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 Planetary Annihilation

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Hierarch Fenway
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PostSubject: Planetary Annihilation   Fri Sep 07, 2012 8:51 pm

In a nutshell- massive robot battles, gas giants, metal planets with death-star capabilities, gas giants, lava planets, water planets, and Galactic War.

Oh wait. Kinetic Bombardment with Asteroids powered by Fusion Engine Systems.

Look at it!

http://www.kickstarter.com/projects/659943965/planetary-annihilation-a-next-generation-rts/
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PostSubject: Re: Planetary Annihilation   Fri Sep 07, 2012 9:01 pm

YES.
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PostSubject: Re: Planetary Annihilation   Fri Sep 07, 2012 9:14 pm

I've been keeping a eye on it.Great game on paper...
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PostSubject: Re: Planetary Annihilation   Fri Sep 07, 2012 9:48 pm

Looks neat.
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PostSubject: Re: Planetary Annihilation   Fri Sep 07, 2012 11:42 pm

I wish I had money to throw at it. Oh well, they are well over their goal anyways.
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PostSubject: Re: Planetary Annihilation   Fri Sep 07, 2012 11:44 pm

No, just a few more grand and multiplayer space battles Very Happy

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PostSubject: Re: Planetary Annihilation   Sat Sep 08, 2012 3:40 am

I like the fluid motion of the animations. Cartoony, but awesome.

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PostSubject: Re: Planetary Annihilation   Sat Sep 08, 2012 11:34 am

I saw it on kickstarter. Way better than yogverse, that's for sure.

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You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


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Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Planetary Annihilation   Sat Sep 08, 2012 1:44 pm

We should make a kickstarter page.
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PostSubject: Re: Planetary Annihilation   Sat Sep 08, 2012 1:52 pm

1) This is a mod for minecraft, development requires time but not money. Now, the only reason FC could possibly need money is to buy fr0st out of his day job, in which case Kickstarter probably could never accrue enough.
2) There has been no visible progress. Note that PA has a full length trailer, presumably with actual ingame footage.
3) Who would donate? Sure, there are a ton of followers, but some of them can't even get Minecraft! A majority of them can't even be bothered to post regularly on the forums, nevermind contribute actual currency.

For these reasons I think FC would be laughed out of Kickstarter. The only things that need money are keeping the game up by renting a dedicated server, which could be easily rectified by either donations or some form of premium tier with priority access to the game.
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PostSubject: Re: Planetary Annihilation   Sat Sep 08, 2012 4:22 pm

MISLEADING BIRD wrote:
1) This is a mod for minecraft, development requires time but not money. Now, the only reason FC could possibly need money is to buy fr0st out of his day job, in which case Kickstarter probably could never accrue enough.
2) There has been no visible progress. Note that PA has a full length trailer, presumably with actual ingame footage.
3) Who would donate? Sure, there are a ton of followers, but some of them can't even get Minecraft! A majority of them can't even be bothered to post regularly on the forums, nevermind contribute actual currency.

For these reasons I think FC would be laughed out of Kickstarter. The only things that need money are keeping the game up by renting a dedicated server, which could be easily rectified by either donations or some form of premium tier with priority access to the game.

PA's trailer, and much of other games, is just concept art. That's just a 3d animation.

Anyhow, we don't want kickstarter.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 12:59 am

Keon wrote:
MISLEADING BIRD wrote:
1) This is a mod for minecraft, development requires time but not money. Now, the only reason FC could possibly need money is to buy fr0st out of his day job, in which case Kickstarter probably could never accrue enough.
2) There has been no visible progress. Note that PA has a full length trailer, presumably with actual ingame footage.
3) Who would donate? Sure, there are a ton of followers, but some of them can't even get Minecraft! A majority of them can't even be bothered to post regularly on the forums, nevermind contribute actual currency.

For these reasons I think FC would be laughed out of Kickstarter. The only things that need money are keeping the game up by renting a dedicated server, which could be easily rectified by either donations or some form of premium tier with priority access to the game.

PA's trailer, and much of other games, is just concept art. That's just a 3d animation.

Anyhow, we don't want kickstarter.
+1
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 1:05 am

My point stands. That's one more 3d animation than Futurecraft has.
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 2:28 am

Yeah, we need to have a talk with our 3D animator oh wait.
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 2:34 am

I was working on one, you know. It just never came to fruition..
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 3:06 am

MISLEADING BIRD wrote:
I was working on one, you know. It just never came to fruition..

Actually I completely forgot that you were doing anything with it at all. At some point during the project after the engine phase, we really need to hunt down a real modeler (i.e. someone with experience making game resources in blender or 3ds max type tools).
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 3:11 am

Why would you need someone with exp in those modelling suites? Techne seems much more feasible for minecraft modding..
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 3:44 am

Techne perpetuates the problem that minecraft has where models are generated procedurally in code out of basic OpenGL shapes. The reason it was like that from the beginning is because Notch can't 3d model, so he did it by hand with what he knew. But doing it this way limits the types of shapes you can make and how they are animated, and converting the model to java code makes it more difficult to store in a database, get animation from external non-java based scripts, or to send models over the network (which will come into play with the live content downloading feature that will allow new objects to be downloaded or updated in realtime as part of, say, server events or custom content.)

In other words, Techne is a crutch and I don't want us to rely on it more than we have to.


Last edited by fr0stbyte124 on Sun Sep 09, 2012 3:56 am; edited 2 times in total
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 3:51 am

But getting .obj files in Minecraft either requires a massive headache or TurboModelThingy...?
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 4:00 am

I'm just saying that seems rather tedious, is all. Especially seeing as the modeler would only be working with blocks anyway.
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PostSubject: Re: Planetary Annihilation   Sun Sep 09, 2012 4:01 am

.obj files are text based and easy to parse. Plus, the only ones who needs to worry about that particular headache are the engine programmers (man it feels nice to use the plural Smile )

The format I think we should be using is an NBT-style list of vertex points with UV coordinates (or possibly a tweaked projection space which will work better for 90 degree angles), another for the skeleton points, and higher level meta-data to determine which sets of vertices attach to which skeleton joints, a texture atlas (or multiple if shaders are used), and so-on for everything that might be needed. We could even have formats for simplified versions of more-minecraft style models with truncated coordinates or even shapes like vanilla minecraft. The point is we don't have to use them if we don't accomplish what we need.
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