Total conversion based on the Ryzom assets?

Started by Julius, 3 December 2013, 17:51:46

Julius

The giant library of Ryzom assets is finally available in a usable format:
http://forum.freegamedev.net/viewtopic.php?f=6&t=5138

While those assets were not meant for an RTS, they are by now sufficiently low-poly that a modern PC could easily run them and the quality of them is really high.

Includes pretty much all what you need, textures, vegetation, buildings, factions, monsters you name it. Just sounds need to be added from another source. All available under CC-by-SA.

Ishmaru

Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

Julius


Ishmaru

Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

Julius

They have been converted into .fbx now which should make it even easier to work with (especially since the fbx support in Blender has improved a lot lately):
http://opengameart.org/content/bounty-convert-all-ryzom-data-useful-format#comment-30854

Baŝto

A normal faction is maybe a better idea than a MOBA

I don't know the exact problems MuWuM had.
They broke the savegames, on which the rejoin feature is/was based. MegaGlest is now able to run custom saving and loading code, I use this in my towerdefense.

But MegaGlest lacks those RPG elements WC3 has.
Items are not possible.
MegaGlest has an experience system, but hardcoded improvements. I have no idea how we could realize a leveling system.

We would need to come up with a less hero based and maybe slower MOBA like game.

With heroes we would be as sucessful as everdying engines of war and notadota

MoLAoS

Levels are pretty simple to implement. Items are a massive pain for a robust implementation.