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Realistic squad based tactical multiplayer robot shooter. | Locked | |
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Sep 15 2008 Anchor | |
Hey guys. So i present to you: Realistic squad based tactical multiplayer robot shooter using the source engine (dev-name) I sat down and thought: what kind of mod doesn't the source engine have allready, we have a brilliant medieval combat mod (aoc), an awesome medieval deathmatch mod (pvk), a great space-combat mod (ES), even an excellent rts/fps hybrid (empires). What killed the mod i just worked on was that we took on a task too great for any of us to handle. Now after reading about my ambitious plan about making a realistic squad-based teamwork mod you might think i'm repeating that mistake, but hear me out now. Adding realism to a mod involves including alot of things like being able to rest your gun on top of a barricade or hearing bullets whizzing by. All of these are major additions to the source engine, and adding all of these in one big build would take forever, killing off the interest for the mod, even before its released. Instead of working like that, i'm going to go for a different approach used by Toady, the developer of dwarf fortress. Yeah, this post contained alot of boring devtalk, but i don't want to captivate you with alot of fancy flufftalk without having a solid underlying plan, because hype makes people really interested there and then, but just attracts gullible visionaries that never stay with your mod instead of serious and realistic developers. My final idea of the game would be this: So, mr. so called "Posessed", even your name has a typo in it, why are we supposed to take you seriously? What are you bringing to the table? I have several years of mapping experience with the source engine and even more years of making concept art. I've also experimented in making sound-effects and music for a couple of years. So yeah. -- Robotic awesomedispenser. |
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Sep 15 2008 Anchor | |
I'm all for robots On a serious note, why would robots need iron sights? On a side note: don't release patches too often. Players dislike it if they have to download a patch every week. -- Please visit: |
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Sep 15 2008 Anchor | |
WTF?
Source is lacking in 'realistic' squad based mods? If you say so That's the cheap comments about your pitch out of the way, the rest sounds very savvy and commendable Your first priority is going to have to be catching the interest of a good coder though - without a commited coder a Source mod isn't going anywhere. That engine needs needs someone with experience to tame it's tangled and unforgiving archetecture. @Hanzie - depends how you do it. If you have a good autoupdate system and don't change art assets often, code updates can be downloaded very painlessly. Even more so if you tell people that it is in beta and that accepting small regular updates are a requirement of being a beta tester. Lets you iterate the design very frequently. Once you have an official stable release you slow it down, or fork into a stable for the public and a new beta for your small but dedicated beta crew -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Sep 16 2008 Anchor | |
Yeah, i really want to do the mod in another engine than source, but i have no experience at all with other engines. Edited by: Theater |
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Sep 16 2008 Anchor | |
It might be worth finding a coder who you feel you can trust and work well with, and then use whatever engine they want to use. I may be biased about how important coders are, being a coder myself, but anyone who has completed a mod will agree that you need a coder around if you want to anything more than a map pack using existing AI and stock weapons/items. You can make a mod without new code, but it won't be a total conversion. The other option is to consider learning some simple coding yourself. That worked out for Alex with Killing Floor (a UT2k4 mod if you aren't familiar with it) - he managed to learn the basics of UnrealScript, just enough to get a demo up and running. Then several coders (myself and others) have joined up over the years to tackle the more complex problems. Doing it this way breaks the vicious circle - I'm not the only coder who is very cautious of joining a mod in the concept stage, but without some code it's very hard to get past the concept stage. Learning a bit of coding gets you out of this trap, and also has the long-term benefit of making it easier to discuss technical issues later when a dedicated coder joins you. I've done the same, the other way round. I'm a coder, but I know how to throw together a simple map, and can make box-art characters and objects with ugly animation, just enough to get something up and running if I don't have a specialist around at the time. No-one will master all aspects of modding, but it's a smart move to learn a bit about everything, and a lot about one thing. Jack of all trades, master of one if you like So, disclaimer time, it might not work for you, but it definitely did for Alex with Killing Floor. Unreal seems to be the best bet for the 'hack something together now, find someone else to polish it later' approach. There may be others, but I don't have enough experience to comment on those. I do know that Source will never be a good choice for a non-coder to try coding on though. -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Sep 16 2008 Anchor | |
So you think i should use unreal 3? -- Robotic awesomedispenser. |
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Sep 16 2008 Anchor | |
You'll have to decide for yourself. I'll be honest, the UT community isn't the largest out there, which concerns some people, but the engine has a lot of strong points, and BeyondUnreal has a forum where a lot of very experienced UT modders post, so help is out there. The Unreal engines have served me well for a very long time now, so maybe they'll work out for you, too. If you've got some time to try the engine, it can't hurt to try it -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Sep 17 2008 Anchor | |
@Gibberstein, your right about the auto updates. I was referring to visiting a site to manually download a patch. But your right. @Posessed: You said that you can work with Hammer. There are engines out there who also use a similar mapping-system/pipeline like Quake 3. There are several (graphically) improved versions of this engine available. This even gives you a bonus to be a stand alone project and you already know how to map. -- Please visit: |
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Sep 18 2008 Anchor | |
The most important thing would be that the engine supports multiplayer, and is highly customizable. I'd be really grateful if you guys want to help me choose engine. Edited by: Theater |
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Sep 22 2008 Anchor | |
Try making a list with features per milestone and post it. I'm sure you will get some feedback. Edited by: Hanzie |
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Sep 22 2008 Anchor | |
Early, early pre alpha stage. Adjustments
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Sep 22 2008 Anchor | ||
Um yea dont want to break up your enthusiasm but what engine did you decide on? |
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Sep 23 2008 Anchor | |
What kind of levels do you want? Indoor or large outdoor? -- Please visit: |
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Sep 23 2008 Anchor | |
On the engine: I've been looking at alternative engines such as this one: On the levels: -- Robotic awesomedispenser. |
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Sep 23 2008 Anchor | ||
Since the "story" revolves around a conflict waging for quite some time i would suggest trenches Edited by: N0dachi |
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