Armscraft

Armscraft

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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robrtt
Posts: 5
Joined: 25 Mar 2008, 16:47

Armscraft

Post by robrtt »

Hi everybody.
Here is my idea of new mod for TA Spring. Few years ago i made such a mod for Warzone2100
Now the game just have one fraction.

In my mod there could be 3 different fractions

Laser frac - laser weapons and energy weapons.
-small fast units but very fragile
-fast fire rate
-great vs flying, ground, sea units
weak ponits:
-fragile
-not so powerful weapons

Powder frac - cannons and bullets
-slow units very strong
-great vs stuctures, ground units
-average fire rate
Weak ponits:
-vs enemy flying units

Rocket - rocket weapons
-mostly flying units, slow ground units, average armor
-slow fire rate
-extremly powerful attacks
-great flying units
weak points
-stuctures vs enemy ground units
-ground warfare

Now how to do this for TA S? :)
Last edited by robrtt on 26 Mar 2008, 11:17, edited 1 time in total.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Armscraft mod idea.

Post by Snipawolf »

If you can make models and textures, you've already got it halfway down.

There is no short answer for that. We have a wiki that can help a lot, and a few tutorials floating around on the forums. Anyways, this is a nice small game to start off with, good luck.

http://spring.clan-sy.com/wiki/Mod_and_ ... evelopment

viewtopic.php?f=14&t=6015

viewtopic.php?f=14&t=13034
robrtt
Posts: 5
Joined: 25 Mar 2008, 16:47

Re: Armscraft mod idea.

Post by robrtt »

Now just data editing.
Firstly I have to make a working gameplay prototype with working balance.
Then 3d models(im an 3d artist btw) and other long time polishing.
Because if my idea sucks(in practice) i will just lost time for making 3d models for crapy mod.

Now just gameplay programming.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Armscraft mod idea.

Post by KDR_11k »

Sounds like the weapontypes form a rock-paper-scissors balancing but you're giving only one to each faction. That's a recipe for desaster, how would a cannon player fight a rocket player when the rocket player's strength (air) is the cannon player's weakness?
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Armscraft mod idea.

Post by rattle »

.cheat
.give 9001 cannon
robrtt
Posts: 5
Joined: 25 Mar 2008, 16:47

Re: Armscraft mod idea.

Post by robrtt »

KDR_11k wrote:Sounds like the weapontypes form a rock-paper-scissors balancing but you're giving only one to each faction. That's a recipe for desaster, how would a cannon player fight a rocket player when the rocket player's strength (air) is the cannon player's weakness?
use his enemy weakness?

Game balancing is extremly hard topic.

TA is just a mess. You have a bunch of units, all crap. There is no place for complicated rock-paper-scissors strategies because there are too much units between.
More doesnt mean better.
In chess you have only 6 types of figures and chess are propably the most deep strategy ever made.

3 sides is too much.
So I will balance the current 2 of them :)
I will throw away most of the units.
To have something like 12 (air, ground, sea) combat units per side.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Armscraft mod idea.

Post by KDR_11k »

Don't throw away, start from zero and add as need arises.
robrtt
Posts: 5
Joined: 25 Mar 2008, 16:47

Re: Armscraft mod idea.

Post by robrtt »

I started working on mathematic aspect of game balance.

ARM(rocket side) ground units:

Tech 1

Jeffy - fast laser unit, faster laser bct:1

Shellshocker - bigger boom, faster fire rate, slower bullets bct:1 Firewall ability. Weakness: slow and slow bullets

Tech lvl 2

Merl - much bigger booooom :) slower fire rate bct: 1.5
Bulldog - slower fire rate, much more faster bullets. bct: 1.5

bct - build cost and time

EDIT:
Version 0.05 is ready.

Shellshocker - name change to Firewall
Lets meet his firewall ability
Image
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Armscraft

Post by KDR_11k »

Meh, make it shoot napalm and you get a proper firewall.
robrtt
Posts: 5
Joined: 25 Mar 2008, 16:47

Re: Armscraft

Post by robrtt »

KDR_11k wrote:Meh, make it shoot napalm and you get a proper firewall.
This coulndnt work.

New version is ready. ARM ground units are coded.
Bull is now Railgun Tank. And this is what it is ;)

I made some testing with my friend and some AI.

Firewalls are bloody powerful and micro was great.
Using only 4 type of units is extremly fun and needs your attention all the time.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Armscraft

Post by KDR_11k »

robrtt wrote:This coulndnt work.
Why not?
Using only 4 type of units is extremly fun and needs your attention all the time.
Try Kernel Panic.
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