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Buildings to Populate Demo Map

by Nate "Nateholio" Watson · 12/28/2006 (6:20 pm) · 3 comments

This week Ive been modelling buildings to populate the demo map. I've started with the important ones such as power plants, communications offices, factories, etc. Theres lots still left to "build" for the demo, and I think that having a map with lots of different buildings and objects to blow up (depending on your affiliation of course) will make up for having not-so-hot graphics. That along with a few other things I hope to add should make up for the lack of high poly and amazingly textured models. If anyone is curious why Im not using many textures, or at least professional looking ones, is that my 2D art skills on the computer are really horrid. Im actually a really good artist with real brushes and such, but I havent been able to do very well using computers.

Along with building structures, Ive been coding the system of interdependencies between buildings and other structures. For example, if a power transmission line to a distant town gets blown up, that town will be without power, making it easier to attack. The way this works is that each structure/substructure has information defining what and how much it consumes and produces. Each structure also contains brief into about its function so the engine can handle it properly. With this said, its not necessary for a structure to have a specific supplier of an item it needs because several switches exist that let the engine pick from several sources depending on various rules.

Im sure this as vague, but I don't want to go into a long boring explanation of it here.

Why worry about all these dependencies and stuff you may ask? Well Im not making some FPS - those lose my interest pretty fast - I'm making a multiplayer combat sim. I want every object in the game to allow the players to interact with it somehow and cause other events to trigger depending on the object and interaction made with it.

#1
12/29/2006 (6:38 am)
So is the game in first person view? I have to agree there's plenty of fps that I've played through out the years and played for less then a month, but there have also been many that have locked my interest in for a long time (I think a big factor in long time playability comes from how many friends you have playing a game as well)
But your game sounds interesting from what I can gather of it, the more realistic a game has been the more I've enjoyed it (with the exception of doom and doom2 but there wasn't anything else around at the time) So for instance I had Doom3 and Quake 4 and stopped playing those both fairly quick multiplayer wise. But BF2 (which was still of course far from realistic but closer) I played for months and months. So I can't wait to see this.
Same went for RTS games for me, ever play the close combat series they put a lot of effort into making those realistic and man was it enjoyable the strategy aspect was huge.
Good luck with this.
#2
12/29/2006 (5:55 pm)
Yes its a first person view, but not FPS - for example, you dont move around at 1048576 MPH while running on foot, have powerups, use 9 clips to kill an enemy, etc. Movements such as strafing are gimped compared to a FPS, which pretty much have you strafe at full running speed pulling off headshots, even though a real strafe is fairly slow and not exactly the best movement to be shooting accurately while doing. Theres a lot of one hit one kill or seriously hurt/damage players - no more unloading a clip on a guy to kill him, or shooting an entire arsenal of rockets at a tank to destroy it. With that said however, you still have to hit the right places to make a kill.
#3
12/30/2006 (11:43 am)
Just a screenshot at my mad texturing skills, lol....



So think I can get by with primitive textures such as this?

Sidenote....you old telecom guys should see the "easter egg" in the pic :) All hail the mighty _____!