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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: MDI] #197557
10/13/06 19:17
10/13/06 19:17
Joined: Oct 2005
Posts: 196
ambe Offline
Member
ambe  Offline
Member

Joined: Oct 2005
Posts: 196
nice work Damocles


- code monkey
Re: Wasteland, the Clanwars (reworked) [Re: ambe] #197558
10/13/06 19:56
10/13/06 19:56
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Great game Damocles, altough the demo you posted was A5, it's still amazing work !!
I can't wait to get the new demo
Btw, did you script the AI yourself or did you implant it from LarryLaffer his Intense AI and Intense Pathfinding ??

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: Wasteland, the Clanwars (reworked) [Re: frazzle] #197559
10/13/06 20:33
10/13/06 20:33
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
I cried when I saw the thread.
My happy tears turned to tears of despair when I realized the demo download isnt working


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: Wasteland, the Clanwars (reworked) [Re: Towelie] #197560
10/13/06 22:22
10/13/06 22:22
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
OK, before I upload a demo, here a little preview, a prototype version so to say.

wasteland_clanwars_prototype.zip

There is still a lot missing, such as Sounds,
AI, upgrades, For of War, better panelgrafix,
but you can check if the Buildup-part works.

Not all units and buildings are implemented, and no upgrades.

There is not information on the Units, buildings and upgrades yet,
so just try around. It is a little testmap, with 3 enemies
that attack in certain intervals.


Please post bugs, mainly technical ones.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197561
10/14/06 09:49
10/14/06 09:49
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
I know gpaphics are just for placemnet but i like the general feel..

Also the gameplay all seems to work basically.. I'm sure you're aware of it but there is something annoying with the enemy AI ..the problem is that enemies wont change thier target even if they are being attacked.. so if they are shooting a watertwoer they wont tuern aroun and shoot the buggy attacking them from behind.. It makes them too easy to kill...

I hope someday you finish this, looks like fun.


Sphere Engine--the premier A6 graphics plugin.
Re: Wasteland, the Clanwars (reworked) [Re: Matt_Aufderheide] #197562
10/14/06 14:23
10/14/06 14:23
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
If all your scavangers are dead and you've got almost zero scrap, then it's already game over .. Except when abusing the AI shortcoming that Matt pointed out, it's not quite possible to win. Or at least I don't think so. The scavanger are pretty easy targets for the AI, since they can't defend themselves. Not necessarily a bad thing, but when they cost money and you're not really able to build more than 3 soldier before the first wave comes, then most losses will be on the scavangers side. Which means that you can't actually go spend some money on anything else. You need the barracks, you'll need a few soldiers - money runs out, they kill your scavangers (the 3 soldiers aren't up to the invasion force) and game over. Better look for a way to improve that, perhaps let the scavangers defend themselves.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197563
10/14/06 15:37
10/14/06 15:37
Joined: Jun 2003
Posts: 152
germany
innovater Offline
Member
innovater  Offline
Member

Joined: Jun 2003
Posts: 152
germany
Scavangers defend semself (they can attack) , there have no animation for this action.

and i win

Re: Wasteland, the Clanwars (reworked) [Re: innovater] #197564
10/14/06 15:50
10/14/06 15:50
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
As Innovater said: Scavangers dont attack automalically, you have to
assign the attack action to them. (press A and the target
or press "attack" and the target)

There are no special animations yet, I will just use the hammermovement then
for the attacks.


That the AI does not switch targets is true, and I will change that,
making the units eveluate the target every 3 seconds, so they will
first attack units, and if none are there, they will attack buildings.

It not really an AI yet, but rather a "send all troups to player after 200 seconds"
routine.

Re: Wasteland, the Clanwars (reworked) [Re: innovater] #197565
10/14/06 15:51
10/14/06 15:51
Joined: Nov 2002
Posts: 2,148
Germany
Dima Offline
Expert
Dima  Offline
Expert

Joined: Nov 2002
Posts: 2,148
Germany
I won too, but there are some bugs! You can intercept the enemies on their way, and they will kill your unit but they wont go on! They will just stand there.

Komischer Weise hatte ich irgendwann kein Öl mehr, ich habe dann 10 Öl-Raffinerie aber kein Öl dazu gekriegt!


I'm not afraid of competition cos I'm know that I'm best
Re: Wasteland, the Clanwars (reworked) [Re: Dima] #197566
10/14/06 15:53
10/14/06 15:53
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The Oilpumps dont pump oil yet ... So I just set a starting amount.
Scavangers will have to get the oil to the HQ by hand, and
this still needs to be programmed.

The waterwell are more of a unitsupport unit, the more you have, the more
units you can support (every dweller needs to drink from time to time). (unitlimit)

Yes, I will change the attackroutine, so that the units get the command
to move on after a couple of seconds again.
Currently they leave the movemode when they see an enemy.

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