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Re: Wasteland, the Clanwars (reworked)
[Re: Pappenheimer]
#94320
03/08/07 13:43
03/08/07 13:43
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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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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.
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Re: Wasteland, the Clanwars (reworked)
[Re: Pappenheimer]
#94321
03/08/07 14:25
03/08/07 14:25
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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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.
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Re: Wasteland, the Clanwars (reworked)
[Re: innovater]
#94323
03/08/07 18:41
03/08/07 18:41
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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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Wow sieht schon super aus!  Viel glück damit, Mfg,
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Re: Wasteland, the Clanwars (reworked)
[Re: innovater]
#94325
03/09/07 03:56
03/09/07 03:56
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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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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?!?
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Re: Wasteland, the Clanwars (reworked)
[Re: checkbutton]
#94327
03/09/07 11:34
03/09/07 11:34
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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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!
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Re: Wasteland, the Clanwars (reworked)
[Re: innovater]
#94329
03/09/07 12:14
03/09/07 12:14
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Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku

Dichotomic
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Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
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innovater, you got a typo in your picture, you wrote "wastelad" and not "wasteland", just telling you  Awesome model btw 
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
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