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M Eversberg II

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About M Eversberg II

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  1. M Eversberg II

    M.'s "Sandbox(?)" RTS.

    Quote:I'm curious though, you say the game is more of a Slow paced game, what makes it slow? Is it the scale of the combat, or some other aspect? All things intended, the combat will be "tactical", somewhat like the "Bridge too far" series. That is, things will die a bit easier than in traditional RTS games. As for it being like Earth 2160, I never got a chance to play that game. A friend of mine bought it, installed it, beat it, and loaned it to me, but despite it having 3 installs, it refused to activate on my machine, and the creators never got back to me on that. I do recall there being no infantry units in that game that you could customize, though. Infantry really is the focus for a "balanced" force, especially in any given urban maps. M.
  2. M Eversberg II

    M.'s "Sandbox(?)" RTS.

    On this project, not for a while. I'm doing something smaller to pick through the engine. I've taken two semesters of C++, but it's surprising how much I don't know in application! The "create your own units" and "create your own faction" is the pivotal point. I don't want to make you play something I designed because I'm not sure I could come up with two "different" factions that don't already exist some where. More feedbacks please. M.
  3. M Eversberg II

    M.'s "Sandbox(?)" RTS.

    It is indeed. I'm actually trying to fix that; I loved that game and don't want to clone it. Biggest difference is one is turn based and mine is real time. I think the issue is mostly in the backstory, that was mostly filler when some local gamers kept asking "why are we fighting again??", to placate them. Over 70 people have read this and I've only gotten one response -- come on guys, show me what's what. M.
  4. M Eversberg II

    How to come out with an idea

    http://www.gamedev.net/community/forums/topic.asp?topic_id=475547 ^^ It's just an expression write up. Not exactly sure how to do a more "formal" design document. M.
  5. M Eversberg II

    How to come out with an idea

    It's up; I encourage anyone interested to check it out. M.
  6. M Eversberg II

    M.'s "Sandbox(?)" RTS.

    Sometime in 11th grade, I was sitting bored in my US History class (too recent, not fun) and started sketching out some mechanics I thought would make CnC Generals way more interesting than it was at the time. I have played many RTS games, and have drawn influence and inspiration from several of them. This initial idea was changed over time (mostly when I was bored, it wasn't a serious design then) and has now become something almost entirely different. What I am about to propose is a work in progress, and I am seeking not praise but feedback, either positive or negative. This is just a portion (the major part) of the concept that I am proposing, and things such as resource management and base mechanics have not yet been really worked out. This idea puts something out that I think is more aimed at the more "hardcore" RTS players. It is not, by design, a "quick play" game for passing time. In some ways it is similar to a turn-based strategy as opposed to a real-time one. Anyways, some simplistic backstory for those interested: ===================Story=================== In the near future, a scientist working on making superior solar panels discovers a way to polarize a material in a way as that it becomes attracted to light, almost like iron to a magnet. There was a correlation with the size of the object and the pull, the larger the stronger. One corporation monopolized on this and, using some advances in surface to orbit rockets, began the privatized space race. While it still took a month or more to reach Mars from earth, we could reach another solar system in a matter of weeks by using hull polarization (weird isn't it?). The corporation sold these polarization systems at great cost, always keeping designs to themselves. Many nations and corporations began laying claim to star systems all over our arm of the galaxy. While we did *not* find intelligent life amongst the stars, we did find many worlds that where similar to our own, the same distance from a similar sun. Many had plant life like our own, while others had different forms. Animal life showed many similarities and great differences (similar environs breed similar creatures), all for the taking. Human nature is inevitable, and where there is competition, there is war. One hundred and fifty years from the beginning of the Great Sojourns, many different conflicts began in many different portions of the galactic arm. Some where epic wars between entire solar systems, while others where small actions between continents on singular worlds. Entangling alliances being what they are, these smaller wars eventually grew into one large one, then into an all out kill fest, for lack of better words. Within ten years most of the better words where totally wrecked in the fighting. In our endeavors to kill, we would stop at nothing. Gas weapons, asteroid re-alignment, core-fission -- it didn't matter. Your world was one of the heaviest hit in the fighting. It was the capital world of the corporation who put us in the stars to begin with. Those left with skill pooled resources and population to create one last-ditch effort to save their ways -- a City Ship. In the hayday of colonization, there where a few city ships made; literal cities in a flying brick-shape designed to orbit a planet, explore it, then using a hull made of an advanced compound, enter the atmosphere and land on a planets surface. Controlled fall was achieved by modulation of the Polarity Drive; pulling themselves up towards the sun but in decreasing increments to lower themselves down. Once on the surface, the outer shell was cannibalized, leaving the internals intact -- the first major population center of a new world. Your ship set out for an aqueous world, one with a large central landmass, and comprised mostly of ocean. It used to export exotic marine life for pets and food, but when no world would pledge military support, it was mostly abandoned and left in the past. Your ship didn't do so well. Plagued by problems from the start, your ship, while sustaining orbit, suffered major malfunctions. Coolant did not feed into the reactors and the nuclear core overheated, burning up all emergency systems and causing a catastrophic meltdown and power surge. Fortunately for the crew, the whole power core was designed to explode upwards and downwards, as opposed to outwards through the ship; a final safety measure. With no electronic systems and with life support gone, the call to evacuate was made. The ship contained many 1,000 man pods, the size of large war ships, as evacuation units. Based on the escape units in smaller ships, it serves as shelter and supply storage in case of emergency ejection. The evacuation was only simi-orderly; too few security teams to hold back the mobs, and several decks of escape pods where not properly cleared, launching well ahead of the scheduled evac time. When the other pods cut loose, several supply units went with them. These contained equipment essential to the early scouting for suitable landing sites, now all but forgotten. Of the 30,000 who left your world, it is unkown how many lived to see the surface. You came down with a landing group of three pods, one of which was a surveyors pod. After many hours of frantic distress, you manage to assert some dominance to the crowed. Quieting them, you command for an inventory to be made, and for supplies to be organized. It is here the game begins. =================End Story================= So, while that story might have been corny to some (I'll work on it I promise!), others might have find it ok and now it is time to talk mechanics. My game has the following concepts: Make your own faction -- define your play style Make your own army -- create your "deck", a group of units assigned to your faction that you've created Make your own units -- creating equipment and putting it onto a infantry, ground, or air vehicle makes a unit to accomplish a task you see fit. The game has you fighting for control of territory. On this landmass (which is around the size of the US and Canada, though not shaped as so), there are hostile land creatures (predators), people who never evacuated this world during the war, and don't wish to share, and sections of the city ships passengerhood who have issues with you being a leader (you where a corporate manager with military background). To make matters worse, a small contingent of people from a near by solar system have also left their world (which was never one of the Prime, or earth-like worlds), and have staked claim here for much the same reasons you have -- it's there, and it's nice. Technolgy is not researched, but discovered -- the surveyor pod has a molecular fabricator, though it only has relivent data to design what it was carrying in the first place. Loading templates you discover (or create via backwards engineering) allows you to create things. There are four types of "units" in life. Naval, infantry, air, and land vehicles. Cutting Naval from this (you do not start near a coast), this gives us three archetypes to play with. At the beginning, I will prompt you to pick one of the three to begin shaping your play style from the beginning. The surveyor pod you got in the beginning is the source of one of these three units. The options are: * A 10 man security team, armed with weak sidearms designed to "severely harm" evil-doers on your city ship. They are weak as to not damage vital systems. This choice has an advantage in numbers by default. * A pair of buggy's, used to scout landing zones for the city ship. They have two men each, and they are armed with somewhat stronger sidearms. The buggy is armed with a military-grade machine gun. Mobility advantage by default. * An air shuttle-craft, used as a utility unit to carry supplies around, it has a crew of two men armed with the same sidearms the scout crew has. Has an energy cannon (energy weapons require a larger power source, and are ill choice for infantry weapons, being inferior to the bullet still). Default advantage is firepower. I will also prompt you to choose one of three technologies. There are three categories for all tech in the game: Offensive, defensive, and doctrine. Offensive deals with weapons and equipment designed to help you kill or remove things (demolition stuff is offensive, as is a rifle). The beginning techs are generic, and provide a small boost in early game intel (and by extension, early game unit designs). They do different things with different units. -Offensive- Infantry: Gain SMG's for the original squad. Can equip all designed units with SMG's from the beginning. SMG's are more powerful and longer ranged than pistols. Vehicle: Gain AP ammo for your MG. Does more damage to vehicles. Can engage the air unit and damage it. Shuttle: Gain a pair of (expendable) missiles. Explosive but does little to armoured units. -Defensive- Infantry: Gain light body armour for the original squad. All designed human units have the option of body armour. Vehicle: Uparmoured, becomes less vulnerable to the missiles from an aircraft. Air: Gains speed via evasive maneuvers. -Doctorine- Infantry: Gain "Ambush" for the original squad. This conceals them from sight and gain a damage bonus on the first shot they fire. All infantry designed afterwards gain the ability to train this skill. Vehicle: Gain the ability to overcharge engines, gaining speed. Air: Gain the ability to grab tech without leaving the ship. The whole purpose of the game is the ability to completely tool up your units to have what equipment, weapons, and skills you want them to have. The technologies mentioned all fall into a category, and interact with each other to unlock other features. For example, Advanced propellants by itself make aircraft faster, and metal density I gives you more advanced vehicle armour, but mix them and you unlock something similar to a modern depleted uranium cannon, for an odd example. To create these units, outside of the individual skermishes, you start at the base elements. I had originally thought it would be awesome to even go so far as create the weapons, but for abstraction I figured I'd cut that out. Basically, to create an infantry unit "card", I decide what its purpose is. A cheap "Soviet style" unit would have a rifle, but no other equipment or any special skills. Because the length of time to train is calculated via base + weapon difficulty + equipment difficulty + skill training, this guy would be something like 4 seconds to train; 2 for being infantry, plus 2 for a simple rifle. This caters to the "wave assault" style of play. From that idea you could create a variant armed with a cheap SMG, so they've higher firepower at shorter ranges vs the semi-automatic long ranged, powerful rifle the former had. Alternatively you could create more "line" infantry (2) by giving them a better weapon, a weaker but more complex assault rifle (3), medium armour (3), grenades (2), and a skill that allows them to ambush (2), and wait 12 seconds to get them. Extending the idea of creating units, I had the idea of being able to take these lesser parts and squad them up. Given a limit of five for example, you can team five of these guys into one unit to train at a time. The whole unit takes as long as the slowest training member. This said, a unit of five "Soviet" riflemen would take four, giving you five men in four seconds, vs the other of five in twelve (though they are more effective with more gear and skills). In addition, with a specialization doctrine, you could allow x men / squad (a percentage, say 20) to carry a separate weapon. With this, you could further enhance your (expensive) line infantry squad with an anti-tank specialist. I've yet to work out base mechanics completely so that's up in the air right now. Game play wise, I had considered having a very large, singular campaign map sort of like you see in the older total war games. As you move through a region you annex it into your control. This will give you something, unsure as to what yet. Now that I've rambled on enough (have I actually said anything? I'm unsure, I've never had to present an idea like this before), I think I'll take some time to let you all read through this, and give me the feed back you think I need to hear. Let me know if I need to clarify anything. This is my "long term" project; I have another smaller one I'm using to learn how Crystal Space and CEL can help me do the one above, only the small one involves cave men, because theres so few Meso/Neo/Chalcolithic RTS games out there! M.
  7. M Eversberg II

    How to come out with an idea

    Well, I'm a big fan of RTS games, and like someone said, they're becoming clones. I've been inspired and have formulated my own thoughts into a project that I'm hoping to at least make a working demo of in the near future. See about someone in the industry (Firaxis!) being interested enough to take it for themselves; maybe put some new blood into the industry. To be honest, I'm not even sure it could be classified as an RTS, given what RTS games are now; it's much more "broader paced", in that you could play small skirmishes on small maps or do the broader scoped portion of the campaign on a very, very large place indeed. Maybe I should put stuff up here at some point then? Would be nice for feedback. Would do it now, but I'm tired, and have to work some details out in tech trees, etc. Sleep is now, and thanks for the input. M.
  8. M Eversberg II

    How to come out with an idea

    I've this really interesting RTS concept I've been messing with for ages, but I have a problem. The thing is, I really don't want the idea to get ripped off, but I'd like to see what people think with it. How exactly do I protect my idea? That is, do I need to buy copyrights to it or something? I've never actually had to do this before. M.
  9. M Eversberg II

    Crystal Space 3D

    Quote:Original post by PCN Oh crap! I meant CEL, not Crystal Core. My bad! I think I was rushing that day I was responding. Yeah I asked at the forums and they said to use CEL. I am wondering, since you have some experience, if you would be free to join a project in the near future? M.
  10. M Eversberg II

    Study Major Q: Comp Sci vs Comp Prog

    Quote:Original post by smc IT is not a bad switch from a pure CS track. I know a few people who did not want to go through the physics and math, so they switched over to the IT track. I suggested you stick it out a little longer because I perceived your post as a little unsure of what to do. It looks like you made up you mind some time before this post. Good Luck. Thanks for the good luck. I changed over today. I think, with the Business additions to this, it might be a good switch. I'm a natural leader type and I sort of want to lead projects in the future. Also, I can still take algorithm analysis classes as a comp prog major. M.
  11. M Eversberg II

    Study Major Q: Comp Sci vs Comp Prog

    Quote:Original post by Vorpy "Computer Science is no more about computers than astronomy is about telescopes" - Edsger Dijkstra Computer science is the abstract mathematical part. You can use a telescope without being an astronomer, but an astronomer probably has a deeper understanding of what you can see in it. True enough. Well, later today I finalize my changes. I really do think this is the best move for me at this time. I'm not going to neglect the math, and I will still take up through calc eventually, but with the way things are here right now I think it's best I get practical skills backed by paper. I do agree with learning skills on the job but the decent to work for companies around here aren't going to look at you if you claim to have the skill -- too risky a venture. M.
  12. M Eversberg II

    Study Major Q: Comp Sci vs Comp Prog

    Quote:Original post by Telastyn 2 points: 1. "In the future" is dangerous when considering something as time consuming as a degree. It's difficult even without a job, a significant other, kids, bills... and the added recreation needed to keep you sane in the face of all that. 2. Beware of the 'quick turn-around' courses. College is not a trade school. You're paying to learn stuff that will last you the rest of your life. Current technology is going to be gone in a few years at the most. Don't waste your time and money learning stuff you can just as easily learn on your own or on the job. Learn the maths, algorithms, physics... Stuff that will serve you for all your days and will be significantly harder to learn without the benefit of schooling. Physics is going to be my science focus. I figure, of any physical science, it would serve me better than bio or chem. M.
  13. M Eversberg II

    Crystal Space 3D

    Quote:Original post by Ravuya Moving to Alternative Game Libraries. Good call. Forgot we had it until after I posted. [quote-"PNC"]Crystal core handles 'Behaviors' and other things such as a 'Quest Manager' and easily changing camera view form 3rd person to 1st and etc. It just has some really handy stuff for making games. Also, the forum is not dead, just not booming like it is here. You will get responses from questions and what-not.[/quote] Good to know. I'll check the site in a bit and read further into it. I figure it shouldn't be "too" hard to make an RTS (difficult, yes.); camera move to be "overhead" is the first thing I'll likely mess with, and I'm assuming CS3D has HUD controls I could use to make the interface. M.
  14. M Eversberg II

    Study Major Q: Comp Sci vs Comp Prog

    I may eventually undergo a CS degree attempt in the future. The math will more than likely be my electives. Another thing that has helped me decide to switch is the courses like introduction to databases, LAN administration, , and System Analysis and Design; skills I can turn around more quickly. I have a military base near by, and it attracts companies like BAE (office up the street), General Dynamics (between me and said BAE), Northrup Grummin (about 1 min away from Gen. Dynamics), and numerous other companies. I know employees and people in said companies and I may be able to land a job with them to help with my next level of studies (St. Mary's College is 30 mins from my house, and it is apparently a 'good' school). Internships with these could also help. M.
  15. M Eversberg II

    Study Major Q: Comp Sci vs Comp Prog

    Quote:Original post by Spodi Those looking at your resumes will also take what school you went to way too much into consideration. If you went to a school that cost a total of $100,000, they'll assume that you got a lot better of an education than if it cost $50,000, even if the classes and teachers were the exact same and you did equally as well. Its like if your completely computer-illiterate mom went to buy a new computer, she'd just assume the more expensive one is better. Usually is, but not always, and not always better in the way you intend. Agreed. I'm only going to this community college because it's close to my house, and my grant money pays for everything. Figure it would be good for my associates in the least. M.
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