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Wasteland, the Clanwars (reworked) #197547
10/13/06 13:34
10/13/06 13:34
Joined: Jan 2003
Posts: 4,305
Damocles Offline 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
122 Comments
Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197647
03/07/07 08:47
03/07/07 08:47
Joined: Aug 2003
Posts: 2,122
Berlin, Germany
checkbutton Offline

Expert
checkbutton  Offline

Expert

Joined: Aug 2003
Posts: 2,122
Berlin, Germany
Damocles: I order you to finish this game.

Please contact me via ICQ. I pm'd you the number.


I don't have a homepage, for god's sake!
Re: Wasteland, the Clanwars (reworked) [Re: checkbutton] #197648
03/07/07 16:09
03/07/07 16:09
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Damocles: I order you to finish this game.




Lol ... order?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197649
03/07/07 21:47
03/07/07 21:47
Joined: Aug 2003
Posts: 2,122
Berlin, Germany
checkbutton Offline

Expert
checkbutton  Offline

Expert

Joined: Aug 2003
Posts: 2,122
Berlin, Germany
Yes. To order somebody to do something.
In German: Jemanden anweisen, etwas zu tun.

He has to do so, I won't accept a surrender.


I don't have a homepage, for god's sake!
Re: Wasteland, the Clanwars (reworked) [Re: checkbutton] #197650
03/07/07 22:01
03/07/07 22:01
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Ho
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.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197651
03/07/07 22:32
03/07/07 22:32
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
Then don't do it for the money, but do it for 3dgs. It would be one of the few neat games finished with 3dgs, especially an RTS...

Just finish the game!


Click and join the 3dgs irc community!
Room: #3dgs
Re: Wasteland, the Clanwars (reworked) [Re: Joozey] #197652
03/08/07 09:55
03/08/07 09:55
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
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.


Sphere Engine--the premier A6 graphics plugin.
Re: Wasteland, the Clanwars (reworked) [Re: Matt_Aufderheide] #197653
03/08/07 10:41
03/08/07 10:41
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
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!
Re: Wasteland, the Clanwars (reworked) [Re: JibbSmart] #197654
03/08/07 11:50
03/08/07 11:50
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
This is the HUD panel made by Innovater:




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 .
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.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197655
03/08/07 12:43
03/08/07 12:43
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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
Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197656
03/08/07 13:05
03/08/07 13:05
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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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