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Team for a Turn Based Strategy Game
#11
Now now syn9, don't feel like you have to do any of this. But if you can do this, then that would be awesome. Man, you are awesome. Could you make it so that you can scroll using the mouse? Again, if anything seems like a burden, then please don't do it.

What blender do you plan on using? I'm not familiar with hardly any. Wings and Blender are the only two I know of so far.

Alright, so now we need to decide on a time. Should this be in a medieval time frame? Or should it be even farther in the past? Futuristic? You guys decide.

Edit: You sure you want to do everything you said? I mean, I think that we could probably get somebody else to do the terrain generation, unless it's a lot simpler than I think.
quote="Deleter"]judging gameplay, you can adaquately compare quake 4 with pong[/quote]
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#12
nah, i think it wouldnt be too hard. plus i have a 3 day weekend coming up that i can devote to it. that and i know that if i wasnt doing this for someone else's project i'd be making a system like it for one of my own

i'm currently using blender 2.3 http://blender.org

what i'd basically do is use blender to make a couple buildings, then use the terrain heightmap system and .ac loader from Simple 3d RPG Engine, as well as a fractal map generator that ive made:

http://syn9.thingie.net/screenshots/terrain.gif

i know rel was working on a system to procedurally generate textures for terrain, that would probably be really handy with a system like this
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#13
So... Using that GIF file that you posted, you can make an entire heightmap? The textures are automatically generated based on that? If so, does that mean one could generate a terrain map for a random game by drawing something like that? Or do I have this completly worng :lol: .

Either way, it sounds very nice.
quote="Deleter"]judging gameplay, you can adaquately compare quake 4 with pong[/quote]
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#14
I can chip in if you want. I don't know what I can do, but I'd be glad to help.

Syn9: that fractal map generator is beautiful Smile
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#15
thanks
torahteen... the gif is a 32 color heightmap already >)

[Image: 32pal.gif]

basically what you do is take a plasma style fractal and use it to blow that map up say 8x that way you have a high detail mesh next to the player, but off in the distance you have a low detail skyline

and yes, the maps are generated at random, here is the code if you'd like to check it out::

http://syn9.thingie.net/download/randmap4.zip

the textures could either be premade, or generated by at random
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#16
That's great. The smoothing is nice too.
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#17
Hmm... well, should we make it more like C&C where the maps are all premade? Or should be try to come up with some good terrain generators? Premade would be easier, and probably a good idea due to the fact that you could then make special maps, with your own river design or whatever. Actually, how about making both.

Anyway, so we have Ryan, Syn9, SSC, Kylemc, and me on the team eh? Cool. Anyone (besides syn9, he's doing too much already) good at 3D design, specifically using Blender? We need a modeller.
quote="Deleter"]judging gameplay, you can adaquately compare quake 4 with pong[/quote]
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#18
Man.. I have no clue about 3D stuff. ^_^ I like to look at it, and I've always loved playing syn9's games/demos. I just never had the time or drive to learn myself.

As far as setting goes.. I love the FF3 style fantasy/future tech mixture. But as I'll probably be the least active team member, let that count for a half-vote. ;-)

I never did like Command & Conquer much... too much of a Starcraft fan. I did play Lords of the Realm 2, though. Anyways, I'm not sure that I see a real advantage to random vs. premade maps. In the end, you might get more replay value with random maps, but there are plenty of ways to "randomize" premade maps to make them fun. Heroes of Might and Magic 2/3 are great examples. If random's the ticket, though, it would be nice to allow premade for a campaign mode if desired or at least custom maps from players.
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#19
I was thinking, and I can't seem to think of a way to come up with a way to make a multiplayer TBS playable. I mean, it just seems that no matter what I can think of would get boring, and fast. Anyone have ideas?

Anyone ever played the game Mech Warrior (I'm talking about the one where you buy the units and use a game board, no video games)? That might be a way to do it. Less units, more strategy. More use for terrain features. Hmm, I think I like that idea.
quote="Deleter"]judging gameplay, you can adaquately compare quake 4 with pong[/quote]
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#20
i think both random and pregenerated would be cool. what i'll do is, i'll make a map editor for editing a map mesh as well as place some blender meshes ontop of it. this way a content designer can make the game maps and scenery. once they've made a bunch of maps and you have a good idea of what you would want the random map generator to be able to do, we can add that functionality to the map editor.

it would also help immensely if you could provide some screenshots of games that have scenery kinda like what you're trying to achieve
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