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Re: Wasteland, the Clanwars (reworked) [Re: Pappenheimer] #94320
03/08/07 13:43
03/08/07 13:43
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Yes innovater made a really nice panel for the game, better than I have expected.
Implementing new features into the gameplay is not so much of a problem, but
first the classical RTS elements need to be all implemented and work properly.
The units need to be balanced after all, and new kinds of gameplay need to be
adapted to actually work and make fun.

A multiplayer is possible, but then only decent over LAN. Given that I dont expect to
have the game beeing played too much in Multiplayer then, I concentrated on a singleplayer
implementation. The AI is quite basic and not adaptive yet, but it works to
build up bases, collect ressources and attack its enemies in somehow balanced groups.

Anyway, without the ressources (Art content for all required units and Buildings) and
without a monetary compensation, I dont bother to work on it excessivly.

Re: Wasteland, the Clanwars (reworked) [Re: Pappenheimer] #94321
03/08/07 14:25
03/08/07 14:25
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:

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!)




Ups, forgot to mention, why to do so!

I thought, this way it should be possible to find a final compensation!

------------------------------
Nevertheless:

Maybe, you are interested to test an idea for the RTS (I'm not familiar with RTS's, so it might be an old idea):

What if the landscape is moving somehow: a shifting sand dune which makes certain places at certain times useless for production units?
This way, the player has to plan to move the buildings at a certain time, or to take their loss into account.
(Wasteland had the option to use buildings as ressources for other buildings, right?)

Last edited by Pappenheimer; 03/08/07 14:28.
Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94322
03/08/07 14:46
03/08/07 14:46
Joined: Jun 2003
Posts: 152
germany
innovater Offline
Member
innovater  Offline
Member

Joined: Jun 2003
Posts: 152
germany
Ich durfte eine kurze Zeit lang mit Damocles am Projekt arbeiten, leider konnte ich nur wenig Zeit in das Projekt investieren wegen Schule und anderen Angelegenheiten. Momentan arbeite ich an meiner Bewerbungsmappe. Von Wasteland inspiriert habe ich einen Strider „gemodelt“, der später in eine authentische Szene platziert wird (am Model wird noch gearbeitet).

Das Spiel hat riesen potenzial, sicherlich auch deswegen weil Damocles immer eine professionelle arbeit gezeigt hat.



Re: Wasteland, the Clanwars (reworked) [Re: innovater] #94323
03/08/07 18:41
03/08/07 18:41
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Wow sieht schon super aus! Viel glück damit,

Mfg,


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #94324
03/08/07 20:30
03/08/07 20:30
Joined: Jun 2003
Posts: 152
germany
innovater Offline
Member
innovater  Offline
Member

Joined: Jun 2003
Posts: 152
germany
Danke, in kürze werde ich ein paar Modelle im Forum zeigen.

Re: Wasteland, the Clanwars (reworked) [Re: innovater] #94325
03/09/07 03:56
03/09/07 03:56
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
For an RTS, its very high polygonal, but looks very good. And um, he lacks adequate pants around the... crotchal area...


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] #94326
03/09/07 10:40
03/09/07 10:40
Joined: Aug 2003
Posts: 2,122
Berlin, Germany
checkbutton Offline

Expert
checkbutton  Offline

Expert

Joined: Aug 2003
Posts: 2,122
Berlin, Germany
I can probably help you with the multiplay implementation. As the multiplayer capabilities of GS aren't the best, I'll give a try on a plugin which does the work, if you are interested. Just have to read a bit

I always wanted to work on a coo RTS Game. Here is my chance.


I don't have a homepage, for god's sake!
Re: Wasteland, the Clanwars (reworked) [Re: checkbutton] #94327
03/09/07 11:34
03/09/07 11:34
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

he lacks adequate pants around the... crotchal area


perhaps that's all he needs?

he looks cool, but too generic to be some sort of hero, and too high-poly not to be some sort of hero. know what i mean?

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Wasteland, the Clanwars (reworked) [Re: JibbSmart] #94328
03/09/07 12:01
03/09/07 12:01
Joined: Jun 2003
Posts: 152
germany
innovater Offline
Member
innovater  Offline
Member

Joined: Jun 2003
Posts: 152
germany
He was create special for my portfolio project. I will show soon a few therefrom in Showcase I

Re: Wasteland, the Clanwars (reworked) [Re: innovater] #94329
03/09/07 12:14
03/09/07 12:14
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
innovater, you got a typo in your picture, you wrote "wastelad" and not "wasteland", just telling you Awesome model btw


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