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[Scene Request] Artillery-type turn-based game scenario
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Author:  predcon [ Sun Sep 27, 2009 3:39 pm ]
Post subject:  [Scene Request] Artillery-type turn-based game scenario

Remember the old Scorched Tanks/Scorched Earth games from Amiga and DOS? Is someone working on a scene/mod for CC that would allow for a fixed artillery turn-based kinda game, with pre-round shopping trips for specialty ammunition?

Author:  Metal Meltdown [ Sun Sep 27, 2009 3:43 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

Pre-round shopping trips I think are impossible to do (unless you count the editing stage at the beginning of a skirmish, which can be forced once per match with a console command), but otherwise you only need a pair of turrets that also act as brains and a map without X-wrap.

Author:  predcon [ Sun Sep 27, 2009 3:51 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

i have totally no idea what you just said about x-wraps and stuff, that's why i put forth a request. :wink:

I tried learning programming in high school, but I just couldn't wrap my head around it. I can do basic console command and stuff, but nothing so advanced as creating from scratch. :???:

Author:  Metal Meltdown [ Sun Sep 27, 2009 3:55 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

Programming has nothing to do with modding for CC unless you're doing Lua, and what you requested doesn't need that.

Author:  predcon [ Sun Sep 27, 2009 4:06 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

so no new scripting is required to build up a completely new game type?

Author:  Metal Meltdown [ Sun Sep 27, 2009 4:10 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

Placing a pair of turrets on opposite ends of a map isn't exactly difficult. In fact, a real-time arty game might be extremely amusing, since I doubt there's currently a way of forcing turns. Maybe in B24.

Author:  predcon [ Sun Sep 27, 2009 4:17 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

Quote:
Placing a pair of turrets on opposite ends of a map isn't exactly difficult.


but how about adding all the little things, like angle and velocity control, a score sheet after each round, dollars for damage done, shields before armour, wind-affected shells, you know, all the things that made Scorched Tanks so fun.

Author:  Metal Meltdown [ Sun Sep 27, 2009 4:21 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

Uh, why not just play Scorched? I mean, it also has deformable terrain, and I doubt wind can be created in CC without enormous amounts of lag (a Lua script that pushes any particles currently not settled into a random direction, either left or right, with random strength might work, but I doubt it can be made). Angle control already exists, since rounds are affected by gravity, and as far as velocity control goes, I believe we already have mods that influence particle launching speed based on how long the trigger is pressed.

Author:  predcon [ Sun Sep 27, 2009 4:33 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

Funnily enough, I still have the Scorched Tanks disk I registered way back in 95, but my A500 gave out long ago. But that's another topic.

I know I COULD just play it on an emu, but I'd like to see it done on the CC platform. It was just a request anyway, not a demand.

Anyhow, what about randomized battlefields/arenas with appropriate backgrounds? Say for instance you had a stadium full of cheering fans, would that animation alone cause lag?

Author:  Metal Meltdown [ Sun Sep 27, 2009 4:35 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

I'm not sure backgrounds can have multiple frames. Though I hope I'm wrong on that.

Author:  predcon [ Sun Sep 27, 2009 4:37 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

it has sprites in a parallax background, though, right? For example, horizontally scrolling stars at different speeds because they're on different planes of the background.

Author:  Grif [ Sun Sep 27, 2009 8:07 pm ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

Hey guys

general piece of advice

don't attempt to contribute knowledge on a something if you don't have any knowledge on it. at all.

None of what you suggested would be hard, up to and including wind.

Whether anyone will actually do it is another matter.

Author:  predcon [ Mon Sep 28, 2009 4:25 am ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

So grif, how do you script a turn-based game? one where the wind has a chance to change once every turn? How hard would it be to code the AI to sit tight while the player takes his or her turn? What about locking the shop until the end of the round? Would it be easier to build up a game from scratch than to build onto CC?

Author:  CrazyMLC [ Mon Sep 28, 2009 6:08 am ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

My guess is that all of that is doable with enough time and effort.
Always better to mod an existing system than to create a new one.

Author:  Grif [ Mon Sep 28, 2009 6:20 am ]
Post subject:  Re: [Scene Request] Artillery-type turn-based game scenario

It'd be easier to start with a cleaner framework (than CC) but making a from-scratch AI that does basic shot modeling would be quite easy, and anything else is just further development of a base.

The only things Xextredge uses from CC's base are particle classes; no AI or other controls exist.

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