The big problem is that the majority of RTW modding is based on textures and modelling only. Not so much coding.
Even though Vercintegorix and Epistolary Richards would kill me if they saw that!
The big problem is that the majority of RTW modding is based on textures and modelling only. Not so much coding.
Even though Vercintegorix and Epistolary Richards would kill me if they saw that!
If you make this happen, you will be a diety among modders.
All I have to say is "May the Force be with you."
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Forget the force, man...Originally Posted by Alexander the Pretty Good
May Odin Allfather grant you luck, wisdom and fortitude. If you succeed, your name will be carved into Yggradsil so that the descendants of countless generations may read your name. At Ragnarok, you will lead the men of Valhalla against...
Actually, let's just go with the Odin Allfather blessing.
Last edited by Reverend Joe; 09-15-2005 at 02:36.
I've done several attempts at creating RTS games (and about every other type of game), but never finished any due to motivation problems. I would probably join this project if it starts to turn into something serious (I'm allergic to "forum-post" mods/games). I have a lot of game programming experience (including more advanced things like pathfinding and AI). The only problem is that I don't know any serious programming languages (like C++). The ones I used (DIV, Fenix, DarkBasic) were specifically designed for video game programming, and made things like showing 2D graphics on screen very easy - the downside being that the languages were pretty slow. So I certainly wouldn't be able to be a head programmer on this project, but I would certainly be able to advice on all sorts of algoritms, because the basics of all programming languages are the same.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
if you're a experienced programmer, the use of libraries already out there would make the advanced stuff that c++ offers less important, but with a little less understandable syntax than java. I think it would be pretty easy. also, scripting via python (and lua I think) is possible, so maybe that could be a possibility for the campaignmap. that would make the campaign map part very maintainable, and the great speed isn't really required here. (could always make c++ libraries for the python to make at crucial places, I know how to do that).
it's nice to know there are people here that might join if I could get something going, but I would'nt assume too much. A major point, is that if the engines out there can handle so many units in an acceptable way. I really don't know, but I'll find out. I have tried out one, and got up some pretty nice landscapes and skies, but no animated units yet. I have also found some really easy ways to make the game gui, and handling the physics of the game.
anyway, I just I could just write down some more ideas I have found the engine to be capable of...
- large(!!) landscapes... wouldn't do much without the gameplay in place, but I've also concluded that the map generation we know from rtw will be very easy. (would use smaller scale though) No need to design "levels".
- multiple textures at models... this would mainly apply for the face, every unit loads their face from a "face database". this way it would be less work to get the animated textures I've planned, giving the units emotions. (only rendered at pretty close range though)
this isn't meant to be any hype and making false hopes, or me just talking and doing nothing. it's the only way it's going to happen. It's a longshot.
IMO stuff like that should be left out until a very late point in the development stage. It adds nothing to the gameplay and only puts extra strain on the CPU, no matter how few. Believe me, you'll need all the CPU time you can get for unit and individual soldier AI.- multiple textures at models... this would mainly apply for the face, every unit loads their face from a "face database". this way it would be less work to get the animated textures I've planned, giving the units emotions. (only rendered at pretty close range though)
I honestly dont care how the GFX look. Eyecandy adds nothing to gameplay and only makes things harder. I you are serious about this then focus on gameplay (and AI).
I would get rid of the zooming function the RTW camera has. If you can't get too close to your men then they don't need to look too detailed. Zooming adds nothing to the gameplay either.
By focusing on gameplay (instead of GFX) you can make sure the game becomes fun to play early in the development. And that's a big stimulance for motivation. I saw many of my game projects die because I focused on the GFX, not the gameplay.
EDIT: some screenshots of RTSes I made (or better, started), to prove them I'm not lying about having experience.
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Last edited by Lord Adherbal; 09-15-2005 at 16:10.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
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