Author Topic: Tear down the wall  (Read 3947 times)

Speedator

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Tear down the wall
« on: 7 November 2005, 20:44:37 »
I am developing on a mod or a game based on the glestcode.
I wanted to make a real new game at first, but now I realized, that it is
too much for me now to do both graphics and coding. So I decided to code the
basic concept first.

That's probably not very interesting for you, but I decided to have some
walls for it. Also I do not want to develop the graphics now, before code is
ready, I build those walls before this decision. It looks like the normal
ones in almost every other rts(look here). But then I thought about magic walls.

My idea was to build ingame only column and if you want to make a wall, you
have to select two columns. Then you have the option to make some force
field between those. The only limitation is the width between the coumns.
And force fields have not to cross each other and no building, tree, or
moutain. You do not need any gates. You have the options to allow you people
and you friends to go though the field. And an enemy cannot destroy the
field only the columns. What do you think about this idea? Maybe it is a way
for glest?

If you do not understand all my text (I am not a native english speaking
person), you find an image of the magic force-field-wall-system
 here(it is not ingame right now).

I do not need the graphics at the moment, so you can get it for mods and glest, too(although i did not got any answer from there).
I would finish my work then(do/finish the animated gate and started wooden wall, polish the textures, do the ingame-effects for magic walls).
I started with code for the wall-system, too. I would try to finish it, but I am not a very talented coder. So I do not know how long it would need.
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

Ka

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« Reply #1 on: 8 November 2005, 00:21:04 »
sounds interesting, reminds me of perimeter rts game, which has a unique style of gameplay, combined with a maze like experience.

if you need models for the columns and forcefields by time, feel free to contact me via this board or , better, www.3dtowns.at , i offer my work because it is not the i-have-seen-it-a-thousand-times-idea. i like that.

because of pathfindig, i can imagine, that the glest ai will have its troubles with that. perhaps another plan, that needs human opponents.

ka
www.3dtowns.at
« Last Edit: 1 January 1970, 00:00:00 by Ka »

Speedator

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« Reply #2 on: 8 November 2005, 06:53:05 »
I have some columns, but I am testing with the forcefield itself(that's why it isn't ingame).
I know it is a lot of coding. BUt as I said I would go further if there is anyone, who is interested in it, for his game.
Otherwise I do some other stuff, because I (temporarily) kicked the feature for the mod I work on.
« Last Edit: 1 January 1970, 00:00:00 by Speedator »

josepzin

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« Reply #3 on: 8 November 2005, 07:16:54 »
Speedator, if you want make something really important (the walls are important but in the second place, i think) you must to programm the multiplayer option. :)

Bye!
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
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Speedator

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« Reply #4 on: 8 November 2005, 13:22:31 »
Josepzin, give me 2 hours... :D
No, as I said I am not a very talented coder, so I won't get it.
Probably I have a lot of problems with the wall-system to make it real. But it  is a tertiary task and not half as complex as multiplayer, I think.
But if there isn't any bigger interest, I will concentrate on my conversion, which is probably the most coding.
« Last Edit: 8 November 2005, 15:48:04 by Speedator »

josepzin

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« Reply #5 on: 8 November 2005, 15:16:00 »
Speedator, you must to do that you WANT to do. I am only suggest to you. :)

PD: My english is bad , every day more bad... jeje
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
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alexjustdoit

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« Reply #6 on: 11 November 2005, 18:54:44 »
Very nice?

Any realese date?
« Last Edit: 1 January 1970, 00:00:00 by alexjustdoit »