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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: PHeMoX]
#197628
10/24/06 00:27
10/24/06 00:27
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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Thank you very much PHeMoX.
Few things I noticed off the bat -Fog of War is brown. -I didn't like the background wind sound. -Buildings first took too little time to build, now too long. -I hate their voices. Every time I click on them I get some annoying comment on seeing snakes or the infamous 'whatd I do wrong' -Fog of war outline should be more circular at the edges. You have it as a square... -ESC should be a menu, ASAp, like how it used to be. I hit ESC thinking it'll bring up a menu 2 times now.
Now for the good: + You've got my acceptance again. Overall a good looking game.
And now for suggestions: ~ Add tumble weed. Would look so much more realistic. ~ Make the terrain more interesting. This is post apocolyptical, after all, add some ruined buildings and what not. A plain desert doesn't capture my imagination very much.
I know this is still in development but I'm going to say it anyways. Looking good, and keep up the fast progress.
EDIT: What exactly do the F-L-A-K turrets do? For me, they sat there. I imagined they;d be guns, so I lined my base with em. When the enimy came, they pretty much mowed me down...
Last edited by Towelie; 10/24/06 03:14.
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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Re: Wasteland, the Clanwars (reworked)
[Re: Towelie]
#197629
10/24/06 07:04
10/24/06 07:04
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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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YOu dont have the newest version... All versions are on the same link, as in the first post. (I cant change the text in the first post, so I reuse the filename)
in the new version there is an installer, and the Fog is black again. It is squared, since I was to lazy to manually make a circle yet...
The Flak turret are against aircraft, and they work in the newest version. There is still a shootinganimation missing.
To defend the base, you have to build bunkers, and position troopers in them (up to 4)
Overall, it is still in development, so the grafix are not in any final state.
With the shadowbaker, I can make nice structures like old Building, Factories, Walls and stuff, that cast a nice shadow on the ground. I can use Blocks or Mapentities for that (with their own shadow) or Models, that also cast a baked shadow. And of course more ambient Model. All not implemented yet, so It will look much nicer in the future.
Last edited by Damocles; 10/24/06 07:36.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#197630
10/24/06 11:42
10/24/06 11:42
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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I got the link from PHeMoX to the newest version. It is identical to the version i nthe first link so I think it is the newest version. Quote:
in the new version there is an installer, and the Fog is black again. It is squared, since I was to lazy to manually make a circle yet...
I did have an installer, and the fog looks brown to me... maybe the fog against the ground makes it look brown.
Quote:
The Flak turret are against aircraft, and they work in the newest version. There is still a shootinganimation missing.
Very useful information. Maybe an anti- infantry turret shpuld be made too.
Quote:
Overall, it is still in development, so the grafix are not in any final state.
I was aware, otherwise my first post would have been 'l0lz0rz t3h gr4f!x r t3h suxx0rZ!!!1 foflmaoz0rz!!!11
Anyways, again, I like what youve got so far!
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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Re: Wasteland, the Clanwars (reworked)
[Re: Towelie]
#197631
10/24/06 12:00
10/24/06 12:00
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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I can make the FOG color definable by the user in the menu, I somehow like a brown Fog more, but Black is the classical way.
The voices could be switched to "simple" voices in the menu, so that the units only say somehing like "ok", "yes" (if they annoy too much) I dont really have professional speaker for them, so I used some selfmade ones and some from a voicegenerator.
With more airunits, the Turrets will make more sense.
I think the bunker concept makes more sense, than an automatic defense-turret for groundunits, This makes the player decide to use the units in the bunker as defense or move them to the enemy. The bunkers can also save the scavangers during an attack.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#197632
10/24/06 19:02
10/24/06 19:02
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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I think the black fog generally looks better, also the brown fog had some problems at the edges wher it fades out, because it turned greyish, this didnt look so good.
New version has many improvements that seem to be good.
A few things I miss that you have probably planned:
1) Ability to cancel construction of units 2) orders buttons for all units (like vehicles), not just soldiers 3) orders buttons stay highlighted so you know what the current order is 4) you should be able to select several builders, build a building and they all work on it, instead of having to set each builder unit one at a time 5) better builsing selection graphic.. the current one gets hidden behind large building and doesnt look so great.. looks too much a model.
Anyway, I like this game lot, keep going!
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Re: Wasteland, the Clanwars (reworked)
[Re: Matt_Aufderheide]
#197633
10/24/06 21:33
10/24/06 21:33
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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I have set the buildupscavangers to 1, so only one can build, not a group.... I intended this originally anyways.
Reworked the buildingselection-marker.
the FOW-Circle is now a "Circle" (I know Matt, that you could make the nicer looking Fog, but I really dont want to spend too much calculationpower on that effect for now, as I also need to turn the fog off during development too)
Now I will make a cancel for the buildupline.
Should they cancel the unit clicked on, or the last unit in the row?
The thing with the action is a good point, I might alter the cursor, so that it shows the current selected action.
PS, I will upload the next demo, whenever I have more progress, so that the demoversions will not change so quickly, But the feedback is very useful though.
Last edited by Damocles; 10/24/06 22:08.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#197634
10/25/06 00:57
10/25/06 00:57
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Joined: Oct 2003
Posts: 4,131
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Quote:
but I really dont want to spend too much calculation power on that
in fact my way uses less calculations because you done need to render two terrains..
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Re: Wasteland, the Clanwars (reworked)
[Re: Matt_Aufderheide]
#197635
10/25/06 14:29
10/25/06 14:29
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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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Damocles, did you find a modeler yet? Just curious. OT: I don't want to hijack this post, but Matt, is the code you gave earlier all you need for this? Code:
Skin3=fogmap;
and then in the shader file sample the skin like this (put this right near the other samplers):
texture mtlSkin3;
sampler fogMapSampler = sampler_state { Texture = (mtlSkin3); MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = clamp; AddressV = clamp; };
and in code for the pixel shader do this at very end, right before the line "return FinalColor;":
float fogmap = tex2D(fogMapSampler,In.MaskCoord); Finalcolor.rgb*=fogmap;
I would be interested in some hints on how to go about making such a fog of war. I'm not using a multi-texturing shader at the moment, so I'll only need the fog ... In.MaskCoord , is that a pre-defined thing or is this where you tell the shader what coordinates to mask? Cheers
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