Design, Project Management, Project Design, PR)

ConfusedJane (Concept Design, Environments, Wife of Steppo - yes, it's a job... at least that's what she says.)

Sheekel (Original LEGO Spring Project manager, Consulting, Design, Coding, Texture Work)

User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Mod Interest Check - BrikWars: Spring

Post by rattle »

Looks like the actual work is all on Shekeel's side...
Steppo
Posts: 12
Joined: 27 Feb 2008, 02:55

Re: Mod Interest Check - BrikWars: Spring

Post by Steppo »

rattle wrote:Looks like the actual work is all on Shekeel's side...
At this point, yeah. However, it's still well within "Concept phase" yet. I've got a few people that are "Yeah, need help?"ing at Bluehell Productions, but nothing solid yet.

Hell, I haven't even gotten a proper forum for project work up. It's only been... 12 hours?

I'm not listing him saying "Yeah! We're going to dump all this crap on him!" I'm just giving credit where due. If he's willing to allow me to take off using LEGO Spring as the baseboard, then he's done a great deal of work already. If he wants to help more, then more power to him.
Post Reply

Return to “Game Development”