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Wasteland, the Clanwars (reworked)
#197547
10/13/06 13:34
10/13/06 13:34
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Joined: Jan 2003
Posts: 4,305
OP
Expert
Wasteland, the Clanwars (reworked)
The Demo: (the link is beeing used for future demos, I will insert the demo here by time) wasteland demo link to the website wasteland.at Wasteland, The Clanwars: (This is a total rework of the previous version.) Wasteland is a Realtime Strategy Game set in the dark time after the Apocalypse. Humand Kind fougt a senseless war in the 20th century, wasting the planet with nuclear Fallout. Now, 109 years later, the human race rebuild itself in some places. Living in a desolate wasteland, scavanging the remains of what once was. New Clans and dwellings arose out of the homeless tribes of the last decades. New and powerfull cities and trading-clans emerged. But the vast deserts are still a non forgiving place. Unit types: Infantry: Scavanger: the workforce og the dwellers, collect Scrap, Oil and Build Structures Trooper: Main infantry unit, equipt with a saml automatic gun Flame: Devastating infantry unit, weilding a FlameThrower Angel: Passive unit, healing wounded infantry Shadow: (to be anounced) -------------- Vehicles: Trike: Cheap and fast vehicle, for scouting Buggy: A vehicle, build up by scavanged reamins of cars, effective in ground and Air combat. 2 ruthless mercenaries operate this vehicle. Pounder: (to be anounced) -------------- Air units: Glider: A small gliding Airunit, effective against infantry Cargo_balloon: An airborn transporter, to quickly load in and drop Groundunits Observer: (to be anounced) Nova: (to be anounced) Zeppelin: (to be anounced) ------------------- Special Units: Raider: a close-combat unit weilding a sharp dagger, can only be hired Grudge: (to be anounced) The resources in the game are: Scrap (rusted metal, wood, brokend parts of the beforetimes) Water (pumped from deep fossil watersources, required to survive in the desert) Oil (pumped from old ramains like Gas-Stations and Industry of the beforetimes) Stay tuned for more updates, and some Demos to test the gamplay. here the old A5 demo: clanwars.zip
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Re: Wasteland, the Clanwars (reworked)
[Re: checkbutton]
#197648
03/07/07 16:09
03/07/07 16:09
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
Damocles: I order you to finish this game.
Lol ... order? ![](/ubbthreads/images/graemlins/grin.gif)
Cheers
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Re: Wasteland, the Clanwars (reworked)
[Re: checkbutton]
#197650
03/07/07 22:01
03/07/07 22:01
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Joined: Jan 2003
Posts: 4,305
Damocles
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Expert
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OP
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Joined: Jan 2003
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Ho ![](/ubbthreads/images/graemlins/laugh.gif) No Surrender. Well there are mainly 2 Problems: -the game needs a serious Artist, that can make Units, Buildings and other Models that fits the style I imagine, (for all Unittypes...) (Innovater actually made a very nive HUD for the game) also the Game needs decent soundeffects and music. -even if the game is finished with a campaign, a well working Gameplay and a skirmishmodus, it would still be not a "big" title to publish. There is no multiplayer, and the gameplay is actually used by many other games already. The only sellingpoint could be the story and the setting/athmosphere. I think given the (additional) amount of work to put into it - relative to its projected return, it is not really economically sensefull. Producing a casual game would probably give the same return with much less effort and time. I made this as a hobby project, since creating an RTS is fun to do. But it is still an RTS - that would have to compete against much stronger professional games.
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Re: Wasteland, the Clanwars (reworked)
[Re: Joozey]
#197652
03/08/07 09:55
03/08/07 09:55
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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Joined: Oct 2003
Posts: 4,131
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Anyone who has actually worked on or completed a large, complex game can tell you that the amount of work needed to go from a working "beta" version to a finished product is vastly more that it takes to complete the beta version. that is, If damocles spent a year on the demo, the final game would maybe take him two or three more years (obviously this is approximate).
Plus, not having a team, a budget, or a publishing/distribution contract makes for very little real motivation beyond the initial burst of creativity associated with doing something new and fun.
The drudgery required to actually complete a game will grind down even the most dedicated developer, and a full-fledged RTS is one of the more demanding games you can make.
Just telling Damocles to finish it because it would be good for the gamestudio community is rediculous and insulting.
I like the wasteland concept, but frankly from a real commercial standpoint, there is very chance that could ever sell a substantial number of units unless huge improvements are made, even as a casual, downloadable game. Most poeple who buy these kinds of games want small, easy games like shooters and puzzle games.
At some point you need to grow up and look at these things with a little more realism and objectivity.
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Re: Wasteland, the Clanwars (reworked)
[Re: Matt_Aufderheide]
#197653
03/08/07 10:41
03/08/07 10:41
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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hmm... i think more subjectivity is required in this case. people are showing immense support for Wasteland, and whether Damocles finishes it or not, i'm sure he still appreciates how excited people are about the game he made. that's a huge compliment to one's ability, and telling these people here that they are being ridiculous and insulting to Damocles is, quite frankly, ridiculous and insulting. you make great points Matt, but the "insulting" part was just plain incorrect and rude. maybe you are right and Damocles does take it as you describe it, but most people wouldn't. at some point you need to grow up and look at these things with a little more realism and a sense of humour. @Damocles, i love the style of wasteland... Quote:
RTS making is fun though
i've gotten into a few old RTS's lately and decided i would love to give it a go after i finish my school project.
good work,
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Wasteland, the Clanwars (reworked)
[Re: JibbSmart]
#197654
03/08/07 11:50
03/08/07 11:50
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
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Joined: Jan 2003
Posts: 4,305
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This is the HUD panel made by Innovater: ![](http://www.sms4ever.de/bilder/wasteland/hud.jpg) I know, that the 3dgs community would like to see a finished game, but as it was stated, finishing the game from the first running versions to the end is a lot! more effort, and without a rewarding compensation at the end, I am not motivated to spend all my time on that. I understand that people like to see i finished, so the requests dont insult me ![](/ubbthreads/images/graemlins/smirk.gif) . It is fun to create the game in the first parts, and to see the ideas all running and working out. But since it is a hobby, I only work as long on it, as it gives me joy to do it. In the later stages of development, it really gets plain and repetative work on creating Models, building in minor features, creating maps and debugging all the time. It is just not as interesting then anymore, and I have so many other concepts and Ideas that I want to try out. Really making a finsihed complex game can probably only be done in an enviroment where you earn money at the end with it. I like my wasteland setting, and I dont want to spoil it with a low quality game, just pressed to make some (little) money at the end.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#197655
03/08/07 12:43
03/08/07 12:43
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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If you really like this concept then it might be easy:
You can just help Damocles with professional models, artworks, textures and beta testing.
Models, Textures and Games from Dexsoft
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#197656
03/08/07 13:05
03/08/07 13:05
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
and the gameplay is actually used by many other games already.
What, if you add a unique speciality to the gameplay? (I already got an idea, but I don't know wether it is practical.)
You could aim for a prototype then!
And look for investors!
(BTW, the HUD looks fantastic, too!)
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