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Re: Let's design human buildings!
Posted: Mon Sep 03, 2012 8:14 pm UTC
by seana11
KenuR wrote:No, it's not.
As far as I know, the goal is to create a game that is similar to Tremulous, but has different game mechanics and assets.
And another thing, all of your ideas are a bit overkill. Be realistic here, no one is going to make models for a hundred different turrets.
Yes it is. The goal is to build off of trem and create new versions of gameplay. An analogy: gloom:trem::trem:unv Gloom has some features that are still found in trem, but trem has many differences from gloom that provide a different experience. They are still related, but they have unique styles and players. I believe that unv should become like this relationship. We can rethink basic stuff in order to create new gameplay.
Re: Let's design human buildings!
Posted: Tue Sep 04, 2012 3:27 pm UTC
by KenuR
seana11 wrote:Yes it is. The goal is to build off of trem and create new versions of gameplay. An analogy: gloom:trem::trem:unv Gloom has some features that are still found in trem, but trem has many differences from gloom that provide a different experience. They are still related, but they have unique styles and players. I believe that unv should become like this relationship. We can rethink basic stuff in order to create new gameplay.
Which is what I said. That doesn't make it a "whole new game".
Re: Let's design human buildings!
Posted: Tue Sep 04, 2012 7:08 pm UTC
by WhiteTech
seana11 wrote: At what point when you play do you have 10 aliens next to a tesla?
Well, He was saying that effect would also happen to humans, but they wouldn't be effected by it since they are grounded by their armor
Im not saying don't aren't changing the game, but we're not making a new game. Of course we have to make changes to improve the game. You can't improve something without changing something.....
Re: Let's design human buildings!
Posted: Tue Sep 04, 2012 10:42 pm UTC
by seana11
KenuR wrote:Which is what I said. That doesn't make it a "whole new game".
Yes it does. Have you looked at gloom gameplay? It is rightly a new game.
WhiteTech wrote:but we're not making a new game
says who?
Re: Let's design human buildings!
Posted: Wed Sep 05, 2012 1:52 am UTC
by WhiteTech
If it were a new game, I'd say re-start with a new engine, and change a whole lot more then just the graphic improvements, slight game-play changes, and a few new weapons. If it were a new game, it would not be completely based on Trem. Or, we could just ask the Devs. Seeing as the whole thing is their idea.
Anyways back on topic about buildings?
Re: Let's design human buildings!
Posted: Wed Sep 05, 2012 7:37 am UTC
by KenuR
seana11 wrote:Yes it does. Have you looked at gloom gameplay? It is rightly a new game.
I get an impression that you have a very different understanding of "a whole new game" than I do.
Being a "whole new game" suggests that the game was made independently from scratch does it not?
Seeing as Unvanquished originated from Tremulous, and uses a lot of code that was in the latter game stops it from being a whole new game.
Re: Let's design human buildings!
Posted: Wed Sep 05, 2012 7:06 pm UTC
by seana11
on #unvaquished-dev
19:50:21] <Forty-3> kharnov, Ishq, Ingar, _ds_: can I get an opinion on the direction of unv
[19:50:37] <Forty-3> is it going to become a seperate game
[19:50:42] <+kharnov> yes
[19:50:45] <+kharnov> i thought this was obvious
[19:50:46] <Forty-3> or just an extension of trem
[19:50:51] <+kharnov> separate
[19:51:03] <Kynes
> it's going to feel a lot like trem for a while
[19:51:08] <Kynes`> but will diverge over time
[19:51:09] <Forty-3> I cite http://unvanquished.net/forum/showthrea ... 9#post2899
[19:51:11] <+kharnov> we're still in the diverging process
Re: Let's design human buildings!
Posted: Thu Sep 06, 2012 1:24 am UTC
by WhiteTech
Fine you "win". But originally I was just trying to tell the other person why it was so similar to Trem, or "Painfully" similar as they said it.
I think it would be a neat side poject to see what we could do with the UDK or CryEngine, they're free anyways for non-commercial use.
I've been thinking about the new buildings, perhaps just as they're finished building, the buildings them self would do a short un-fold or un-packing animation? Something like how the repeater opens up, or the turrets look up. This would give the impression they are field buildings and are portable to other maps.
And for a new Tele, perhaps while it's building it would be packed in to the single disk on the floors, as it is similarly right now, but a smaller disk or ring extends straight up (hover or an arm) upon being complete, and instead of the constant blue/white rings, just have a warp animation when a player spawns. Sorry for using text, but my 3D modeling skills are -2.
|
| (Tele-in in between disks)
|
|_____
Re: Let's design human buildings!
Posted: Thu Sep 06, 2012 1:44 am UTC
by seana11
What about hitboxes..? You'd have odd problems of either not being able to walk through the node or walking through solid stuffs.
Re: Let's design human buildings!
Posted: Thu Sep 06, 2012 5:34 am UTC
by danmal
WhiteTech wrote:
I've been thinking about the new buildings, perhaps just as they're finished building, the buildings them self would do a short un-fold or un-packing animation? Something like how the repeater opens up, or the turrets look up. This would give the impression they are field buildings and are portable to other maps.
Yeah, we want to do this. I think there's some tech issues blocking the implementation atm.