What's shakin (re: mods, mods, mods, etc) (textwall)
Posted: 24 Apr 2008, 05:10
Feels silly making a whole thread for this, but blogs are for fags and there's nowhere else to put this.
So, what's going on right now for me, and for my mods more importantly. I'm dividing this post up into sections because I know it's quite long and you're probably only interested in some parts of it.
~~~~~
Regarding Absolute Annihilation
A few people have asked what happened with AA, this is what I tell them. Because I know a lot of people here have arrived in the last year, they only know what they're told and what the last version looked like, which ain't pretty.
So here's what happened, and anyone who was around back then can verify this. AA was on top of the mod chart with about 2/3 to 3/4 of the player base, this lasted for a little over a year after it was initially released. One day, I got a call from my brother-in-law saying come on to work, we've got something for you here. I got home that night, posted version 2.11 I think it was, and went to bed. I didn't check on things the next day, or even the next. Suffice it to say, 2.11 was incomplete, untested, and many parts of it just didn't work at all. It was completely unplayable. I made some effort to correct this but it was mostly a lot of hot air, I didn't have the time for it. About two weeks (iirc, forgive my memory) passed, and after that I came back to find that BA had taken over. BA started off as basically 2.11 without being completely screwed up.
Me and Noize, as far as I know, are on good-ish terms. I think. People have said, "he stole your mod" and they assume I'm bitter about it and that kind of thing, but I don't look on it like that at all. I let everyone down and I'm glad someone picked up the torch. I wish I had time to play it but honestly I don't play games anymore hardly.
AA is the result of years and years of work (version 1 for OTA came out in, I think, 2002 or so? No I think it was earlier...), and I do wish to return to it one day.
~~~~~
What happened
A few months back... around late October, early November, I was promised a weekend shift at my job. I asked for this specifically because (didn't tell them this, of course) I wanted to get back on modding, get my other hobbies back on track too. This would mean 4 days a week for modding primarily, at first anyway.
Boss said, yes, absolutely, that's a smashing idea. In fact this offer I made came at a time when my employer was looking for people to run machines on the weekend, so everything was golden.
Then they decided to get a certain new machine which relies on:
a) graphic design experience
b) windows skills
c) uber micro
Unfotunately I had just recently offered to work on our company intranet, and the president of the company said.... heyyy... I bet this guy could run it.
So there goes my weekend shift. They now feel that I'm too important to not be there during the week. They need this machine available to them 24/7, and besides which it's still very much in the R+D phase for some things.
So late October I say, I want weekends, they say jolly good, then mid-January they say no, can't do that anymore, we need you on days.
It was in early January I first posted about that RTS 2.1 project, and a week or so later, when the new shift was supposed to start, I got told it wasn't going to happen any time soon. This is the reason there's still nothing to show, months later. Not laziness, not lack of dedication, nothing of the sort - simply that promises were broken at my job and there's nothing that could be done about it. Boss says they were going to hire a contractor for $40 an hour to run this machine, so you can imagine why they don't want to lose me immediately now that I've got it running right.
~~~~~
What's happening now
Ever since I posted GEM pictures - showing models, and with heavy captions "temporary textures" - and all I heard about was how bad the textures were, I've decided I'm never posting another screenshot until it's reasonably close to a finished product. It's just not worth the frustration of trying to convince people who can't read that it's not a finished product. You stretch one texture across an entire hull, have no markings of any kind, put "TEMPORARY TEXTURES" in red bold allcaps, and they say it's not as pretty as Empire at War. Not doing that again.
So what's actually, truly, going to be happening next? Once again, I've got a weekend shift in my grasp. It is likely still months away, but it's been promised to me, I've made it clear it's important to me, and they're going to give it to me come hell or high water. Besides this, I've got a lot of time off coming in the next few weeks. During this time, I'm working on GEM. My latest random shift in opinion has made me think GEM should be finished before I start trying to texture and balance what's done on RTS 2.1.
~~~~
Mod Plans:
Absolute Annihilation - On the shelf until its miraculous recovery on the wings of rapturous angels on the day all the planets align and along with an immaculate chorus descends Chuck Norris. It's not a priority at this moment, as I sit, in the mood I'm in, currently. This changes a lot, but I have the realistic perspective of knowing that BA is an excellent mod and it would take a lot of work to out-do it... besides which, I'm not 100% sure I really want to.
If I rebuild AA one day, it will be completely from the ground up. In the last year and a half, I've learned too much to just make another incremental version. It will also have to compete with the formidable success of BA and CA, so it will have to be an extensive job. For this reason, it's my last priority right now.
Advance Wars Spring - I've explained this a couple times already but I'll re-state: I made a full tech tree, all the units, partial texturing, no economic balance, partial gameplay balance. About 3 months to go if I proceeded at my previous pace. I worked on this quietly for about a year in my spare time, then I had to shelve it for a while. When I returned to it, someone else already announced their own version of it and I'm not going to be a jerk and say, "NO THAT'S MINE!!!". That is, unless they don't produce anything.
Galactic Empire Mod - This thing is about 3 months away from completion as well if I could proceed at the pace I did when I didn't have a job. Another month or so after that would be alpha and beta testing, and then you'd be playing it.
Unfortunately that's not possible because of my current time restrictions (often 4-6 hours a week total to spare), but because of its state of being close to completion, it will be the focus of my work in the near future.
I am re-tooling the mod to be different from my original idea. As a result, fighters will almost certainly not be part of the game initially. This will simplify the balancing of it, as well as eliminate one major roadblock. When the engine bug preventing fighters from working properly is fixed (loopbackattack being useless in its current state) they will be re-integrated. The focus of the mod will still be small-scale fighting "in orbit" around a planet while also fighting a simultaneous but completely separate ground battle. However you cannot hold the ground if you don't have space, and you can't hold space if you don't have the ground. I've already found this concept works very well in gameplay.
RTS 2.1 - The crazy large project that's theoretically impossible, create a new game of the scale of TA almost singlehandedly. Woo fun. But there's a trick to it that will allow this to be possible. What I've got planned is a completely unique idea in RTS games, and it had a few other things going for it as well. There will be a very large number of units, and a lot of strategic diversity. Pretty much any playstyle should be accomodated. It will also be very small in filesize, speaking relatively to other large s30-based mods.
~~~~~
Reality
I have no professional experience whatsoever and I've admitted a hundred times over that I take on too much work. Among my greatest personal failings is my poor time scheduling ability. Besides this I have no free time and may not have any free time in the near future. I'm making this post to make it clear, though, that I am making every effort to ensure I have free time again to work on this stuff again as soon as possible.
Please don't reply with the typical smartass "pics or it didn't happen" nonsense. I've posted pictures before, and you say "lol it's ugly" when I put a caption under it saying "ugly, temporary textures, etc". If I post a finished unit for you to see, someone will say it's the only one. If I post 5 of them, someone'll say there's only 5. It's a neverending cycle and I'm not wasting my time and energy on it again. Besides this, for RTS 2.1, which is probably the one that's most in doubt, if I posted pictures of it I'd be giving away a lot about the mod itself, stuff I'd like to keep to myself for now.
Don't feel obligated to reply, I only mean this as an update and there's not much to discuss.
So, what's going on right now for me, and for my mods more importantly. I'm dividing this post up into sections because I know it's quite long and you're probably only interested in some parts of it.
~~~~~
Regarding Absolute Annihilation
A few people have asked what happened with AA, this is what I tell them. Because I know a lot of people here have arrived in the last year, they only know what they're told and what the last version looked like, which ain't pretty.
So here's what happened, and anyone who was around back then can verify this. AA was on top of the mod chart with about 2/3 to 3/4 of the player base, this lasted for a little over a year after it was initially released. One day, I got a call from my brother-in-law saying come on to work, we've got something for you here. I got home that night, posted version 2.11 I think it was, and went to bed. I didn't check on things the next day, or even the next. Suffice it to say, 2.11 was incomplete, untested, and many parts of it just didn't work at all. It was completely unplayable. I made some effort to correct this but it was mostly a lot of hot air, I didn't have the time for it. About two weeks (iirc, forgive my memory) passed, and after that I came back to find that BA had taken over. BA started off as basically 2.11 without being completely screwed up.
Me and Noize, as far as I know, are on good-ish terms. I think. People have said, "he stole your mod" and they assume I'm bitter about it and that kind of thing, but I don't look on it like that at all. I let everyone down and I'm glad someone picked up the torch. I wish I had time to play it but honestly I don't play games anymore hardly.
AA is the result of years and years of work (version 1 for OTA came out in, I think, 2002 or so? No I think it was earlier...), and I do wish to return to it one day.
~~~~~
What happened
A few months back... around late October, early November, I was promised a weekend shift at my job. I asked for this specifically because (didn't tell them this, of course) I wanted to get back on modding, get my other hobbies back on track too. This would mean 4 days a week for modding primarily, at first anyway.
Boss said, yes, absolutely, that's a smashing idea. In fact this offer I made came at a time when my employer was looking for people to run machines on the weekend, so everything was golden.
Then they decided to get a certain new machine which relies on:
a) graphic design experience
b) windows skills
c) uber micro
Unfotunately I had just recently offered to work on our company intranet, and the president of the company said.... heyyy... I bet this guy could run it.
So there goes my weekend shift. They now feel that I'm too important to not be there during the week. They need this machine available to them 24/7, and besides which it's still very much in the R+D phase for some things.
So late October I say, I want weekends, they say jolly good, then mid-January they say no, can't do that anymore, we need you on days.
It was in early January I first posted about that RTS 2.1 project, and a week or so later, when the new shift was supposed to start, I got told it wasn't going to happen any time soon. This is the reason there's still nothing to show, months later. Not laziness, not lack of dedication, nothing of the sort - simply that promises were broken at my job and there's nothing that could be done about it. Boss says they were going to hire a contractor for $40 an hour to run this machine, so you can imagine why they don't want to lose me immediately now that I've got it running right.
~~~~~
What's happening now
Ever since I posted GEM pictures - showing models, and with heavy captions "temporary textures" - and all I heard about was how bad the textures were, I've decided I'm never posting another screenshot until it's reasonably close to a finished product. It's just not worth the frustration of trying to convince people who can't read that it's not a finished product. You stretch one texture across an entire hull, have no markings of any kind, put "TEMPORARY TEXTURES" in red bold allcaps, and they say it's not as pretty as Empire at War. Not doing that again.
So what's actually, truly, going to be happening next? Once again, I've got a weekend shift in my grasp. It is likely still months away, but it's been promised to me, I've made it clear it's important to me, and they're going to give it to me come hell or high water. Besides this, I've got a lot of time off coming in the next few weeks. During this time, I'm working on GEM. My latest random shift in opinion has made me think GEM should be finished before I start trying to texture and balance what's done on RTS 2.1.
~~~~
Mod Plans:
Absolute Annihilation - On the shelf until its miraculous recovery on the wings of rapturous angels on the day all the planets align and along with an immaculate chorus descends Chuck Norris. It's not a priority at this moment, as I sit, in the mood I'm in, currently. This changes a lot, but I have the realistic perspective of knowing that BA is an excellent mod and it would take a lot of work to out-do it... besides which, I'm not 100% sure I really want to.
If I rebuild AA one day, it will be completely from the ground up. In the last year and a half, I've learned too much to just make another incremental version. It will also have to compete with the formidable success of BA and CA, so it will have to be an extensive job. For this reason, it's my last priority right now.
Advance Wars Spring - I've explained this a couple times already but I'll re-state: I made a full tech tree, all the units, partial texturing, no economic balance, partial gameplay balance. About 3 months to go if I proceeded at my previous pace. I worked on this quietly for about a year in my spare time, then I had to shelve it for a while. When I returned to it, someone else already announced their own version of it and I'm not going to be a jerk and say, "NO THAT'S MINE!!!". That is, unless they don't produce anything.
Galactic Empire Mod - This thing is about 3 months away from completion as well if I could proceed at the pace I did when I didn't have a job. Another month or so after that would be alpha and beta testing, and then you'd be playing it.
Unfortunately that's not possible because of my current time restrictions (often 4-6 hours a week total to spare), but because of its state of being close to completion, it will be the focus of my work in the near future.
I am re-tooling the mod to be different from my original idea. As a result, fighters will almost certainly not be part of the game initially. This will simplify the balancing of it, as well as eliminate one major roadblock. When the engine bug preventing fighters from working properly is fixed (loopbackattack being useless in its current state) they will be re-integrated. The focus of the mod will still be small-scale fighting "in orbit" around a planet while also fighting a simultaneous but completely separate ground battle. However you cannot hold the ground if you don't have space, and you can't hold space if you don't have the ground. I've already found this concept works very well in gameplay.
RTS 2.1 - The crazy large project that's theoretically impossible, create a new game of the scale of TA almost singlehandedly. Woo fun. But there's a trick to it that will allow this to be possible. What I've got planned is a completely unique idea in RTS games, and it had a few other things going for it as well. There will be a very large number of units, and a lot of strategic diversity. Pretty much any playstyle should be accomodated. It will also be very small in filesize, speaking relatively to other large s30-based mods.
~~~~~
Reality
I have no professional experience whatsoever and I've admitted a hundred times over that I take on too much work. Among my greatest personal failings is my poor time scheduling ability. Besides this I have no free time and may not have any free time in the near future. I'm making this post to make it clear, though, that I am making every effort to ensure I have free time again to work on this stuff again as soon as possible.
Please don't reply with the typical smartass "pics or it didn't happen" nonsense. I've posted pictures before, and you say "lol it's ugly" when I put a caption under it saying "ugly, temporary textures, etc". If I post a finished unit for you to see, someone will say it's the only one. If I post 5 of them, someone'll say there's only 5. It's a neverending cycle and I'm not wasting my time and energy on it again. Besides this, for RTS 2.1, which is probably the one that's most in doubt, if I posted pictures of it I'd be giving away a lot about the mod itself, stuff I'd like to keep to myself for now.
Don't feel obligated to reply, I only mean this as an update and there's not much to discuss.