| Futurecraft RTS Project | |
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+13MercurySteam Julo fr0stbyte124 Ljubljana hyperlite ACH0225 Iv121 Last_Jedi_Standing Keon Joel Hierarch Fenway Luna Tiel+ 17 posters |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Futurecraft RTS Project Wed Aug 28, 2013 10:31 pm | |
| Heros? Titans? Massive research projects to construct Owl Mecha to stomp tanks with? | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Wed Aug 28, 2013 10:41 pm | |
| Heroes, yes.
Superweapons, probably not. | |
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Luna Recruit
Posts : 330 Join date : 2012-02-13 Age : 25 Location : Your Dreams
| Subject: Re: Futurecraft RTS Project Wed Aug 28, 2013 10:53 pm | |
| - Comrade Tiel wrote:
- Heroes, yes.
Superweapons, probably not. Did you just say... an RTS... without superweapons... | |
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Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Futurecraft RTS Project Wed Aug 28, 2013 11:04 pm | |
| - Comrade Tiel wrote:
- Superweapons, yes.
Heroes, probably not. FTFY | |
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Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 12:13 am | |
| I suppose you're right, with TELLrim and all.
Still, the Guerrila warfare would work with fast, hard-hitting units, like the Marauders from SCII. They wouldn't be very tough, but they could deal a lot of damage and get away before being fired on. Strafing, units that can hide, even land mines and such (Mines are banned under NeoRome's Beta Aquila Security Act, but nobody cares). Not meant for formations, but hit and run.
However, the very nature of TELLrim's army would promote micromanagement, as otherwise the formations would be slaughtered, unlike other faction's ordered- battalions. | |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 12:18 am | |
| So I took a look at the game engine, it looks... eh. http://springrts.com/Take a look at this, it looks like it could work as well. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 2:34 am | |
| Personally Im not a fan of SC2 resource system as apart from the bases on each side of the map there is almost no use of terrain, most of the map is unattended and only the straight path between two bases is used, Ill be glad if there was a reason for you to protect a specific spot and built up static defences.
BTW are we doing space or ground combat ? | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 7:49 am | |
| - Keon wrote:
- So I took a look at the game engine, it looks... eh.
http://springrts.com/
Take a look at this, it looks like it could work as well. - Comrade Tiel wrote:
I wanted to make an SOASE mod, but not everyone had it so I decided to make something for Spring instead. However, I then learned that making it spacey to my tastes would require some hackey methods so I gave up.
Then vinyl came with the HW2 thread which is now dead.
And now I'm starting a project for Glest, that with any luck won't die. I've looked at most of the options. Spring's animation system is script based, as in 'move limb x degrees right' sort of stuff in lua, which I'm not too keen on. Glest isn't exactly accomodating when it comes to hi-poly models, but some legitimately cool stuff has been made in it. - Spoiler:
If you look closely, you can see how low-poly they are. Good textures are a game changer. Glest also allows importing anims from outside programs, though they have to be imported into Blender to be converted to g3d format. The best choice for this is .md5, which exports both animations and bonesets. - Iv121 wrote:
- BTW are we doing space or ground combat ?
As said in the OP, this is ground. @Superweapon proponents Correction: No land based superweapons. Support abilities such as a cruise missile strike and whatnot are a possibility, though scripting them in will have to be a pain. My philosophy here is that you should be able to climb back up from the brink of defeat, and super-units just makes that impossible by giving the winning player a large and nigh-invincible advantage. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 8:29 am | |
| K so how are we going for resource stuff ? Also about the program aspect don't worry I will help as I can, the scripts themselves should be feasible, the engine work is a bit more complicated I suppose and I will need more than I know to do it but so long it stays on scripting level I can do this. | |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 9:28 am | |
| Ehhh I guess, I just played a few games of Glest and it doesn't work really well. Graphics are pretty bad, and the shadows are annoying. | |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 10:22 am | |
| I tried Spring, it seems like it could work but it is also glitchy. Nothings perfect, I guess. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 10:43 am | |
| I will first have a look at the engine itself, Kernel panic sounds cool so Ill try it, and guess from there we'll see. Again I believe the biggest limitation will be to get enough models. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 11:41 am | |
| Megaglest, not glest, I haven't been consistent when referring to them so I apologize. I do agree with you that as games, neither are all that great...I would recommend trying "Annex: Conquer the World", a game based off of Megaglest and is objectively a pretty big improvement. Keep in mind that like Spring, Glest is made to be modified. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 1:12 pm | |
| Also, as far as resources - patches of Yttrium across the map. Not big, ala SC2 or C&C3, where capturing a patch essentially means making a new base, but not tiny and scattered across the map like Spring or SupCom, either. You build a structure that ‘harvests’ the yttrium when put within a radius of a patch, giving the player the ‘Credit’ resource. In practice, this should work similarly to Dawn of War, or even Company of Heroes, where patches will necessitate the creation of defensive troops or emplacements to keep the flow of moneys coming.
Second resource is power, which is just spent on researching new Tiers and upgrades as well as support abilities. It is generated by power plants.
I can’t help but feel like I've typed this before..
Anyway, think I figured out the basic tech trees of each of the three, so might have some specific unit requests soon. | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 1:21 pm | |
| Well I hope before you built the tech tree you gave a unique feel and specialization to each side. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Thu Aug 29, 2013 5:58 pm | |
| I'm not entirely sure where this went wrong. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Fri Aug 30, 2013 6:24 pm | |
| <sigh>
She was so young...
Strigiforme
Buildings
Citadel (HQ Building)
Barracks
Vehicle Storage
Tech Lab
Airpad
Wall
Hardpoint (Laser tower with wall integration)
Yttrium Processor
Units
Fabricator (Constructor)
Owl SMGer
Owl Flamer
Owl Gunnery Team
Owl Sentinel
Recon (Think small scout vehicle, like a speeder bike)
Hovertank
Guardian (Tracked vehicle with large generator on top, makes shields)
Pulsar Cannon (Like Star Wars's SPHA-T's, but hovering and owly)
A.R.S (Aerial Resource Securer)
Fighter
Bomber
Atmospheric Carrier
Tellrim
Buildings
Station Prime (HQ Building)
Armory
Air Strip
Vehicle Pool
Bunker
Drilling Rig
Fence
Units
Constructor
Rifleman
Sniper
Combat Droid
Medic
Scout (Infantry unit)
Buggy (Sorta like a Humvee)
Energy Pummel
Lancer (walker) ✔
FOB (Forward Operating Base)
Interceptor
Dropship
Terran Trade Confederation
Buildings
Bastille (HQ Building)
Landing Pad
Hangar
Research Facility
Heavy Machine Gun Emplacement
Barricade
Extractor
Commerce Node
Units
Contractor (Constructor)
Mercenary
Mortar Team
Officer
PMC Trooper (PMC = Private Military Company. A step above the typical soldier of 'fortune')
Corporate Enforcer
Hornet (walker) ✔
Armored Personnel Carrier
Tank
"Buzzer" Anti Aircraft Artillery
Aerial Drone
TTC Heavy Lifter (Can only lift vehicles)
These are what art is needed of. Completed ones marked with checkmarks. I'll do my best even if no one submits any, but the post above this one is a perfect example of what happens when one models without references to go off of. | |
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ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
| Subject: Re: Futurecraft RTS Project Fri Aug 30, 2013 7:33 pm | |
| Darn, and I just finished a copter sort of design. I'll post it anyways. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Fri Aug 30, 2013 7:35 pm | |
| Can probably convert the bomber to a gunship and use the design for that, but a specific request, ACH, would be the Owl infantry, if you could. I can't visualize them in my mind without them looking silly. | |
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ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
| Subject: Re: Futurecraft RTS Project Fri Aug 30, 2013 7:57 pm | |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Futurecraft RTS Project Fri Aug 30, 2013 8:12 pm | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
| Subject: Re: Futurecraft RTS Project Fri Aug 30, 2013 9:30 pm | |
| No daily model today. Probably not tomorrow, either, on account of JROTC. | |
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hyperlite Captain
Posts : 1529 Join date : 2012-01-18
| Subject: Re: Futurecraft RTS Project Sat Aug 31, 2013 12:44 am | |
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Ljubljana Newbie
Posts : 150 Join date : 2013-08-22 Age : 30 Location : I never leave
| Subject: Re: Futurecraft RTS Project Sat Aug 31, 2013 1:08 am | |
| - hyperlite wrote:
- Tiel likes men.
I thought you were dead. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Futurecraft RTS Project Sat Aug 31, 2013 2:52 am | |
| He was just busy playing as other forum members for a while. | |
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