Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Sat Sep 05, 2009 1:39 pm Post subject:
I don't know if someone haven't told that already, but some things would be nice to see there:
- antialiasing - SHPs and voxels without toothy edges
- working plane logic (take off like in real, land like in real, turn like in real)
- at least some features of NPatch or ARES
Overall it looks nice. _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
Guess he fixed it... He accidentally posted "planed" intread of planned" which was kinda fitting as he was saying about features relating to planes _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Probably because of his avvie. Well it should look the same unless something screws up during the implementation _________________ Please, read the signature rules of the forum. QUICK_EDIT
I haven't read the whole thread, but will there be any kinda or rotation of the camera? I know some games which used 2d you could rotate the camera 90 degrees so you have like a south facing, a north, east, and west. _________________ Please, read the signature rules of the forum. QUICK_EDIT
I haven't read the whole thread, but will there be any kinda or rotation of the camera? I know some games which used 2d you could rotate the camera 90 degrees so you have like a south facing, a north, east, and west.
Retarded idea since it would require alot more work from the artist to animate not just one angle, but three! QUICK_EDIT
I haven't read the whole thread, but will there be any kinda or rotation of the camera? I know some games which used 2d you could rotate the camera 90 degrees so you have like a south facing, a north, east, and west.
Retarded idea since it would require alot more work from the artist to animate not just one angle, but three!
how hard is it to render something 3 more times? The building is already done the first time you render, only work needed would be the 90 degree rotations _________________ Please, read the signature rules of the forum. QUICK_EDIT
Let's flush out this idea with something else. It would be cool to have the thief logic so one can steal credits from refineries/silos. Taking 50% of the enemy players current amount of credits. QUICK_EDIT
Yes, there will a possibility to steal enemies resources. But you'll need to transport them to your refinery, or to sell them.
When you sell stuff,you'll get a special window showing your diplomatical relations,basic costs and possible deals,you can get. Some times transport trucks will arrive by them selfs, but sometimes you'll need to take your own trucks and send them outside the map.
The deal will be complete and you will receive your money from it, only if the truck left the map. If the truck is damaged, or, more important, the cargo is damaged you may receive only half of the money,or none.
Basicaly it all will be seen in the deal.
If you sell stuff to one team one you'll get better diplomatical relations with them, but worser with team 02.
There will be different neutral teams that may help you, like, sending you some resources or units; or spoil your game with bad deals or attacks.
If you have lots of money and good relations, you can hire neutral teams to attack ,patrol ,scout and defend waypoints, units or buildings. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
You wount need to do that,you may just put the remains in the storage, to use them later. Still you can sell them if you find a good deal, or just sell it to your DI government for cheap prices.(DI government deal is always possible.) Or just leave them there.
There will be 3 types of parts from what the buildings will be build.
First type - level 1 parts.From those parts you will be able to build cheap and simple buildings.
Level 2 parts will be needed for buildings like assembly shop, radars, etc.
Level 3 parts are needed more in hi-tech buildings.
So if you build radar, you may need 10 level 1 parts and 5 level 2 parts.
If you build starport you will need 50 level 1 parts, 20 level 2 parts, 45 level 3 parts.
Also,you'll be able to set things you can do in the map editor or before the skrimish game, not before campaings. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Thu Oct 29, 2009 12:33 am Post subject:
sounds interesting, and complex. I kinda liked the way YR it was power and cash, nothing more fancy... But the possibility to exchange money/units would be great! _________________ This is a signature QUICK_EDIT
Looks nice in the last screenshot but I'd make the health bars half as long and also make unit shadows appear only directly under them since it looks weird the shadow being at the side (whether its realistic or not doesnt matter). I'd also remove transparency on stuff like the health bars (if they use it).
So are those units 3D if they use dynamic shadows? QUICK_EDIT
Since you have planned a third alien faction, I suggest an alternative for gameplay mechanics for that faction(Quote:Adam Isgreen):
Quote:
The art in question was the Scrin builder unit for C&C3. It burrowed into the ground and began morph itself to establish a new base. Scrin base building was more like LotR's fortresses -- fixed space with plots to choose what to put where. The Scrin had to build multiple bases to have all their tech available, and there were combos of certain items that could tweak the base in certain ways (sound anything like... oh, I don't know -- walker hardpoints maybe? ).
How does the wall of code and algorithm's that form the skeleton and makes the ingame movement possible look like? Do you have anything to show in that regard, codes so that people can perhaps try to learn something from the patterning?
Well I might be asking for too much since I don't program. QUICK_EDIT
Reminds me of the Scrin base-building concept for old C&C3, I wonder why that is I'm sure it would've been more sophisticated rather than being a square, though. _________________
Have you considered "merging units". Yes, basically just like the Archon in Starcraft, but I was thinking specific vehicles merging to form a bigger and more powerful unit. QUICK_EDIT
Well. This is possible. Even in TS ,I think.
They just combine into a building. After a while. Building undeploys, into one unit. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Mar 26, 2010 1:31 am Post subject:
How will game code be managed?
INI-tags, or a scripting language (like LUA or QuakeC)?
Looks very good btw _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Mar 26, 2010 2:03 am Post subject:
If you mean anything like CNC-3/RA3, hell no. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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