This idea has been on testing for past 6 months in Wc3 coz SC2 doesnt support model importing, yet.
So everything is set for development in SC2.
Ok, I will keep this very simple.
Map Type:
Objective Based map where you have from objectives from capturing some parts of the map to destroying enemy team and base. Has lots outtakes what makes this kind of type very immersive.
Concept:
Futuristic type of map that fits into SC2 theme but with Battletech universe.
Meaning that there will be Meches(like goliath or viking from SC2 for example) and other futuristic combat vehicles like tanks for example.
Goal is to make immersive fast paced and user map that is user friendly with controls and smoothness what equals to fun. Nothign complex coz complex maps are often boring to new players.
Fast paced gameplay like in Robokill 2:
Mechanics from Mechwarrior 4 MekTek:
Features: -Custom UI and system as on MWLL, not exactly but similar:
-There will be locked RTS camera like on this game, Tunnelers: , also gameplay will be similar like that with different concept and not that fast.
-Mechanics from Mechwarrior 4 MekTek:
Like, Reload, Ammo, MechLab(what I do not plan include on release), Radar...
There will be few RPG elements from Robokill, where you can have 2 abilities on you mech. Abilities are changeable parts.
Team-based map with different objectives that result in different win outcomes. Terrain is very important for this.
Actually it should be something like this ( )
, but way more faster and immersive, and with mech theme and different mechanics.
This means I need: -coder
-artist
-someone who can make or has forums would be good so we can discuss this easier, tho those forums are ok I guess. Feedback is always a good thing.
-model makers are appreciated as well
-good terrainer coz terrain is one of key elements of this mod.
I plan to keep this simple, fun, and user friendly. So people wont feel frustrating when playing, rather having fun.
I can do it by myself, but that would take too long coz I dont have that much of a spare time. I already made few models. And I plan to make most of them. Will release them as soon as they release some importing tools.
I can make all the models but I need help with few things.
If there are any questions ask. If you have any toughs on this reply, any feedback is appreciated.
AUI(Advanced User Interface): Statistic's table on the up right corner of the screen like here:
Contains: Weapon Name (for now, mech will have weapon since I plan to included classes for start instead featuring Mechlab and customization,
Reload notification (when weapon is reloaded)
Weapon Groups (you will be able to pick or set your firing modes)
Weapon Ammo (some weapons will use ammo, this means that you will need to buy ammo)
MechLab That wont be included at release. But this is basically mech customization. You can pick weapons, set you endurance, shield, modify engine(speed), buy ammo for weapons, upgrade heatsinks(to increase flushing)...
all of this will depend on how much tonnage your mech can handle; this is coz of balance.
Radar/Minimap Some kind of radar, somewhere on the screen, showing allies and enemies withing scan range. Also, minimap should be wireframe with fields that have names like, f1, f2, f3, f4, f5... like here:
So people can play tactically.
Custom Controls and Items: WASD, mouse, other keys...
Also there should be 2 abilities per mech, as purchasable parts; that can be changed.
Projectile System: projectile should go from the point its fired(barrel) to the point you clicked, well, following that path.
Also, you should be able to move and fire at the same time.
There will be projectiles like guiding missiles for eample.
Damage detection: Dunno if this needs to be included, maybe on the last, but some parts of mech could be destroyable.
HP,Shield,Heating: There will be shield, that can be recharged if you arent taking any damage for some time.
And heating that is increasing as you are firing your weapons(depends on weapons), lassers usually use more heating coz they dont use ammo rounds.
Dunno if there is something else...
I think those are quite simple system, except mechlab. And maybe that, UI table system isnt that simple. Coz its all connected.
Hi, Do you have a map file that we could work on yet? Do you know how to use the Curse revision control so that all the people working on it can change it without problems?
I dont have SC2 game. I never worked in SC2 editor. I am familiar with GE only over forums.
If you want, you can take lead in those things. Or tell me what I need to do. I cant do anything in editor since I dont have it. I am model maker and animator.
Actually, I dont need beta key. I wont pre-order, coz nowdays developers are rude.
I mean. I wont buy SC2 until they release some mod tools, like they released art tools for Wc3.
If everyone would be like me, they would be forced to release them on game release.
Same things happens with other games. One of most know conspiracy was with AvP game. I didnt pre-order it or bought it. But lots of people did. And they got broken game that is already dead, with devs in bankrupt, and no support.
Well, I hope you understand my concern. :)
There is no rush actually.
Pre-order is bad for users usually. Pre-order is motivaion for developers so they can CONTINUE upgrading game AFTER release, releasing 90% finished game. Instead releasing whole game.
Budget plan.
Pre-order is the best way to support a company who is making the game. Also, it lets them see how many people want it. If nobody pre-ordered, they would cancel the project. On the other hand, if a LOT of people pre-ordered, the publisher would give the devs more money and the game would be better.
But, no rush is fine. We will all be here in a few months when the game is smoothed out :)
Can you make some demo map with those systems ? Movement, firing, statistic table as on videos that is placed on the upper right corner.
Use Thor or Viking as testing unit.
New walk test animation; I call him SCUD:
Link Removed: http://www.mediafire.com/?ziktyfy0d0w Basically, Laser or Blaster setup mech with one hardpoint with minigun, autocannon, or guass.
Medium Armor mech, and actually meches in this map wont be meches, more like robots, there still will be pilots, but I am planning to expand this, and making the pilot piloting mech from satellite. Opens new possibilities. And this way meches can have more animalistic like animation.
EDIT:
-I need ideas for objectives. Game will be team based where you can win by doing different objectives. It will be round based also. Or not, not sure about that.
Things like, destroying enemy team, or capturing all points(bases), or destroying all enemy bases.
There will also be some triggers that can help you turn the game into your advantage, or at least increasing some advantage. And I need creative ideas.
-I need someone to create UI. Xytor, can you do that ?
This idea has been on testing for past 6 months in Wc3 coz SC2 doesnt support model importing, yet. So everything is set for development in SC2.
Ok, I will keep this very simple.
Map Type:
Objective Based map where you have from objectives from capturing some parts of the map to destroying enemy team and base. Has lots outtakes what makes this kind of type very immersive.
Concept:
Futuristic type of map that fits into SC2 theme but with Battletech universe. Meaning that there will be Meches(like goliath or viking from SC2 for example) and other futuristic combat vehicles like tanks for example. Goal is to make immersive fast paced and user map that is user friendly with controls and smoothness what equals to fun. Nothign complex coz complex maps are often boring to new players.
Fast paced gameplay like in Robokill 2:
Mechanics from Mechwarrior 4 MekTek:
Features:
-Custom UI and system as on MWLL, not exactly but similar:
-There will be locked RTS camera like on this game, Tunnelers: , also gameplay will be similar like that with different concept and not that fast.
-Mechanics from Mechwarrior 4 MekTek:
Like, Reload, Ammo, MechLab(what I do not plan include on release), Radar... There will be few RPG elements from Robokill, where you can have 2 abilities on you mech. Abilities are changeable parts.
Team-based map with different objectives that result in different win outcomes. Terrain is very important for this. Actually it should be something like this ( ) , but way more faster and immersive, and with mech theme and different mechanics.
This means I need:
-coder
-artist
-someone who can make or has forums would be good so we can discuss this easier, tho those forums are ok I guess. Feedback is always a good thing.
-model makers are appreciated as well
-good terrainer coz terrain is one of key elements of this mod.
I plan to keep this simple, fun, and user friendly. So people wont feel frustrating when playing, rather having fun.
I can do it by myself, but that would take too long coz I dont have that much of a spare time. I already made few models. And I plan to make most of them. Will release them as soon as they release some importing tools.
I can make all the models but I need help with few things.
If there are any questions ask. If you have any toughs on this reply, any feedback is appreciated.
Also I plan to organize some kind of team for people who have similar goals, meches, futuristic, and those kind of things. So we can create team withing group and help each other. Its stupid how everyone is standing for himself... Here: http://forums.sc2mapster.com/general/team-recruitment/2904-mw-mech-mechanica-works/
Systems:
AUI(Advanced User Interface):
Statistic's table on the up right corner of the screen like here:
Contains: Weapon Name (for now, mech will have weapon since I plan to included classes for start instead featuring Mechlab and customization,
Reload notification (when weapon is reloaded)
Weapon Groups (you will be able to pick or set your firing modes)
Weapon Ammo (some weapons will use ammo, this means that you will need to buy ammo)
MechLab
That wont be included at release. But this is basically mech customization. You can pick weapons, set you endurance, shield, modify engine(speed), buy ammo for weapons, upgrade heatsinks(to increase flushing)...
all of this will depend on how much tonnage your mech can handle; this is coz of balance.
Radar/Minimap
Some kind of radar, somewhere on the screen, showing allies and enemies withing scan range. Also, minimap should be wireframe with fields that have names like, f1, f2, f3, f4, f5... like here:
So people can play tactically.
Custom Controls and Items:
WASD, mouse, other keys...
Also there should be 2 abilities per mech, as purchasable parts; that can be changed.
Projectile System:
projectile should go from the point its fired(barrel) to the point you clicked, well, following that path.
Also, you should be able to move and fire at the same time.
There will be projectiles like guiding missiles for eample.
Damage detection:
Dunno if this needs to be included, maybe on the last, but some parts of mech could be destroyable.
HP,Shield,Heating:
There will be shield, that can be recharged if you arent taking any damage for some time.
And heating that is increasing as you are firing your weapons(depends on weapons), lassers usually use more heating coz they dont use ammo rounds.
Dunno if there is something else...
I think those are quite simple system, except mechlab. And maybe that, UI table system isnt that simple. Coz its all connected.
http://pc.ign.com/articles/100/1002164p1.html
This is also pretty cool, might wanna take a look/talk to the author.
http://www.sc2mapster.com/maps/tpsfps_battle_rts/
Your welcome to use my gaming community forums, http://nightwarriors.org
Its still a small community(still under construction) and alot of the members are into starcraft and Im sure discussion would be good.
RTS camera, not TPS. Top view(angled) camera. I want something between regular FPS mechwarriors and strategic game. You can call it Arcade.
EDIT:
Actually it should be something like this ( )
, but way more faster and immersive, and with mech theme and different mechanics.
@tigerija: Go
Hi, Do you have a map file that we could work on yet? Do you know how to use the Curse revision control so that all the people working on it can change it without problems?
I dont have SC2 game. I never worked in SC2 editor. I am familiar with GE only over forums.
If you want, you can take lead in those things. Or tell me what I need to do. I cant do anything in editor since I dont have it. I am model maker and animator.
Map file needs to be created.
@tigerija: Go
U need a beta key? Just preorder from Gamestop.
Actually, I dont need beta key. I wont pre-order, coz nowdays developers are rude. I mean. I wont buy SC2 until they release some mod tools, like they released art tools for Wc3. If everyone would be like me, they would be forced to release them on game release.
Same things happens with other games. One of most know conspiracy was with AvP game. I didnt pre-order it or bought it. But lots of people did. And they got broken game that is already dead, with devs in bankrupt, and no support.
Well, I hope you understand my concern. :) There is no rush actually.
Pre-order is bad for users usually. Pre-order is motivaion for developers so they can CONTINUE upgrading game AFTER release, releasing 90% finished game. Instead releasing whole game. Budget plan.
But maybe I am just wrong.
BTW I seen animation exporter is close :).
Tests:
Mech 2(Finished):
Walk Fast = Link Removed: http://www.mediafire.com/?zzxgymojdjm
Stand - 4 = Link Removed: http://www.mediafire.com/?hmnqdnmgmd4
Others not included... but there are about 8 animations.
Mech 3 (In development):
RiggRunTest = Link Removed: http://www.mediafire.com/?homofzeummk
RiggRighLegTest = Link Removed: http://www.mediafire.com/?zlznyy3mwtx
Alpha Walk Test (20%) = Link Removed: http://www.mediafire.com/?n4tjn4gmd3i
@tigerija: Go
Pre-order is the best way to support a company who is making the game. Also, it lets them see how many people want it. If nobody pre-ordered, they would cancel the project. On the other hand, if a LOT of people pre-ordered, the publisher would give the devs more money and the game would be better. But, no rush is fine. We will all be here in a few months when the game is smoothed out :)
Can you make some demo map with those systems ? Movement, firing, statistic table as on videos that is placed on the upper right corner.
Use Thor or Viking as testing unit.
New walk test animation; I call him SCUD: Link Removed: http://www.mediafire.com/?ziktyfy0d0w
Basically, Laser or Blaster setup mech with one hardpoint with minigun, autocannon, or guass.
Medium Armor mech, and actually meches in this map wont be meches, more like robots, there still will be pilots, but I am planning to expand this, and making the pilot piloting mech from satellite. Opens new possibilities. And this way meches can have more animalistic like animation.
EDIT:
-I need ideas for objectives. Game will be team based where you can win by doing different objectives. It will be round based also. Or not, not sure about that.
Things like, destroying enemy team, or capturing all points(bases), or destroying all enemy bases.
There will also be some triggers that can help you turn the game into your advantage, or at least increasing some advantage. And I need creative ideas.
-I need someone to create UI. Xytor, can you do that ?
Well here is a multiplayer map "Desert Fortress' Its only in a basic stage just to show the playing field
It will be a Territory control map, the control points will be shown here.
Ill be addind detailed terrain and doodads soon. Tell me what you guys think, any suggestions/feedback is welcome.
Did you see this?
http://forums.sc2mapster.com/development/project-workplace/3072-m3-animation-support/
Yes, but its not working perfectly for me. I use a bit more complex rigg. Works in Wc3 tho.