Gamestudio Links
Zorro Links
Newest Posts
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, Akow, 1 invisible), 1,499 guests, and 11 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19058 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rating: 3
Page 1 of 13 1 2 3 12 13
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] #197548
10/13/06 13:41
10/13/06 13:41
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
omg..... !!!!!!!!!!!!!!!!!! finally, i downloaded your other demo and got my base to the point were i knew i was gonna win but was to lazy to build more of the flametthrowers to do it, but i did love it, i cant wait for an updated demo.



btw, i do understand that the top of my post makes me sound like a giddy school girl, but i get so excited

Re: Wasteland, the Clanwars (reworked) [Re: lostclimate] #197549
10/13/06 13:46
10/13/06 13:46
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The grafix are of couse just development stuff,
But the gameplay works quite well now.

I have to set up the AI Routines next.

I will make some skirmish maps first, until I can setup
campainlevels.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197550
10/13/06 13:49
10/13/06 13:49
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
are you still using a5? i noticed it at the top of your other demo, or did you update since then

Re: Wasteland, the Clanwars (reworked) [Re: lostclimate] #197551
10/13/06 13:51
10/13/06 13:51
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
No, A 6.31
But there are no specific A6 features used, except the terrainshader.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197552
10/13/06 14:34
10/13/06 14:34
Joined: Jan 2006
Posts: 968
EpsiloN Offline
User
EpsiloN  Offline
User

Joined: Jan 2006
Posts: 968
I havent played Wasteland , the new or the old demo (the link was broken when I tryed a few months ago) but I've seen some of the screens on your site It looks good except I think the old one had more ballance between the colors , now the buildings look less colorful.
I think its great (from the screens,story...)and you should keep working on it ,instead of leaving it lifeless like the most RTS theese days

PS.: A good idea will be (like in my favourite from the C&C series Tiberium Sun) to create a ranking/leveling system , if a unit kills more than ... units it becomes more and more powerful up to a point where that unit alone can kill 5-6 low ranks of his type. (I loved that part in Tiberium Sun and it gives a chance when you have 10-12 units and no longer have a base to win the game with them)


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Wasteland, the Clanwars (reworked) [Re: EpsiloN] #197553
10/13/06 15:50
10/13/06 15:50
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I know most graphics are still being worked on, so don't take this as critics. I like your HUD design. A few things I would change or add, would be a black borderline around the radarmap so it feels more intergrated and a fading black shadow line along the border of the entire HUD. The current line looks kinda sharp. Anyways, looks cool, nice to see vehicles too, do they use the physics engine, or?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197554
10/13/06 16:15
10/13/06 16:15
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The Hud ist just a dummy,
I filled my grey development Hud with a rust texture, to make it look better,
there will be of course a completely new version.

I dont use any physics, exept the normal unitmovement to bum of other units.
I am thinking of making some extra movements for the vehicles, as they
move like infantry currenly.

The airunits adapt their hight according to the terrain.

Actually I dont see any sense in using physics in an RTS,
it just drains performance and complicates everything.
This belongs more to shooters.
The player can not act precise enough in an RTS to use the physics for gameplay,
and if it is just for nice grafical effects, it can be simulated with animations.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197555
10/13/06 16:27
10/13/06 16:27
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline
Serious User
capanno  Offline
Serious User

Joined: Nov 2004
Posts: 1,011
South Africa
Age of empires 3 used physics remarkably well. And it adds nice flexibility to the gameplay.

Looks good damocles. Keep up the good work.

Wasteland, the Clanwars (reworked) [Re: capanno] #197556
10/13/06 16:35
10/13/06 16:35
Joined: Sep 2006
Posts: 188
Latvia
MDI Offline
Member
MDI  Offline
Member

Joined: Sep 2006
Posts: 188
Latvia
Cool!!! No more words - give demo!!


Latvija rullē
Page 1 of 13 1 2 3 12 13

Moderated by  jcl, Realspawn, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1