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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] #197617
10/21/06 11:17
10/21/06 11:17
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The scrapyard.mdl is missing....

just take a building model like the baracks,
and make a copy "scrapyard.mdl" of it.....

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197618
10/21/06 21:06
10/21/06 21:06
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
Which one is the latest demo? I couldn't figure it out


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] #197619
10/22/06 08:02
10/22/06 08:02
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Good progress again!

I dont like this new brown Fog of war.. look kind of ugly.. especially the way its blends.. doesnt fade right...the color turns blackish.

There are number of buggies in pathfinding/unit movement..Sometimes your units just wont go where you click.. they dont move. This seems to happen most ofetn when the destination is far away, but also otehr times too.. what pathfinding method are you using?

Also some basic things you may have already planned: if you do a build with mutliple scavengers already selected they should all start building the building. Right now to use mulitple builders you can only start with one and have to manually set each oehr builder.

Also, you cant currently see the enemy unit health.. this is needed

Keep up the good work this is developing well so far!


Sphere Engine--the premier A6 graphics plugin.
Re: Wasteland, the Clanwars (reworked) [Re: Matt_Aufderheide] #197620
10/22/06 11:05
10/22/06 11:05
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
For seeing the enemies health, you need to click on them I think?

Great progress again Damocles, one thing I'm really used to using in a RTS is selecting some units and using the minimap to click on a location for them to go to. Nowadays about every RTS has this option, simply click on a location on the minimap to assign a move to target.
Anyways, keep it up,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197621
10/22/06 11:20
10/22/06 11:20
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I will include the clicking on enemies,
and showing their health (and scrappileamounts). And the minipaclick.

The scavangers should only be able to builup and repair a building with one
scavanger, so using more than one is more of a bug, That is
why only one scavanger starts the buildcommand. Currently
they can not repair the bunkers, as they try to go into it.

When you rightclick on a rocky area, the units will not move, as the
area is not passable. I have to change that behaviour for the gliders...

currently I work on displaying correct attackeffects for all units.

The best way to defend aginst early rushes is to make bunkers
and fill them with up to 4 troopers.

The AI will continue to produce buildings, until you kill all
HQ of them and the scavanger that does the buildup.
This buildupscavanger is spawned new as lang as the AI has an HQ.


There is also the standard option to create selectiongroups by
selection units, and then clicking control_key+a number.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197622
10/22/06 23:29
10/22/06 23:29
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Hehe, new version gain.

There are some updates like a minimap-click to send units.
the scrappiles show the amount
The FLAK Turrets work now. (build a scrapyard to make them)
You can see an enemy units health
and some new Attackeffects. (not all units yet)

This time I made an installer for it.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197623
10/23/06 07:48
10/23/06 07:48
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
just realized, your voice-overs sound like george bush, the funny thing is some times they say "wha'd i do wrong" (even the type of thing you'd expect him to say)

Re: Wasteland, the Clanwars (reworked) [Re: lostclimate] #197624
10/23/06 11:15
10/23/06 11:15
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Yes i have tried to have the scavanger sound a bit like
a nurdy Texan... thats probably why

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197625
10/23/06 16:52
10/23/06 16:52
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I don't know why, but the game crashed when I clicked building my first buggy.

I guess you know about this, but there's a small panel bug too now, click the barracks, start building some units, then left click on anything but a building and the panels of the troopers/angels/flamers will be visible / invisible (fast changing).

So far so good though, however I would like my own troopers to be less self-destructive. They tend to marsh towards the enemy without any fear as soon as the enemy come s within range. That 'range of action' isn't equal to the size of the terrain we can see (a troopers view range is actually outside the Fog of War). Off course this is part of the things that are work in progress.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197626
10/24/06 00:05
10/24/06 00:05
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
Can I please get the link to the newest version? Is it the same link as the first posted? I dont think so because when I dled that it gave me a previous version, not the newest like you said.

I really loved your first demo, the Wasteland_old version, the next demo I didn;t like as much because of how much more generic it had become, but I'm dying to see your newest version... persay the terrain shader doesn'y annoy me too much.


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?!?
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