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Messages - vedrit

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61
Discussion / Re: UFO:AI Online
« on: April 01, 2010, 06:20:22 am »
With licensing issues aside

Yeah, I know

62
Discussion / Re: Medical staff
« on: April 01, 2010, 02:35:25 am »
pilots are seperate workers, hireable. It makes sense. A hospital requires roughly the same amount of people, regardless of how many wounded. Pilots is dependant on how many craft you have

63
Feature Requests / Re: Customize your Team! Lets see some Warpaint!
« on: March 31, 2010, 04:19:59 pm »
Dog, I mean I dont think it is possible to make custom camo in-game like in DoW, no color wheel to select from. The current selections are pre-made textures.
You sort of have the right idea, but Im really sure it cant be done in-game. You have to edit/create textures in an external program, then edit the game to include the edited/created textures

64
Offtopic / Jesus, in 3D!
« on: March 31, 2010, 02:11:56 am »
http://news.yahoo.com/video/entertainment-15749636/the-real-face-of-jesus-18886583;_ylt=AqX_ZUb2nWvmAjJvxgXWf8alHtAF;_ylu=X3oDMTE3NXM3ZzVyBHBvcwMzBHNlYwNtb3N0LXBvcHVsYXIEc2xrA3RoZXJlYWxmYWNlbw--

Just wow. In Autodesk's Maya no less.
If that file ever gets leaked, all hell will break loose, figuratively. All sorts of animations will pop up using that. I can imagine how livid the religions are going to be

65
Feature Requests / Re: Customize your Team! Lets see some Warpaint!
« on: March 30, 2010, 04:20:49 pm »
Camouflages can be changed as I think you know. And if you want, you could make your own camo textures by modifying game files.

That is exactly what Dog was talking about.

Played DoW2 and Chaos Rising, so I know what your talking about. While Im not sure of the engines capabilities, I think the only way to create your own camo is by creating new textures and editing the camo selection menu to include the ones you (Or someone else) made

66
Windows / No night-day visible with 3D Geoscape in R29197
« on: March 30, 2010, 01:41:53 am »
Yeah, so there is no day-night in the latest revision on the 3D geoscape. It makes it really hard to plan missions

67
Discussion / Re: UFO:AI Online
« on: March 28, 2010, 09:26:25 am »
Im like you, Battle. I far prefer PvE, but yeah, we are kinda the minority when it comes to MORPGS. I think that, for this game in particular, without the PvP focus, it would be far to similar to the squad-based UFO:AI. Sure, if all goes well (If it even gets made), it might be a blast, and sure, certain aspects would be easier to do, but other than turning UFO:AI into a MOFPS, PvP focus is about the only way to go.

68
Discussion / Re: UFO:AI Online
« on: March 24, 2010, 03:14:27 am »
If i got it right, what you're suggesting is a generic MMO, UFO:AI flavor ? each getting levels to go to RvR ?
Theres already *tons* of games like that (and I dislike this game genre).
Actually, no. Levels = grind. Grind = extreme boredom and dislike of the game. For humans, actions done for the varying nations gains credit that can only be spent in that nation, gaining gear with particular qualities. For aliens, its more generalized. Maybe alien factions/species with gear?

I suppose it would be using guns icons instead of magical spells icons ?
Well, what else would you suggest?


You're still basing your concept on fighting an alien army - if aliens are a 'player' side too, that means soldiers of one side have to wait for soldiers of the enemy side to be willing to do a match.
Well, if aliens dont make any offensive, then  humans win. If humans dont defend, then aliens get to rick roll the earth.

Or maybe you'll want to keep the turn-by-turn system ? But a 8v8 game would mean a player would play 1/16th of the time, and under the command of a leader. Hmm ... who would want to play the role of a pawn ? I doubt a pre-made mmo engine would be fit for turn-by-turn anyways. :(
I agree. Turn based wouldnt work very well. Atlantica Online handles it fairly well, but its not 8 players v 8 players, and the battles are short.

The most common system of MMORPG is have players being heroes, fighting lots of small creatures, gaining level, and maybe going on PvP or RvR. I believe (I didnt check honestly) that the engine you're talking about is oriented toward that. And i really dont see how it would fit a tactical squad mission-based turn-by-turn game. :(
Yeah, thats the usual. But its not all that hard to enable PvP in all zones, and remove PvE elements. Thats not to say, however, than the entirety of the game will be players. There are ofcourse, non PHALANX elements on the human side that are best filled by NPCs, aswells as similar positions on the alien side. Guards, pilots, etc.

69
Discussion / Re: UFO:AI Online
« on: March 24, 2010, 01:41:50 am »
Did this report mention anything about the massive amount of indie developers? Im in the USA too, Im even in the state where it all began, I hear and have an interest in "the biz". Besides, its not like I plan on making money off of this. I dont think anyone who is using Realm Crafter (the engine) and not part of a larger group, seriously considers turning any sort of profit, or gathering more than a thousand or so players.
And besides, there is a certain...leap, if you will, between single player games (Be they C&C4 or X-COM) and MORPGs (Be they EQ1 or WoW). If I were able to use the resources currently in UFO:AI, I'd be a whole heck of a lot farther along than making a game from scratch. And with only slight modifications, it would look fairly decent aswell.

Competition and survivial? When the industrial revolution came along, what do you think all the little house shops did? They kept going. Now you see them and consider them novelty shops. Thats what this would be. Its what nearly all indie games are, are novelty games.

70
Discussion / Re: UFO:AI Online
« on: March 24, 2010, 01:22:02 am »
With licensince issues aside, I'll try to answer concerns accordingly and clearly.
The engine Im using is fairly well set up as-is, and the only coding (I can find a coder in the engine community) that needs to be done is fine tuning. Making a RPG online is simple. With anything (Even here) making any sort of game is hard. There is a reason why Im not coding. I use a GUI engine

You dont make MMORPGs to attact the older generation, who grew up with the origional X-COM. Its as you say Duke, they liked it as it was.

CS does not constitute a RPG. It falls into the FPS category. The determining factor, I think, is game play and goals. In CS, you run around killing people, sometimes try to blow something up or prevent something from being blown up.
In an RPG, there are things to explore, other things to do, and the story to experience.

Very good questions, Yatta. My first thought, which is as easily done and probably better, was to allow players to choose being alien or human. On each side, they would start as basic troops (Humans: Recruit, Alien: Basic of a few of the species), and as they progress, they choose specialty classes (Humans: Promotion, Alien: DNA engineering)

This game would be very PvP (Player Vs. Player), and so the missions would be, for Aliens, would be mostly group assault missions, assigned by local area leaders (How they acheive that position is up to debate), or defending bases or resecuring downed UFOs (Random event). Humans would mostly be defend population (Much like the game), defend bases, capture downed craft, and assaulting Alien bases.
If there is anything I forgot, sorry. by the end of this post, the box was bugging out, making typing difficult

71
Discussion / Re: UFO:AI Online
« on: March 23, 2010, 09:25:56 pm »
And getting content is the real problem

72
Discussion / Re: UFO:AI Online
« on: March 23, 2010, 03:16:18 pm »
Which is a problem because the engine is not open source, and doesnt (yet(Its still in fairly early development)) allow for clients to be open source

73
Discussion / Re: UFO:AI Online
« on: March 23, 2010, 02:36:28 am »
Its in my siggy, but it doenst seem to be attracting any more attention
Maybe I should make it bigger....Can never go wrong with bigger...

74
Artwork / Re: Animations
« on: March 22, 2010, 10:44:54 pm »
Added "Reaction fire stance" to the extras list

75
Discussion / Re: Boys dream come true
« on: March 22, 2010, 10:12:35 pm »
The crouching thing is- yes- beign fixed. As you may have noticed, the character models are being re-worked, along with the animations involved. We are taking a hard look into proper stances, so you can be relieved (not #2) that crouching will look better.

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