• TYE: Population (RTS)
    76 replies, posted
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[QUOTE=thomasfn;18028857]Read the OP. The melons aren't normal Source ents - as far as the server is concerned, each melon is just a table and every Tick it calls the Tick method on each melon. Data about the melons are networked using usermessages, and the client replicates the melons using clientside entities. Network overhead using normal source entities is about 10x our system.[/QUOTE] Hah, didn't read it all. Thank you for clearing that up mate.
Any progress :D ?
Just wondering, how long would each game be approximately? Also, once you are "Out of the game" Would you return back to the TYE Lobby?
last time i played it was about 30 min but it depends on how you want to do it, you can rush and attack or be more strategic
[QUOTE=Maddog2k62k7;18067770]Just wondering, how long would each game be approximately? Also, once you are "Out of the game" Would you return back to the TYE Lobby?[/QUOTE] What Bekka said. Also, when you are out of the game, you can choose to return to the lobby or spectate the rest of the match until someone wins.
Can the melons float on water? because I would kinda rather maps based on each player having a small country and then being able to use some soldier melons as naval units, while planning large scale melon D-days. Rather than the map presented here which looks as if you are in some sort of giant castle or something, that's one of the aspects of Sass that I disliked. If it's going to be an RTS, at least make it look as if you are in control of a country, rather than a square foot in a small brick building.
Then they could just make a flash game of risk in the lobby :p
[QUOTE=Anonymous 057;18084026]Can the melons float on water? because I would kinda rather maps based on each player having a small country and then being able to use some soldier melons as naval units, while planning large scale melon D-days. Rather than the map presented here which looks as if you are in some sort of giant castle or something, that's one of the aspects of Sass that I disliked. If it's going to be an RTS, at least make it look as if you are in control of a country, rather than a square foot in a small brick building.[/QUOTE] Excuse me if I haven't yet said this in this thread, but I know I said it before: This gamemode is based off of the "Black & White" games. It wouldn't be like that because that wasn't how Black & White or Black & White 2 worked. That's why it wouldn't be a whole country, it'd be a small village.
[QUOTE=GreyIOutcast;18090855]Excuse me if I haven't yet said this in this thread, but I know I said it before: This gamemode is based off of the "Black & White" games. It wouldn't be like that because that wasn't how Black & White or Black & White 2 worked. That's why it wouldn't be a whole country, it'd be a small village.[/QUOTE] The Maw based the original gamemode from the Black & White games but in my rewrite I changed quite a lot of stuff - if someone didn't mention it you probably wouldn't make the connection if you played on my version than if you played The Maw's version. For one, I have never played any B&W (no I'm not joking). The point is, I don't want to be restricted to making the game similiar to B&W whilst developing since it kind of stops me from adding features that I liked from other RTS's, and of course, restricts the map to a specific style to. (I found it hard to word that, if you can make any sense out of it, well done) The map you see in the screenshots is more of a developer map than anything else. There could well be a map that makes it look like you own little countries like traditional RTS's. I'm not a mapper, so it's up to whoever wants to design and submit maps to create a good feel for the game there.
[QUOTE=GreyIOutcast;18090855]Excuse me if I haven't yet said this in this thread, but I know I said it before: This gamemode is based off of the "Black & White" games. It wouldn't be like that because that wasn't how Black & White or Black & White 2 worked. That's why it wouldn't be a whole country, it'd be a small village.[/QUOTE] Oh well... you don't really have to take everything from B&W, although having a super massive creature would help in your little "Conquest".
[QUOTE=thomasfn;18094009] The map you see in the screenshots is more of a developer map than anything else. There could well be a map that makes it look like you own little countries like traditional RTS's. I'm not a mapper, so it's up to whoever wants to design and submit maps to create a good feel for the game there.[/QUOTE] This [url=http://www.garrysmod.org/downloads/?a=view&id=62762][img]http://www.garrysmod.org/img/?t=dll&id=62762[/img][/url] Also, I would rather an original game than a remake any day. Unless if there was an rts for gmod that played exactly like C&C, that would be awesome.
[QUOTE=GreyIOutcast;18090855]Excuse me if I haven't yet said this in this thread, but I know I said it before: This gamemode is based off of the "Black & White" games. It wouldn't be like that because that wasn't how Black & White or Black & White 2 worked. That's why it wouldn't be a whole country, it'd be a small village.[/QUOTE] Please don't base it on black and white 2, at least not the fighting system D: God, that game made me insanely dissapointed when comparing it to the first black and white... I dig the whole village ideas, but please make the gameplay more like Settlers, Age of Empires, and Tiberium Sun D: Those were all excellent RTS games.
[QUOTE=Simski;18099737]Please don't base it on black and white 2, at least not the fighting system D: God, that game made me insanely dissapointed when comparing it to the first black and white... I dig the whole village ideas, but please make the gameplay more like Settlers, Age of Empires, and Tiberian Sun D: Those were all excellent RTS games.[/QUOTE] The problem, if you ask me, was the way the AI acted. Their strategy was [i]always[/i] the same: [i]"BUILD ARMIES! ATTACK! BUILD MORE! ATTACK!"[/i] It angered me. Although I see the idea of not entirely basing it off of Black and White, my argument still holds: Since this is [i]based[/i] off of black and white, the idea of having entire [i]countries[/i] instead of a bunch of villages would, well, disappoint me, because that means the gamemode lost it's entire original direction. And, in addition, melons floating in water would just be unrealistic, except in the case of shallow, narrow parts of water. And still, I would see if it's possible to find out if they're in water then (downwards trace from position+1 to position? Add the entity to the object and it should give you the ground) in an efficient enough manner so that you could make it so they move slower in water. [editline]04:07PM[/editline] [QUOTE=Anonymous 057;18099692]This [url=http://www.garrysmod.org/downloads/?a=view&id=62762][img]http://www.garrysmod.org/img/?t=dll&id=62762[/img][/url] Also, I would rather an original game than a remake any day. Unless if there was an rts for gmod that played exactly like C&C, that would be awesome.[/QUOTE] That's pretty cool, but you pointed it out yourself. This would be more of the sort of modern-timed and top-down RTS like C&C, Red Alert, Tiberium Sun, Supreme Commander, etc.
Good, I'm glad to see you too want the game to be like Red Alert, and Tiberium Sun, and I totally support you in wanting it to be villages rather than countries. Having villages is a pretty good way of having a natural base. Settlers had had villages, Age of Empires had villages, Tiberium Sun had bases, Red Alert had bases, Black and White had villages. It's a proved working concept for RTS. Countries would most likely make the game much more of a slow paced strategy game. I mean, that could probably work too, but I don't think that's what you guys are aiming for and it's personally not what I would like to see this game develop into.
To bad source isn't made for mass movment huh..
What about that one Global map that would be fun to with this gamemode and i can control Russia!!!
that's the map I linked to...lol
Oh it is well i didn't know I still want russia!!
Incoming epic bump. Right, well I've started to work on this again (no particular reason, but you know me by now, I get random whims and hop projects faster than you change your underwear). I was originally planning on making a video to show new progress, but me and recording software (including source recorder) don't get along very well so I need to find someone who can record for me. Pictures aren't much good, you can't really show off how the movement/combat system. So I'll just post a big progress log for now. I'll get media asap. Progress: - Soldier unit is 100% done - Combat system is 80% done (need to add building combat) - Citizen unit (computer controlled AI) is 100% done - Pathfinding + territory system is 70% done (should be finished very soon) - Buildings are 95% done (just need to finish off tower combat, and alter the textures to make them not so fps intensive) - Resources are 100% done (excluding the food resource, this exists internally but has no function/display until I can find something to do with it) - HUD/UI is 35% done (!!!) - Alliances are 0% done (this will come after UI) - Lobby system is 20% done (probably more like 60%, but I need to test the new code) Combat System: In order to spawn soldiers, you must build a workshop. After that, you look at the workshop and hold q - the label thing turns into a recruit button. Clicking this will recruit a soldier - a citizen will, once finishing his current task, go to the workshop and turn into a soldier. So you'll need to build houses to support your army! Once you have troops, left click and drag to form a ring over your army. Right click to move them to the destination, and left click quickly to unselect them. They fight by themselves, so you just need to move them next to an enemy building or near enemy troops and they'll go to fight them - but once they've killed the target or it's out of range, they will return to their original post. Making this ideal for laying "traps" at resource nodes. (Soldiers fight citizens, but not vice versa). Towers will auto shoot arrows at enemies when in range. Territory System: If any of you peeps have played The Settlers IV, you will be able to relate to this. When the game starts, you have an initial territory "ring" around your city (128 source units I believe). You can only build inside your territory. In order to expand your territory, you must build towers on the edges - this makes a new "ring" around the tower and merges it with your old one. Your territory cannot overlap other players, and it's identified by a coloured border. In order to take enemy territory, you need to destroy their towers first. I might add bonuses - ie, soldiers in their home territory fight 10% better or something. Shitty laptop shitty graphics blah blah blah. [img]http://www.fortfn.co.uk/images/pop2/ruralarena5_20000.jpg[/img] [img]http://www.fortfn.co.uk/images/pop2/ruralarena5_20001.jpg[/img] [quote="How It Works"] The map is split up into a grid of squares. These squares (16x16 source units, can be easily edited) can either be blocked (by map), free or owned (by player). The ownership is controlled by towers and cities. The grid is generated when the server starts using 2 entities on the map - point entities that define the mins and maxs of the grid. (The corners basically). The gamemode does the rest, using traces. Pathfinding will also use the grid (soon, when I fix it) rather than resource nodes and buildings. [/quote] Maps: Now this is where I need you guys. I myself know my way around Hammer, but as far as maps go I really can't make very nice maps. So the ones I have made are more to inspire other mappers and for myself for testing the gamemode. Mapping for population is quite easy, I'll make a little guide if anybody's interested. I'll update OP sooner or later, when I get round to it. [editline]08:40PM[/editline] Oh and ignore the strange fucked up territory borders on those screenshots, that's a WIP. I need to look into interpolation on an unordered list of locations to make nice ring shaped things.
sweet.
wow looks better thomasfn, then the last time i played it.
What's with the big boxes on the buildings? Might want to get better screenshots cuz it looks pretty bad.
I'm guessing that is what's showing the buildings health.
You mean the labels? They're... labels... They are a bit chunky though. I'll experiment with them and try to make them look nicer when I work on the UI. I'll make better screenshots tommorow, when I've got main PC access. (Also I just fixed the strange territory borders)
Nice job. It looks very close to the original gamemode, but i think the original gamemode looks better. I've taken the time to play it and get to know everything, and I'm used to how it's put together. Hopefully this one is similar.
can i give my melons russian caps >.> <.< lol. Also gamemode has progressed a lot when did you begin working on it again?
Wanna hand out the gamemode to a select person like me to run?
[QUOTE=laxplayer77alt;20603527]Wanna hand out the gamemode to a select person like me to run?[/QUOTE] Uh, no make your own gamemode, they wouldn't make any profit if this was released, they have there own servers too.
[QUOTE=Cubar;20603600]Uh, no make your own gamemode, they wouldn't make any profit if this was released, they have there own servers too.[/QUOTE] Lol profit
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