Brainstorming

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Looking pretty nice so far ;)

Looking pretty nice so far ;)

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Check these out - working on

Check these out - working on promotional stuff, these are the actual game assets - rendered in real-time. Full set for all units I have coming in the next day. I'll probably create a sub-page on the Killing Horizon webpage with all the units and their specs, etc. You can help me with that night :-p

I can use these in the digital art book too, these are resized to about 5% of their resolution :-o

Check the first 2 out [ edit added 2 more, 4 total ]:

Rebel Soldier:

Rebel Soldier (Bright Version):

Tank:

Hummer:

Turret:

- Dan

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This page will have an index

This page will have an index/table of contents + all information on all in-game units. Should be done in the next day or two...

http://www.radioactivesoftware.com/content/killing-horizon-units

- Dan

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Figured I'd composite them

Figured I'd composite them like this - will look a lot better...empty space will be filled in soon....

- Dan

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wow nice job :D

wow nice job :D

About the unit stats mm.... Well you should make 1 as reference for the others, for example:

Infantry:
Health 100
Armor 30
Speed 10

Assault rifle:
Damage 25
Armor penetration 50
Headshot 100

Buggy:
Health 300
Armor 50
Speed 120
Rockets Damage 250
(Rockets) Armor penetration 300

etc

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Yea I'm looking for a way to

Yea I'm looking for a way to have the #s in a database and it does a cool website display, or just some pre-fab way of doing dynamic "percentage bars" for each catagory.

- Dan

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As per stats, maybe it'd be a

As per stats, maybe it'd be a good idea to have some form of spread/googledoc with all the numbers on it? That way during active testing we'd be able to provide feedback on what was and wasn't working numbers wise

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Yea just what I was thinking.

Yea just what I was thinking.

- Dan

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Just updated the above image

Just updated the above image ^ so it has all units on it [ still waiting for one of the Legion where he is standing on a rock ]

Try alt-f5 or a full refresh if it doesn't automatically update.

- Dan

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very very nice! I really cant

very very nice! I really cant wait to see the other units/vehicles/turrets :)

The turret youve done should work pretty well against infantry , light vehicles and aircrafts, but i would recommend having 2 other types:
- Automatic cannon turret: Very effective against vehicles and deadly if hits infantry.
40 mm cannon?
http://www.military-today.com/artillery/skyranger.jpg

- AA missiles, only used and very effective against aircrafts, very vulnerable to ground units.
http://www.mediafire.com/imgbnc.php/074a38088bde8fd2da4c436e405de6056g.jpg
http://upload.wikimedia.org/wikipedia/commons/c/c9/Avenger_missile.jpg

gotta love this for amphibious assault ships:
http://i1202.photobucket.com/albums/bb380/JTFusion/scimitar-18_zpse2ffbc...

i kinda liked this, there is some kind of coverture animation/system but not always:
http://www.moddb.com/games/unsworn/videos

oh I've found an interesting Project:
http://www.moddb.com/games/space-engineers/images
http://www.youtube.com/watch?v=nlaY2ELJ2qk
http://www.youtube.com/watch?v=buefpNn8nCY

It lets you make your own spacecraft and space stations soo cool!

I know being able to make custom vehicles for killing horizon is too much to ask though (Unless it is posible to make them using your tools, though that would be a mod, not a game feature).

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Ahh, great idea for a missle

Ahh, great idea for a missle turret ... will add that to the Case Tracker.

- Dan

*edit also updated the image ^ with the Power supply and a rock underneath the Legion.

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Mod support would be pretty

Mod support would be pretty cool, so even when you get inevitably bored of the vanilla game you always have mods (It happens with every game sadly :/)

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that would be great, you know

that would be great, you know its going to happen soon or later so why not plan for it ^^

also if I can get my 3Ds max and inventor working this week I may make a few thing for concepts like I did in original armored warfare.

Game breaker 0.o

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Wow if youve done concepts

Wow if youve done concepts for gettysburg you sure have done quite a good job, all the designs are just awesome. I might try to make something too, actually i know how to make 3d models, though im not much skilled.

And, any news or updates? Or any other ideas or suggestions?

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Ah well my artist James did

Ah well my artist James did all the concepts for Gettysburg:AW and Killing Horizon so far :-)

I've been super busy adding a feature I really love, 100% dynamic time of day cycle...it required a re-write of all the terrain and sky rendering. It's about 80% complete and totally changed the look of the game to be much more realistic. Plus the moving sun and night cycles will add urgency to get attacks underway before night, or maybe using the cover of night to move your units.

I've also got dynamic electric storms I've added into the atmosphere - it really lightens up the sky at night.

Screenshots coming veeeery soon as well as a massive update :-D

- Dan

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Aw, hell I'll post some sneak

Aw, hell I'll post some sneak preview images for you guys ....

The in-game shots are a WIP, shadows still needed @ night on the objects... shows the new gritty color scheme I'm going for. All the dust effects are also missing from these screens.

Also terrain texturing quality has been improved big time since these screens...

This a 100% totally dynamic time of day cycle ( sun moves across the sky, sunrises, sunsets, etc. etc. )...

At night the flood lights on the command points come on, etc.

Of course the next concept art showing the dropship landing zones :-)

Update coming soon!!

- Dan

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Wow looking really good,

Wow looking really good, though I thought the barracks and buildings would look a bit more futuristic, but its fine.
i would recommend this design, because I think that fits with the vehicle designs:
http://www.moddb.com/games/project-warfare/images/udc-concepts

And that concept art looks AWESOME, upload it in moddb when you have time, and proabably in steam greenlight too, it looks wonderful.

and i wonder what the main attack aircraft will be, or how it will look. i suppose it will be a gunship, or vtol one.
Maybe a apache ah64
http://upload.wikimedia.org/wikipedia/commons/1/17/AH-64D_Apache_Longbow...
with tiltrotor or dual rotors
http://images.wikia.com/halo/es/images/b/b4/Deltafalcon.jpg
http://www.desura.com/members/keksz/images/uh-144-falcon#gallerylist
http://quesocito.deviantart.com/art/Reaper-Gunship-FR-3-327897209

and then maybe jets/fighters/bombers, as i said before i would go with a A-10 and F35, and maybe scifi too since humans are now crossing the stars to other planets:
http://www.desura.com/members/keksz/images/ffr-31-sylphid#gallerylist

Legion is a fine name, but i wonder why you named rebels the rebel faction? i mean, they can actually be rebels, without being named rebels, i don't know, for example call them New horizon or in some other way. i'm saying this because its still early and you havent done many stuff, so changing this now shouldnt be a problem at all, but later could be a headache.
Consortium
Fallen Legacy
Renegades
Triple Shadow
etc

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Thanks for the ideas! Right

Thanks for the ideas! Right now I'm focusing on getting a quality basic product working in pre-alpha then we can add all that other stuff.

Yup, I'll add this new concept art everywhere - once it's finished.

RE: model design of barracks - we can redo these later if we reach the crowdfunding stretch goals etc.

Thanks!

- Dan

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Made lots of progress on the

Made lots of progress on the night rendering ^^ now there are shadows on everything @ night, also added normal mapping on the lights @ night.

This lighting system has been written from scratch in the last 2 days, it's fully dynamic, the sun can move across the sky, and rises ... takes about 4-5 minutes for a full day-night cycle.


- Dan

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wow it's looking awesome!

wow it's looking awesome! only that:
''takes about 4-5 minutes for a full day-night cycle. ''

so 5 minutes are an entyre day ingame? Thats so fast, slow it down for future releases. Maybe 15 min = 1 day

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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It's a server side variable -

It's a server side variable - or you can set the speed in the Options menu for Offline Practice.

- Dan

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Oh nice then it's perfect!

Oh nice then it's perfect! well i have nothing else to say, ill just keep an eye on this to see id there are any updates, great job :)

PD: With the latest cocnept art, someone other tan me has commented in moddb, that's a good thing xD

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Lol, yeaaaaaaaah! Haha, I'll

Lol, yeaaaaaaaah! Haha, I'll be posting an update soon with all kinds of good stuff, almost time for videos then that will mean I can do a kickstarter and start moving this along.

- Dan

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videos, wow that's serious

videos, wow that's serious stuff, finally some action haha i wonder whats the next update about.

something I forgot to ask, what about the vehicle controls? Are they more similar to battlefield? (Free). Or halo? (Follows an ''icon'' for direction, 1 button goes up and 1 button goes down) Just cause 2 has good controls, specially the helicopter one. I think tha itt would help making the AI, I just can't imagine an AI driving a battlefield 3-4 helicopter without crashing, because they even crash in Arma 3.
http://www.youtube.com/watch?v=Ylp-wW_leWQ
Basically the helicopter doesnt fall when you tilt it to move forward or backward, it keeps the same height, so you can aim with the weapons easily. you would change the height using control or the space bar.

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Well the controls are

Well the controls are remappable but I always like to compare it to Battlefield since I'm such a big fan of that franchise.

Yes right now the helicopters fly like you mention - they stay a fixed height above the terrain.

- Dan

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Hi! any news or updates?

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Concept art is finished

Concept art is finished production - from now on it will be in-game screenshots and content in the updates. Once I do launch the kickstarter/crowdfunding I can have more concept art produced, etc. I have more than enough concept art for now, I'm working on implementing it all into a game prototype.

Pathfinding and AI is a focus, a lot of stuff that can't be shown in screenshots. Working on getting tank warfare looking good, and other things. I have more then enough art content for my Prototype, so now it's just a matter of cranking all the work out, which is what I'm doing now :-)

Will have an update soon, I want to start showing videos of the gameplay, etc. and getting feedback! So stay tuned!

Thanks posting also :-) Been a while heh.

- Dan

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Alternate to Pay to play

Pay 2 play games are based around microtransactions. And if you think about it most people spend money on customizations. Instead What if you introduce a way for players to make their own customizations, I'm not talking gadgets like ACOG or such. I'm talking paint jobs, the stuff people want show that makes them different from everyone else. Its most obvious in TF2. They can take designs from the internet and upload it to the game and then rearrange it on their Vehicle, weapon, Helmet. Now I know what your thinking. Racism Obscene pictures. Run of the Mill problems. Now we can solve this by putting a size limit on it. Or a limit to how many decals you can put on a piece of equipment or Emblem.Now for the I'm no Adobe Photoshoppist. (Is that the correct terminology?) I'm not sure if theirs technology to filter images of shapes on images like we do for language. If there is I'm not aware of it. But that's one alternative for Paying for Customizations.

The 2nd Alternative.
Could be similar to receiving an item for logging in daily.
Every day you play starting at a person gets a random decal(s), emblems, icons, Images, basically anything related to art customization to make you stand out. The rewards that a player may receive are based upon the number of consecutive days on which a player has logged in at least once. common to uncommon rewards for 3 to 6 days, and common to rare rewards for 7 or more days. The counter does not reset after day 7. A single day spent offline will reset the counter to 1 day.

Tell me what you think :]

Kane Lives!!!!!
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Welcome!

Welcome!

The first idea is great and something I want to do eventually ... At least letting the premium and ultimate users spray decals all over the game world ( think Counter strike and other Valve games before they removed that feature ). As far as custom decals on vehicles, that is very doable and I've coded it into my engine before. I'm not worried about racy, or offensive images - that's part of the Internet... I think it can be ok by having users agree to a license before playing, and making sure they're 17 yrs old ( or having them agree they are or that age ).

The second one is an idea I've had, sort or random loot drops at the end of rounds ( similar to CS:GO ) ... I'd do it a bit differently than you suggest, instead of making the drops based on days - just do random drops after each round in the server, that way the more you play - the greater your odds of getting a drop. Scaling down the odds based on many factors including server capacity, player counts, etc.

Those are 2 good ideas, and two things I do want to get into the game for sure!!

- Dan

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Art

Would it be possible to free form the art I mean paint brush and bucket on screen with the rifle and paint each part and make design your own weapons paint job BY hand.. Err mouse :P out of paint. Now THAT would be cool, hand painted camo would be so cool. You would be rasing the bar!!!!! Finally A GAME TO LOOK FOWARD TOO!!!!!!!!

And I am glad to be a part of the this :] I cant believe you've done all this by yourself! Keep it Up!!

Kane Lives!!!!!
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gotta agree! this level of

gotta agree! this level of customisation would be amazing! i thought about something like the emblems in black ops, but being able to make your own emblems/camos using paint/gimp/photoshop or web sources? wow that would be great, ive seen that feature in w40k dawn of war series, and it works pretty well so far.

yes Indeed, he has done an amazing job for being just 1 person.

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Yes this is possible - all it

Yes this is possible - all it requires is taking the 'world space' position under the cursor, and transforming it into 'texture coordinate space' and using a render to texture to paint a pixel at a time. Now if you want to project arbitrary images onto any vehicle or person, it gets slightly more complex than just painting a 'point at a time' ...

The question is, would you rather have the ability to paint unlimited details, in a simple fashion like MS paint? Or the ability to project a few detailed images onto the object ? An even easier solution would be a simple piece of 'empty geometry'/or a quad which will contain a custom 'logo' or icon associated with each player ? Hmmmm, these are things we can play with once we have the game playable released, and we have everything else hammered out, etc.

I appreciate your input guys!! I can program anything you guys can come up with, it's just a matter of time and $ to buy that time, so I'll be doing a kickstarter soon.

- Dan

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Also - sorry if it seems I'm

Also - sorry if it seems I'm not posting updates lately, I'm doing tons of work on the AI, pathfinding, and gameplay, things that aren't really easily shown in screenshots.

The pathfinding and AI driving of physics based vehicles is looking amazing, and it's for sure up there with the best I've seen in a game... my previous projects had nothing even close to this...except that game Warbots Online BETA that I released for a bit back in 2009-ish. Still this latest iteration is 10x better already...

Update coming soon guys!

- Dan

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Body Armor and Armor Deflection?

Now when someone says Flak Jacket or Bullet-Proof Vest, one usually thinks of a vest that stops bullets to a degree in Real life scenarios. Or when it comes to Tank armor, armor that deflects shells and armor that can explode to destroy an incoming rocket (Reactive Armor). Now in a game these things are not so, they reduce the amount of damage that is done to a players health in the case of infantry and the armor has a set durability which once gone disappears the player takes normal damage. For tanks armor is strongest on the front, and weakest on the rear. Tank armor can be sloped which makes penetration difficult at longer ranges as shells lose kinetic energy.

Now maybe you could implement the armor for infantry as an ability, class trait or whatnot, that has a chance to completely absorb the damage of the bullet based on the variables associated with this, such as bullet speed, target distance, body armor upgrade level, the facing of the target, and where the bullet is hitting. And when a bullet hits the vest the fibers of the vest weaken with each hit as they stretch to absorb each round. And to simulate the impact of an absorbed round you could create kind of a blurred hud or the screen give off the feel of your character having just lost his breath.

For tank armor and vehicles

You could use the armors facing and distance to determine if a shell will penetrate and how much damage it will do. you could also add armor abilities like reactive armor, which reacts to Incoming projectiles like RPG's to and explodes to destroy the rockets thus minimizing damage done to the vehicle.

Tell me what you think

Seeing as how you have the vehicles and all of this defined all ready I don't know how far you are into vehicle creation. I would think it be easier to implement the first option if you had to pick one.

Kane Lives!!!!!
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Yup this can easily be

Yup this can easily be done, currently the location based damage models are detailed enough to take into account the limb/body part the humans have been shot in, etc.

For the vehicles it's a matter or creating a separate mesh for each vehicle type and putting hit boxes in different areas to make those parts apply different amounts of damage. This way I can make weak points on the dropships or the tanks engine, etc.

Yes these things can easily be done :-)

- Dan

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Armor

But are you able implement a body armor system to where a bullet might not actually do damage at all if it hits a certain area based on certain variables that are in play? That would be a concept new to a video game.

Kane Lives!!!!!
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Yup, I can currently

Yup, I can currently determine if the player was hit in the torso/chest - and if body armor is on, reduce the probability of damage being applied by 90% ( to be totally realistic, since no armor is perfect ). Also the ceramic lvl4 body armor used currently by US military, will break when hit with a large round like the 7.62x39 AK47 round, so it can only really be used once. The plates can be easily slid in and out of your chest rigs. Armor like Kevlar ( lvl 3A and below ) can take multiple shots but cannot stop rifle rounds, only pistol rounds ( 9mm, .40, .45 ). That's how it works in real life ... And you betcha I can program it 100%. :-)

- Dan

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You make it sound so easy.

Sweet mother of mercy. You make it sound so easy. As a reward of your hard work, I present a gif of soldiers practicing Breach and Clear procedure on a Port o' John.

http://i254.photobucket.com/albums/hh113/Vancer2/3ec39383_6923_0711.gif

I think its funny

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Lol thanks buddy :-) Looks

Lol thanks buddy :-) Looks like the link is broken though :-(

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No it wasnt

It never was broken... Or was it O.o..

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Ah, img works now ... weird,

Ah, img works now ... weird, before all it was a link that didn't work ... weird :-o

freakin' hilarious image though lol!

- Dan

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Active Cover System and Suppression

Is it possible to attach to cover and pop up from and peek from cover and maybe even blind fire. And throw grenades behind cover, This would make urban combat more serious. And it would make sense seeing objects that an infantry soldier could use as cover in combat. This would also make a mechanic such as Suppression necessary to have. You could have 2 players with Machine guns laying down suppressive fire, while the other squads flank.

I dont know if you want a more fast paced gameplay like That Half life mod Empires. But not too fast as that dreaded game COD. But If you made the choice to employ this I somehow feel that you would have to re-size all the map furniture. (I cant think of the right words at the moment, So map furniture is the best I can do)

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Yup, a "snap cover" system is

Yup, a "snap cover" system is going to be one of the most requested features ( here is the case-tracker item for it if you want to add your input into the design http://www.radioactivesoftware.com/content/dynamic-cover-system ).

I don't necessarily have to re-size all the assets ( though that would work lol ) - I just need to have a set of animations done for each approximate potential height of props/map furniture that will be used for cover system. Then use the most appropriate animation...or what I can do is implement some kind of IK system to generate the anims in real-time...

Either way - I can add that later on when the time comes, right now I'm focusing on much higher level aspects of the combat - such as the order generation system and the strategic aspects. Once we start play testing everything and if the combat is boring then I can add things like the cover system, etc. etc. Right now a standard Half-life/Source-ish crouch system seems to work fine.

- Dan

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I've just noticed that what

I've just noticed that what some projects do is still rewarding the same things from kickstarter, using paypal. For example a game crowdfunding succeds, and you missed it, so what they do is set a paypal account where you can pledge and receive the same kickstarter rewards until the game gets published/released.
examples:
http://www.kickstarter.com/projects/5livesstudios/satellite-reign?ref=di...
http://www.kickstarter.com/projects/1757963851/planet-explorers?ref=disc...
I dont know if this could be better than setting a indiegogo campaign, it makes the same function: Allowing to pledge using paypal. Although it doesnt make the same advertising as if you set an indiegogo campaign. Maybe the best solution would be:
Kickstarter campaign, and (only) if it succeds -) indiegogo campaign, then when its finished -) pledge using paypal from the main website until the game is released, so anybody can buy it , but not get the special rewards you gave before publishing it.

Quite interesting crowdfunding campaign:
http://www.kickstarter.com/projects/2122031929/novus-aeterno-the-next-ev...

PD:
Omg never imagined a pokemon could look like this:
http://www.spk.la/wp-content/uploads/2012/10/real-pokemon-6.jpeg

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Yep, good call - I was

Yep, good call - I was planning on doing this...I've noticed it's become pretty much standard fare in the kickstarters going up lately... I'll be sure to do that. Thanks for bringing it up!

- Dan

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More Brain Storming

Ugh, I have finally read through that long, long journey. Here's my thoughts:

Jetpacks, they can be very do-able (think Star Wars battlefront).

The squad system, I am very excited for this. I think that Natural Selection did a very good job with it. Problems I see with it is that the Commander may have trouble trying to micromanage squad's objectives in such a large map. Otherwise it could be extremely fun to have this in a game. Players could have flares that could ping the Commander to send supplies, reinforcments, or even orbital strikes.

Base building, a feature I adore in many games. I think that the Commander could control AI engineers to create a main base (I'm thinking like Company of Heros) and allow Squad Leaders to be able to task soldiers to entrench or fortify a position. I think that building out posts in game could be fun on its own too; engineers could place down turrets, shield generators, or maybe radar stations that provides vision for the Commander.

I think that communication could play a unique role in this game too. Players could have radio units where you can directly talk to fellow Squad Leaders or the Commander, although this can be easily replaced with more of a OOC (out of character) chat system. This will put less pressure on squad composition but makes less of a need for communication since you could call out enemy positions even if your squad has been wiped out.

I am also curious on how the AI will act in the game. It would be faboulous to have a SWAT 4 squad that can clear out buildings and areas without much supervision. Another helpful task the AI could do is auto position themselves to have good cover or a good shot (such as in Half Life).

Something I am worried about is the system requirement that the game may need as I don't really have too good of a computer. Probably the spooky-scariest thing I read was that players can move through vehicles like terrain. Personally, I would prefer a snap system like in Arma where you select to sit somewhere, a short animation, and now your inside and can "teleport" to each seat upon request.

This game already looks like a lot of fun. Hope it works out.

Ps. I believe that having "your name in the credits " would be much easier on Dan in a higher donation level. Like $20-50 at least. I wouldn't want to put the 50,000 $1 donators in the credits.

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wow that has to have been a

wow that has to have been a hard work lol

Yes jet packs would be a great addition, but as in battlefront i would consider these not as air units, but a mean to make high jumps, so jet paks dont let you fly forever.

about the squad system, yes that was the idea, however we are not sure wether if these tactical aids would be only for the high commander, or for every player, and let the commander or general have different ones of other importance, for example i think every player should be able to request a air strike, but maybe something like an orbital bombrdment would be up the high commander, who is selected by voting by the players.

about base building, yeah that could work pretty well, in Arma series there is a gamemode called Warfare where 1 player has the ability to build structures and defenses.

Gotta agree with pretty much everything else. Yau are right about the 1$ donators being ni the credits, maybe a thank you is enough, but i dont know the feeling tha you have helped contributing to the creation of a game, and that your name appears in the credits... its something to be considered, but in higher pledges i agree.

EDIT:

love this cocnept art:
http://subsistencegame.com/index.php?page=media&view=article&id=69
http://www.moddb.com/games/project-warfare/images/udc-concepts

Can't wait to see the other aircrafts that are going to be added to the game, mostly VTOL CAS gunships ones probably. and then for airstrikes bombing runs...
http://www.youtube.com/watch?v=eT9k7mGze4I

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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Yessire-Bob

Yeah I feel the same way about the jetpacks. Like the Dark Trooper that has a big jump and a long cool down afterwards.

Maybe every player being able to rain hell a little over powered? How about a in game unit can be a motor guy or maybe have the air strike be a bomber that can be shot down? Maybe limit the air strike down to a flare so that you can't target things no one is around (Similar to my IC vs OOC statment).

Also, $1 can only go so far, I think that thanks is enough.

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I can't believe you read it

I can't believe you read it all - actually I can't believe we wrote it all LOL - that was quite an exchange...

Jetpacks are a great idea - Like in Tribes, etc. I need to make sure they're in the case tracker.

Command and communication like you state - I think will be a huge part of the gameplay, I'm currently working on the War Room for the game.

Yea I'll figure the final way of handling the tier/donation system - name in credits, etc.

The AI has also been totally re-written on this project, as mentioned in some other threads.

Thanks for your feedback and support! Sorry if I missed anything, I'm still having flashbacks to the other replies in this thread LOL, I'm sure we covered it ALL somewhere :-)

- Dan

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what about the maps being

while I was playing planetary annihilation, i thought about this: what about the maps being borderless? so if you walk in one direction long enough, you would seamlessly reach the same starting place. It behaves like planets do. Maybe that would create gameplay issues, as maps would need to be bigger than 9 x 9 km. The actual game engine has maps with borders, so it's easy to balance the factions by just puting the spawn positions on opposite corners, but in a borderless map there aren't corners, thus thats why it should be bigger than 9 x 9 km, there needs to be enough space between them to not make them spawn just next to the other. Just telling you in case you considered a feature like this one.

"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"

''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''

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