Gobbob 0.1 Mod

Gobbob 0.1 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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Gobbob
Posts: 9
Joined: 05 Apr 2006, 17:08

Gobbob 0.1 Mod

Post by Gobbob »

I have just started a fantasy mod with the trainer called the Gobbob. He has lots of pets which correspond to different TA units. Any applications considered.

Thanks for the support guys. I know I've only just started spring but i've liked TA for ages. As for being work shy Rimburner, he only started working 1/2 way through Physics 2day. :wink:
Keep the ideas coming.

-Gobbob
Last edited by Gobbob on 06 Apr 2006, 19:41, edited 1 time in total.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Sound terrifying...
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Rimburner
Posts: 18
Joined: 02 May 2005, 14:01

Funnily enough...

Post by Rimburner »

I guess you could say it's a bit ambitious for 2 15 year olds to try and make a mod with their own models etc., but Gobbob and I are working together on this one, and he obviously hasn't elaborated very much on what the mod is based on.

Basically, so far we have 2 teams, one of which revolves entirely around biological life-forms, and the other being entirely inorganic. Plan is that these 2 teams are pitted against each other, with TGA (the Gobbob Army) being like ARM, but working even frther on ARM's ethics, fast, relatively weak units, with the robotic race (yet to think of a name) is slower, more cumbersome, and generally stronger. If anyone has played HomeWorld 2, they should know how the Hiigarans have better light craft than the Vaygr, and the Vaygr have better heavy vessels; we plan to take this idea AND have the ARM and CORE properties.

If you have questions about one race in particular, I am in charge of the robotic side, and Gobbob is handling the biological one.

Since we decided on this, the whole idea of eagles and crocodiles etc. attacking with their real-life abilities won't really work too well, and since Robert (Gobbob) wants it to be fantasy, he has decided all the animals should carry weapons. This would make life marginally easier for the robot-fodder...

Hmm... sheep with plasma cannons mounted on their backs instead of Welsh people mounted on their backs...

Fuller details of units in next post...
Last edited by Rimburner on 06 Apr 2006, 20:57, edited 4 times in total.
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Rimburner
Posts: 18
Joined: 02 May 2005, 14:01

Oooookaaaayyyy...

Post by Rimburner »

Here we go...

TGA:

Sheep (sorry Argh): Imagine peewees, but, if possible, with an extractor radius and one light fido-style gun strapped to its back.

Electric eel: Water based energy generator. Can stun, but has to use some energy to do so.

Can't remember any more, I was doing them in the middle of my Physics lesson instead of working :-)


Robots:

Waiting for some decent ideas to come from my over-stressed barincell...
Last edited by Rimburner on 06 Apr 2006, 20:58, edited 2 times in total.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Organic looking units are very hard to do in TA. I'm not saying it's totally impossible, Daniel54 for instance has already done a really convicing elephant, but when someone manage to do a realistically looking and animated organic unit in TA (or Spring, but they use the same data), it's considered an amazing achivement. So, well, by choosing to do animal instead of robots, you're choosing the hardest way.

Of course maybe you're not aiming at having realist replica of those animals, maybe you'll only keep the name of those animals and have units that looks completly different to the animal they bear the name of, just like:
Image != Image



Having cons called "trainer" and having them build wild animals really reminds me of Zhon in TA:Kindgoms.
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Rimburner
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Joined: 02 May 2005, 14:01

Good point...

Post by Rimburner »

As for models, we are only doing REALLY low-poly creatures for now, but with (hopefully) some damn-near real looking textures (maybe the term "skin" would be more appropriate :wink: ).

But we are right in the middle of the highest-stress part of our school education now, and haven't really got too much time for modding, sadly. Maybe we should just stick with TA models.
Last edited by Rimburner on 06 Apr 2006, 20:55, edited 1 time in total.
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

i suggest to add a dog and call it fido...arf arf arf (joke)
raikitsune
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Joined: 09 Aug 2005, 15:41

Post by raikitsune »

I demand a creature called "fly swarm" that reclaims rescources from the carcasses
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Rimburner
Posts: 18
Joined: 02 May 2005, 14:01

Hmmm...

Post by Rimburner »

Obviously the guy who had the idea for this mod isn't that bothered about it, it seems I am the only one who is checking here :cry: . Meh, he never was a worker anyway. About the fly swarm, would it be possible to make a unit/creature made of little black blobs (flies) that buzz around, as one unit/creature, in seemingly random directions?

If anyone has some more ideas, don't be afraid to speak, we feel excluded for trying animals... And we would appreciate some help with either scripting or learning how to, as neither of us have ever made a unit before.

This could, however, all be irrelevant, as so many of our ambitions have crumbled to dust before our eyes, and I'll probably find out he doesnt even want real animals, all fantasy :roll: .
Last edited by Rimburner on 06 Apr 2006, 20:39, edited 1 time in total.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

I basically single handed created SWTAWIS (99% finished, enver fixed a fucking annoying crash bug) when i was 14, and TRO is one of the greatest artists ever and he's only 16 and he started out at like 12 or 13...


Last thing you wnat to get in your way is age...


And "stressful part of your school education?" Yeah right! ;)
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Rimburner
Posts: 18
Joined: 02 May 2005, 14:01

Meh...

Post by Rimburner »

GCSE's are pretty harsh, especially when you've got homework piled up in front of you every night, between my maths and 3 science classes and revision for our tests and coursework, spare time is precious and little.

Also, neither of us have even made as much as a single unit for TA or Spring ever before, so everything is new.
Gobbob
Posts: 9
Joined: 05 Apr 2006, 17:08

Post by Gobbob »

hello,
update in 1st post
Gobbob
Posts: 9
Joined: 05 Apr 2006, 17:08

Post by Gobbob »

***RANDOM POST***

15 YESTERDAY!!!!! :lol:

Gobbob is happy
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Rimburner
Posts: 18
Joined: 02 May 2005, 14:01

If you want me...

Post by Rimburner »

I will probably be logged in as GTL most of the time on the Spring lobby, if you need/want to contact me, I'll be more likely to be there than within an hour to be checking my PM's within an hour. Unless it is any time until 5:00 PM GMT on a weekday, then PM me. Bloody school...
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Re: Meh...

Post by BlackLiger »

Rimburner wrote:GCSE's are pretty harsh, especially when you've got homework piled up in front of you every night, between my maths and 3 science classes and revision for our tests and coursework, spare time is precious and little.

Also, neither of us have even made as much as a single unit for TA or Spring ever before, so everything is new.
Stuff GCSEs. wait a year, you've got A-levels. And then a year after that, more. BOTH of which require minimum 5 hours revision PER subject per week, and its reccomended you do at least 3 subjects, minimum, for getting a grade E! To get a grade C you need something like 12 hours a week FOR each subject...
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