The RTS Development Thread
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- Olothontor
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New race: The Hollows (or Nothingmen), thus nicknamed for their "eyes", which are not actually eyes at all; rather, this species sees through a complex system of light-refracting photophores that transfer light onto a thinly stretched, light sensitive nerve cluster membrane. Their sense of sight is thus highly advanced, since, unlike the eyeball, this system does not require the being to focus on a particular point, but can rather absorb everything within its field of vision at once.
I don't have any details beyond that, but that vision (hurr hurr bad pun) came to me just now and I figured I'd throw it out there.
Their ships would probably be very dull-colored and there wouldn't be lots of lights and flashy bits, but what they lose in color, they'll make up for in detail (visually, that is). As for tech level, they would use lots of sonic weaponry, due to its relative invisibility on the normal spectrum of light.
Their homeworld would be generally very dull as well, but oddly bright to humanoid eyes. Very bloomed. Their form would be very white and lanky, with long arms and a freakishly quiet step. Inbetween their 'eyes' would be a more complex series of photophores that would transmit light, much like the skin of a cuttlefish, and this is how they communicate.
I don't have any details beyond that, but that vision (hurr hurr bad pun) came to me just now and I figured I'd throw it out there.
Their ships would probably be very dull-colored and there wouldn't be lots of lights and flashy bits, but what they lose in color, they'll make up for in detail (visually, that is). As for tech level, they would use lots of sonic weaponry, due to its relative invisibility on the normal spectrum of light.
Their homeworld would be generally very dull as well, but oddly bright to humanoid eyes. Very bloomed. Their form would be very white and lanky, with long arms and a freakishly quiet step. Inbetween their 'eyes' would be a more complex series of photophores that would transmit light, much like the skin of a cuttlefish, and this is how they communicate.
- ForlornCreature
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http://www.mediafire.com/?oesa8q3sp89x3yi
I'm now working on an ant game. I guess this is version 0.01?
I'm now working on an ant game. I guess this is version 0.01?
- Olothontor
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- ForlornCreature
- Cannon Fodder
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- Olothontor
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- thade
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and again with the awesomeness.Olothontor wrote:New race: The Hollows (or Nothingmen), thus nicknamed for their "eyes", which are not actually eyes at all; rather, this species sees through a complex system of light-refracting photophores that transfer light onto a thinly stretched, light sensitive nerve cluster membrane. Their sense of sight is thus highly advanced, since, unlike the eyeball, this system does not require the being to focus on a particular point, but can rather absorb everything within its field of vision at once.
I don't have any details beyond that, but that vision (hurr hurr bad pun) came to me just now and I figured I'd throw it out there.
Their ships would probably be very dull-colored and there wouldn't be lots of lights and flashy bits, but what they lose in color, they'll make up for in detail (visually, that is). As for tech level, they would use lots of sonic weaponry, due to its relative invisibility on the normal spectrum of light.
Their homeworld would be generally very dull as well, but oddly bright to humanoid eyes. Very bloomed. Their form would be very white and lanky, with long arms and a freakishly quiet step. Inbetween their 'eyes' would be a more complex series of photophores that would transmit light, much like the skin of a cuttlefish, and this is how they communicate.
I don't level the playing field, I level the playing field.
- Olothontor
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- OREMAWESOME1234
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- Olothontor
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It's all about the story for me, because we have NO mechanical twists so far. It's just an average RTS, so something has to stand out.
I'm starting with faction development, and then taking that to the next level by seeing how each of them would interact. Then take that to a larger, universal scale and add in random events and disasters and such, and see how the 'verse develops from there.
From that should spring a multitude of plots and themes, which we can pick and choose from to use for the campaign of the game itself, as well as the pre-history of each of the races and former events.
THEN we can work out most of the actual mechanics and gameplay, and if any twists or interesting ideas develop then, all the better (P.S. What you're doing [or were doing] is/was fine, Thade, because it was just skeleton code for building on later, and having a framework built up now, during planning, will simplify our job later on).
I'm starting with faction development, and then taking that to the next level by seeing how each of them would interact. Then take that to a larger, universal scale and add in random events and disasters and such, and see how the 'verse develops from there.
From that should spring a multitude of plots and themes, which we can pick and choose from to use for the campaign of the game itself, as well as the pre-history of each of the races and former events.
THEN we can work out most of the actual mechanics and gameplay, and if any twists or interesting ideas develop then, all the better (P.S. What you're doing [or were doing] is/was fine, Thade, because it was just skeleton code for building on later, and having a framework built up now, during planning, will simplify our job later on).
- ForlornCreature
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If you're still interested in making pocket dungeon with construct, take a look a these:
http://www.scirra.com/forum/viewtopic.php?f=8&t=7028
(even if you're not interested just run this one it looks awesome when it generates the room)
or a less in-depth but similar file:
http://www.scirra.com/forum/viewtopic.p ... tor#p63041
http://www.scirra.com/forum/viewtopic.php?f=8&t=7028
(even if you're not interested just run this one it looks awesome when it generates the room)
or a less in-depth but similar file:
http://www.scirra.com/forum/viewtopic.p ... tor#p63041
- Olothontor
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The first one is quite good, I think that could fairly easily be made into a computerized PD version.
Edit: Plus, Construct has Online play modules available on the forums for plugging into your games, which means that as long as you have a server to plug it into, we could all have some Dungeon exploration time between us if/when this all actually gets put together.
You know what? I'll start working on it in Music Tech today (after I finish the paper due next class). Let's see how far I manage to get before I crash indefinitely.
Edit again: ... That being: not very far. I haven't opened Construct in a long while and I still have to relearn most of the functions and etc.
Edit: Plus, Construct has Online play modules available on the forums for plugging into your games, which means that as long as you have a server to plug it into, we could all have some Dungeon exploration time between us if/when this all actually gets put together.
You know what? I'll start working on it in Music Tech today (after I finish the paper due next class). Let's see how far I manage to get before I crash indefinitely.
Edit again: ... That being: not very far. I haven't opened Construct in a long while and I still have to relearn most of the functions and etc.