Starfox:Annhilation (working title)

Starfox:Annhilation (working title)

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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Alex_Murdock
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Starfox:Annhilation (working title)

Post by Alex_Murdock »

sorry for the crappy title my group is still working on the title. Anyway me and a few freinds of mine are making a mod for the TA spring. this mod focuses on the Starfox universe. As of now we have decided on having 3 distinct factions for the mod


Corneiran Self Defense Army(CSDA)

Venomian Empire(VE)

and finnaly the Aparoid race

Each army will have there own unqiue style and tatic

The CSDA will be heavily relyiant on technology in there army while the VE army is made up of Hard science (Mostly solid shell weaponry and easy to built tech) while the aparoids rely on vash numbers.

As of now we have a small team consist of

Myself=Team leader, Concept artist, scripter.

Crossfire(Not a member of this fourm)=Concept artist and Modeler

Koingster(same as crossfire)=Modeler

and finnaly Sonimus Prime(same as crossfire and koing)= Voice actor

Anyway Were currently just working to get this mod off the ground so it'll take a while before we can start posting screenshots and stuff. If your interested in this mod and want to help in anyway your free to post or PM me.
antiCamper
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Post by antiCamper »

Good luck :wink:
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KDR_11k
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Post by KDR_11k »

I don't see any gameplay ideas there other than a rough description of the factions.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

who cares, its STARFOX.
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rattle
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Post by rattle »

Eww :(

Ditch Starfox, go FM. FM = awesome! :P
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Alex_Murdock
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Post by Alex_Murdock »

KDR_11k wrote:I don't see any gameplay ideas there other than a rough description of the factions.
Like i said were still wokring on some ideas. I was having ideas for weapons like flamethrowers, Nalpam, Railcannons for super weapons, And various others. Like i said eariler ideas are still in the works.
rattle wrote:Eww :(

Ditch Starfox, go FM. FM = awesome! :P
I like FM as much as the next guy, but my team is sticking with Starfox :P

Why you say?

Well All starfox mods are just about flight flight flight. There's absolutly none about the cannon fodder, the armored divisions, nothing about the marines or army. just the fly boys. So we decided to make a mod about the ground troops
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

oh... I thought it'd be a mod where one side has a few powerful units predominatly Air units, and one side has spammy air and powerful ground units, with the focus on ultra cool units, and the five characters and like starfox being buildable by a l2 heavy cruiser carrier ship, and all the various ultra bad guys from the flying games are buildable by a l3 factory.

gameplay as the flying goody faction is mobility and superior units and hero units, gameplay as the baddys is huge swarms of lolable aircraft that get owned but distract the goody fighters while various giant clanky robots trundle over the goodys crappy ground units towards their base. goody units get faster, harder and with bigger guns. baddy units get (air) cheaper and more spammy at higher levels, and ground get slower but more armour and more and more low damage guns. low damage, but tonnes of them in tracking turrets.
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Alex_Murdock
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Post by Alex_Murdock »

1v0ry_k1ng wrote:oh... I thought it'd be a mod where one side has a few powerful units predominatly Air units, and one side has spammy air and powerful ground units, with the focus on ultra cool units, and the five characters and like starfox being buildable by a l2 heavy cruiser carrier ship, and all the various ultra bad guys from the flying games are buildable by a l3 factory.

gameplay as the flying goody faction is mobility and superior units and hero units, gameplay as the baddys is huge swarms of lolable aircraft that get owned but distract the goody fighters while various giant clanky robots trundle over the goodys crappy ground units towards their base. goody units get faster, harder and with bigger guns. baddy units get (air) cheaper and more spammy at higher levels, and ground get slower but more armour and more and more low damage guns. low damage, but tonnes of them in tracking turrets.
Hmm. interesting.. I'll keep those ideas in mind 1v0ry_k1ng
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diggz2k
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Post by diggz2k »

So will the starfox unit be able to destroy the entire army and base of the other faction? Or are you not going that strict.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

starfox as the corellian krogoth style ulta unit? sounds good.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

I got bored so wrote up how id picture the mod. this may be useful to you or it may be useless but it was fun thinking it up:

Mod Ideas:
Sides: Corneiran Self Defense Army and the Venomian Empire

Corneiran Self Defense Army

Commander: lylac wars large mother ship, implemented similarly to the FF mother ship. In ON mode, it flies at slowish speed and has various spammy weapons only really suited to taking out Venomian Empire air assets. In OFF mode, it lands and refuses to move, but gains nanolathe ability (only light defences, radar) but it is also a factory (flying factories have been tried and work, as long as they don├óÔé¼Ôäót move) and can pump out l1 air units, including construction corvettes.

L1 air:
Construction corvette- mid speed const aircraft.
Light wing: cheap, like 100 metal, scout with large LOS and a small radar (like 2x its LOS). Is invisible to radar. Has a lame gun.
fighter wing: main fighter craft. Has blasty weapons which hack up Venomian Empire air assets and do mild damage to ground targets. Has decent health etc., cost maybe 200 metal.
Support wing: behaves like a gunship. Fires larger torpedoes which are unguided, good vs Venomian Empire frigates large area damage. Can battle l1 ground effectively, but low speed makes them easier to hit with AA so fire needs to be drawn away by fast wings. Costs like 300 metal.
Fast wing: an extra steamlined fighter aircraft which is pretty much untouchable by the lower grade Venomian Empire anti air. Have lighter weapons than battle wing. Purpose is to draw fire. Like 150 metal.

L2 air: a ground based naval dockyard made by const corvettes. Has built in Light AA.

Battle wing: a bigger, harder, fighter battle wing. Has more health, but for its cost is vulnerable and needs to be shielded with cheaper stuff. Has ultra AA abilities and rockets for strafing ground. Has a rear gunner turret for light AA. 450 metal
Lylat cruiser: a lesser version of the commander, can only build hero units (l3). 2400+ metal
Heavy wing: a large, much less streamlined wing, which has 8 seperately firing missle turrets (seeking), missles are most effective vs ground but can target air. 3 second reload on each turret. Slow speed makes them fighter meat. Cost: 1300 metal.
Lylat battleship: a slow moving ship of similar class to the Venomian Empire frigate. Festooned with blasty anti clanky robot weapons, no AA, but high health. Cost 1500 metal.
Advanced wing: the best. Like a battle wing but with instant hit blue laser weapondary. Is stealth, can cloak for small cost but cant cloak for 10 seconds after firing. Can stockpile the ultra bombs that destroyed everything on the screen in starfox 64. each one destroys everything in about ¼ size of a commander blast area. Cost: 1000 metal

L3 air: (built by lylat cruiser)
Hero units.

L1 ground:
Note, all hover units have anti kinetics shields that act much like the the shields in AA that affect gravity on plasma shots and deflect them away while on the ON state. On the ON state they cost say 10 energy to run. The shield only deflects Venomian Empire air units fire.
Hover constructors
Hover tank: the only battle ground unit of the Corneiran Self Defense Army. Their shields and good health allow them to stall for time against the venomian empire robots for a little, but their inferior weapons (a blue, slow firing beam weapon, and an irregular firing missile from a side launched on one side of the turret) make them cost inefficient in comparison to the venomian empire robots (they get spanked). They have good speed and make a good reaction force. Their irregular missle can target air. Cost 400 metal.
Hover artillery: slow firing artillery firing blue plasma in high trajectory, much less efficient than the venomian equivalents but more mavuverable. 500 metal.
Cannon hover: a low health, fast unit with a large reasonable range plasma cannon that is effective vs mechs but can only aim in a 90 degrees radius. Is quite fast, suited to hit and run on incoming mechs.

So basicly, Air units are the main focus of the corellians, with smaller numbers of very powerful aircraft that can decimate robots given time and no AA or fighters. Their fighters can take out huge numbers of Venomian Empire fighters, but their ground units suck. For them, the game is a constant war to keep down the numbers of venomian fighters while knocking out mechs and battling over the enemy base, and teching to hero units like starfox, who despite huge cost can deliver ULTRA PUNISHMENT

Venomian Empire
Commander is a large clanky mech much like the first boss on the n64 starfox game. Is much like a commander with a nanolathe building structures. It has 4-6 traversable turrets with small AA guns, but no ability to target ground units. Generates more resources than lylat com. Builds l1 mech factory and l1 drone factory (l1 air)

L1 air:
Scout drone: high speed, ultra low HP, high LOS. Gets knocked out ultra easy, must be used in swarms to uncover an area occuipied by AA. Cost: 20 metal.
Battle drone: the basic fighter unit of venomian. Very weak, must be used in swarms to be effective. Armed with a machinegun like weapon that does damage slowly over time. Hp is very low. Very low damage vs ground units. Mid speed and mid manuverablitiy, easily outstripped by the corellian fighters, cost: 30 metal
Frigate: a reasonable sized, slow VTOL, maybe 1/3 size of corellian mothership.
Fires heavy plasma cannons along both sides that are unguided and travel very slowly. Cant target fighters, can target ground to limited effect, but is very effective against large corellian ships (mothership, lylat cruiser, lylat battleship).must be protected.
Cost: 1500 metal

L1 ground:
L1 Contruction mech: slow, armoured and quite fast building.
Battle mech: comes in 3 types (similar power, different loadouts + appearance), which type is built is randomated (this is possible, see the 1944 mod). Each one is slow, heavily armed with numerous small turrets, and very effective vs ground, and capable vs air. Cost: 1100 metal
Support mech: another gangly clanky mech, with a large radar, AA missles and a long range merl style missle. Cost: 1500 metal
Fast mech: a mid armoured, mid speed mech with mild anti ground abilities and no AA abilites, on par with the hover tank and inefficient. Cost: 500 metal.
L1 battle turret: built by construction mechs, is cheap and effective vs everything but has lowish hp. Vermonain frontlines and bases should be covered in these.

L2 ground: (built by l2 factory
L2 const mech: also has a few turrets.
Warlord mech: a huge, krogoth sized robot which moves very slowly, has huge armour, 10 small seperatly targeting turrets which is V effective vs ground, mild effective Vs air. Loadsa HP. Cost: 2200 metal
Inferno mech: has eight Huge barrels which Rain artillery across large ranges. Has high health and low move speed. Is v inaccurate. Cannot target air.
Emperor mech: A huge krogoth sized robot moves V slow, Massive health, 10 seperatly targeting turrets, which are equally effective VS air.Cost: 3000 metal
L2 Heavy turret: A large turret which is good VS air, reasonably cheap but low hp. Built only around valuable areas.

L3 ground:

Ultra mechs.

So vermonian tactics are to keep swarms of its spammable fighters battling the corellian air units (forcing them to build fighters not support units for anti mech) which while wont win, will hold them up. Build mechs and sent them to destroy the corellian base while covering them with fighters.
At l2 mechs get very powerful and can demolish all corellian ground units with ease, but are very expensive and need protection from air and are even slower. When corellian battleships come into play to destroy the mechs, venomian frigates can be used to combat them, again needing air cover. There is a HUGE reliance on there always being swarms of the basic battle drones, which build very very fast. Drones can only attack air effectively, mechs ground, so units have to be used correctly.
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Alex_Murdock
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Post by Alex_Murdock »

Very interesting ideas Ivory. Say would you like to join the team? we could use someone like ya? Also if you have any experienced with modding tools let me know too.

Anyway for the Venoimian empire Commader my team decided for a mech called a C.R.E.A.W. (Combat. Robotized. Engineering.Armoed. Walker.)

Also in this mod were gonna have infantry barracks instead of Kbot labs and barracks can create infantry and powersuit units. the CSDA ground units will be hovercraft/4 wheeled focused (except the Landmaster 64 version which can be build in Advanced Weapons faculity which will replace the experimental mech facuility.) Also the CSDA air units are Anti-gravity.

The VE ground units will be made mostly of mechs. Also there air units are VTOL Air/space crafts and helicopters. Also they will have a Heavy Mech labs which can build mech units from original ideas and large mechs from the games.

We also planned on some new enemies and classic enemy units as buildable units like the the Attack Carrier from the original starfox.

As for the Aparoids all te classic aparoids from assault will return including some new ones. As for there commander were gonna have a Queen unit though it'll be like in it's Teenage/lava state. were still deciding of the queen
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Comp1337
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Post by Comp1337 »

Try ditching the 'armored' in the name. CREW is much better than CREAW because of it being a word.
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Dragon45
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Post by Dragon45 »

KDR_11k wrote:I don't see any gameplay ideas there other than a rough description of the factions.

Do a barrel roll!
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Caydr
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Post by Caydr »

I don't like to shoot down original ideas, but this makes no sense at all. I mean, there's no known "real" plot of any kind.

Now, Freespace 2 or something... there's a space-shooter with all the necessary stuff, and enough of a background and known technology that you can actually make something of it.

....and Spring could probably do it pretty nicely...

Dammit, I think I feel another mod project coming on. Frak me.
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mehere101
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Post by mehere101 »

Spring could do FS2 nicely except... You would have to half the number of weapon on the ships. Seriously, the GTC Aeolus (can't spell it) has 15 weapons by itself.
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Nemo
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Post by Nemo »

well..I think it'd be alright. For one the sixteen weapon limit is arbitrary, and can be upped (to 64~!!) fairly easily, I think. Second, in TA, where there was a 3 weapon limit, people had units with tons of turrets all the time - you just use multiple firepoints for the weapon, and special projectiles.

Edit: as for the mod: I'd suggest sketching out more balance ideas than plot and unit ideas. Create a gameplay framework, then input the units and story of your choice into it, rather than crafting gameplay around a few units you've come up with. This helps to ensure that your game will be fun to play, and not just a novelty that gets ignored after people check out the units.
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mehere101
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Post by mehere101 »

True. The other problem is the scale. You have tiny fighters that are barely 15 meters long, up to SC Santhanas ships that are 6km long... The maps format would need to be made not-ground dependant. And, there would need to be a way to say what altitude they should be at.
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Nemo
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Post by Nemo »

mehere101 wrote:True. The other problem is the scale. You have tiny fighters that are barely 15 meters long, up to SC Santhanas ships that are 6km long... The maps format would need to be made not-ground dependant. And, there would need to be a way to say what altitude they should be at.
Scale is less of a problem than you might imagine - the Santhanas ships are super-mega-uber ships, and probably don't need to be included. Still a problem, to be sure, but not insurmountable (especially with the ability to define weapon collision size). The biggest problem here would be the fact that collision detection works with spheres, so long thin ships act strangely.

Maps can already be made without a real ground, and CruiseAlt defines at what altitude things fly at.
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Neddie
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Post by Neddie »

I approve this idea, just build a concept and get some content together!
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