Author Topic: Mod Features.(NEW MOD) Glest IN SPACE!  (Read 5213 times)

Coldfusionstorm

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Mod Features.(NEW MOD) Glest IN SPACE!
« on: 11 September 2009, 07:23:31 »
Welcome to the thread for my mod (the name is Glest IN SPACE!)
"RELEASE EDIT"
im Proud to Announce that Glest IN SPACE! is released!

releases to public.

0.2.0  Newest Release! (just waiting for Upload to pick up so i can upload it).

0.1.9

0.1.8

"RELEASE EDIT END"
ATM, i cant give too much detail other than if you liked starcraft you will properly also like this mod, im aiming for a dark universe with cool units atm, alot of work have allready been done, and im allmost past the learning phase and about to enter the produktion phase.(wich means spitting out alot of models).

Its currently in Alpha,(means untextured,unbalaned and gameplay altering changes sometimes)
also i might need features only in GAE but thata also to TBD.

As some of you know ive worked on this quite some time now.

Progress are comming along nice, albiet a bit slow since im still learning now and then, and its pretty much a one man show, i DO have a good friend of mine to help, but he's also been busy the last time.

it features 3 factions.

Rifemorean(Name TBD)(human faction)
Morphlings(Name TBD)(alien like faction)
(Chesepeople)Name Defently TBD)(alien like psionic race)

its the traditional races, the way over our head Cheesepeople, The parasitic Morphlings,

The music style is gonna follow that of starcraft.

now, when you see the screenshots(no up yet), you WILL notice simmilaryties with starcraft, and i would like to explain why, i played alot of starcraft in my young days and loved it, but more importantly it shaped MY idia of aliens,Humans, and more aliens,and i just so happens that i like fast paced gameplay blended with big tanks battleships and telekenesis, and so forth.

UPDATE: Sorry for the delay, im currently not able to get any screenshots, to get anything out of this i will need to clean my development folder, i have atm houndres of files, some of differen version. :(, so for now, i will need to scale all buildings to be the right size.

UPDATE:im running a little late. i AM aiming for some screenshots this week!, hopefully il get some tommorow.

UPDATE: Deveoplment, is slowed down, ive come to reialize that i used alot of energi in the lore of this.
basically, im in need of a of a story to define the closer style of units and buildings, BUT whenever i sit to type, i simply dont have the heart to throw some poor (imaginary people that is), innocent people to war.. :(
SO, if anybody have a dark, universe to tell a story with, i imainge it like a parrel universe "IN STYLE" to starcraft.
all i want is to model and do XML's and keeping, il be ultimately be deciding where the story goes, but there could be serveral campaigns. :D,so in short im too soft to be killing people in a story, so if somebody has a horryfing story to tell about in space, give it a shot, pm me, or give an example. a good reason for why the 3 of these races are going to fight. thats about it.
« Last Edit: 5 April 2010, 21:32:29 by Coldfusionstorm »
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Coldfusionstorm

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #1 on: 11 September 2009, 07:24:13 »
Added rest here since the above post when it began to go long was going crazy.

It also features a new tileset for the mod!

Also i would like to ask any coders if thier would have interest in codeing 2 features.

first one is Blight/creep as you know it from warcraft/starcraft.
its a buildlayer wich can have additional features atached to it. fc healing on unit when on owners blight/creep allowing special ability's to be used.

second is a addon feature. similar to what thier have in starcraft, being able to attach/deattach building from eachother, seprable with fx, a morph.
this works that i can have a upgrade for a building and then it give my a building selector sich i can place next to the building,(preferly in a place predetermined so that it also looks nice).

this is not super important atm, but if a coder was thinking that he would like to try something like that nows the chance :D.
« Last Edit: 11 September 2009, 07:35:58 by Coldfusionstorm »
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Fluffy203

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #2 on: 11 September 2009, 08:49:55 »
Sounds good i like it and i personally would like to see some work cause i also have a mod that is similar , so just curious can you post some screens?

Coldfusionstorm

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #3 on: 11 September 2009, 09:20:36 »
well, screens would be up later today(evening i hope). but as i explained its very much WIP, so id like to at least texture it a little. im currently textureing a Nuke warhead, so far i have texture in a object for the map editor and the crystals you are harvesting.

the problem is that im still working on it all at the same time.

so whenever i build a new model i also need to get it to fit into the concept, sometimes it gives it self others not.(also i need to sit down this week and work out the tech trees and some concepting).

but i guess i could release the alpha versions.....perhaps.....

i could texture the factory when i come home, and then push the battle cruiser a little i guess.

but a screenshot. yeah, il upload one in a halv an hour aprox, but its in blender, and its a little mishapen, i kinda hope the smooth will get that, or otherwise i will need to redo the missile...:(

oh, damn, well, im free now, so il eat and then go home and take some screenshots for you guys :D, the missile looks like it needs a complete redo :/.
« Last Edit: 11 September 2009, 13:02:20 by Coldfusionstorm »
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John.d.h

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #4 on: 11 September 2009, 19:48:58 »
From the sounds of it, you're copying Starcraft rather closely.  Maybe it would be better to branch out a little and develop more of your own ideas.
second is a addon feature. similar to what thier have in starcraft, being able to attach/deattach building from eachother, seprable with fx, a morph.
this works that i can have a upgrade for a building and then it give my a building selector sich i can place next to the building,(preferly in a place predetermined so that it also looks nice).
What you can do to simulate this is just have the building morph into a new version of itself that includes the add-on.  If it just stacks on top of the current building, this will be fine, but if it adds on to the side somewhere, then you'll need to make sure to leave enough room for the morph or else it won't work (like if you try to morph a Technician into a Battle Machine but he's too surrounded to do so).  Alternatively, you can leave empty space somewhere in the middle of the building, and then put the add-on in that space for the morphed version.
« Last Edit: 11 September 2009, 20:13:22 by John.d.h »

Fluffy203

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #5 on: 11 September 2009, 20:12:14 »
Ok cold lol we are going to have some issues cause i think our mods are getting very similar lmao , i also use crystal as a resource =P , but who knows  , if you want my crystal model and texture i'll let you use it =)

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #6 on: 15 September 2009, 06:59:27 »
Updated main topic and cleaned first post to be more...clean.

Nah, i dont think, is only one similarty, and Jhon.D thanks for your suggestion im going to try that :D
« Last Edit: 15 September 2009, 07:04:48 by Coldfusionstorm »
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Fluffy203

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #7 on: 16 September 2009, 01:05:16 »
ok no offense i think you are in way over your head , but i like your ambition  :D
 

Coldfusionstorm

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #8 on: 16 September 2009, 09:35:22 »
i have LOADS of ambition!, i want this mod to be really great, but i need to get this story going. :D. but i cant create a story with evil myself, it strides agiest my beliefs.

i cannot create war... :(.
i will allways sought agienst the peacefull happy ending from disney movie. did i mention that i love those films?,(well, the cool ones anyway,(wall-E,Inspector Gadget(alto the intro was the coolest thing), ect. :D.

Also, il be uploading Alpha on moddb later today. fixing some stuff. and THEN il begin screenshotting also :D.
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Hectate

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #9 on: 16 September 2009, 19:30:10 »
For simplicity I'll leave their names undetermined and call them Ones, Twos, and Threes. In this storyline, the humanoids are seen as the bad guys. As a disclaimer, I have very little knowledge of the starcraft story, having not played the game. Obviously there will be parallels (as noted) due to the mod design.

The Ones (humanlike faction) are a society run by corporations. Capitalism is king and everyday life is in employment by for-profit corporate governments. The largest government/corporation, in a fit of greed and callous disregard for their alien neighbors, staked claim to an apparently uninhabited, uninhabitable planet. Normally that's not a concern, but the planet was in the main solar system of the Twos and is actually a very special place for them (Further details in the Twos paragraph). The reason the Ones wanted to take the planet was they discovered a new, useful mineral that can replace and update many of their older technologies. The mineral is tentatively called omgonium. (i.e. a resource to be gathered)

The Twos are an ususual race of polymorphic entities. They have very little sense of individuality, and they assume whatever form is best for the colony. Once every century they travel to this planet for a mass breeding, meaning it is a very sacred place for them. Naturally they were upset when they discovered the Ones strip-mining their breeding grounds. Conflict ensued.

The Threes are an older race that see themselves as galactic peacekeepers. Most other races view them as snobbish, uptight, and needlessly restrictive. Unfortunately an unrequested envoy sent to the planet to negotiate with the Ones and Twos was misidentified and destroyed - spurring their "righteous indignation" and "enforcement of essential retribution". They struck back at both of the other races and further inflamed the existing conflict.

Opinions are welcome. Use of this story is not required.

Coldfusionstorm

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #10 on: 16 September 2009, 20:35:25 »
:O, this is really great, as i was reading trough it i could allready begin building the story,

:D, i will have some small changes tho :D,

the "breeding place will be a place of genetic engineering, Due to the material being very powerfull when liquidfyed. and thus can be used in all sorts of body's(and for the ones equipment), YAY!.

Uhh.

and il incorporate some cross factions (in the campagin anyways :D(i hope) :D. think. THANKS Hectate!, thanks alot!. you will go into credits for that one fore sure!.)
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Hectate

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #11 on: 16 September 2009, 20:43:39 »
I have a few suggestions for missions if you plan on scripting a campaign. I'll PM them to you though, to avoid spoilers for everyone else.

Coldfusionstorm

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Re: Mod Features.(NEW MOD) name TBD.
« Reply #12 on: 16 September 2009, 21:22:49 »
sure, throw them in there, il properly read them tomorrow :D.
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Coldfusionstorm

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #13 on: 19 September 2009, 18:20:59 »
Working on some new features and a new Headquarters for NIkir :D. Stay tuned. !
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Coldfusionstorm

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #14 on: 22 September 2009, 08:28:38 »
MODDB updated!. Serveral times. No Update just yet :D. but im feeling its getting closer :D.
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Coldfusionstorm

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #15 on: 26 September 2009, 16:17:04 »
MODDB Updated with a new upload/release. V.0.1.9
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assassin

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #16 on: 27 September 2009, 11:16:59 »
Try not to quadruple-post  :D

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #17 on: 27 September 2009, 18:41:07 »
****!

Honestly dude. Just edit the post. We read it all the same! ;)
Edit the MegaGlest wiki: http://docs.megaglest.org/

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Coldfusionstorm

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #18 on: 7 October 2009, 12:49:48 »
okay, il try, you know for great justice and all, but does anyone have a feel for the creep?, any idias how to implement it?`, ive been thinking about it but nothing really pops to my mind like it would work, and il keep it in the main post then anyways :D
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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #19 on: 7 October 2009, 18:26:49 »
I don't really know what the effects of "the creep" are, but if it just affects your units and their abilities, you might be able to achieve something similar with GAE's emanations.

Coldfusionstorm

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #20 on: 27 November 2009, 20:48:27 »
Sorry for the long reply, but life's been busy :(. Anyways, im interested in the creep thing?, Emanations?,the creep defines buildable/not buildable for one of the races.
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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #21 on: 29 November 2009, 02:33:29 »
i wish that this would be more like Starcraft, that game was awesome! Now, i thought you said that you had texed the guys, cuz all i see is white... (we also need particle effects)

Coldfusionstorm

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Re: Mod Features.(NEW MOD) Glest IN SPACE!
« Reply #22 on: 5 December 2009, 16:57:49 »
Some stuff, is textured, but i have less than a hour a week to work on the mod. :(
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