Resource Collection
by mb · 06/24/2007 (1:20 pm) · 8 comments
It seems everytime I try to get a team up to make a game they talk about 'cool new features' or 'new gameplay', etc, etc... I'm usually the one to say: "That's cool but, can't we just start simple and then add new 'cool' stuff later? I mean how many games have you made... or finished... ever?" That usually doesn't go over well, because the answer is always "none" and well the truth hurts I guess. I really don't use those exact words, it's more like: "Why don't we just make something simple and finish it, then add to it...", but beleive me I'd love to. =)
Anyways before I ramble on... the so-called 'new gameplay' this time around was an FPS with some sort of resource gathering like in most RTS games. The idea is that there are resources set around the mission area. The player can hold a certain amount of those resources (energy/metal, etc...). When a player is in the area that contains resources he can gather/store them. After filling up with the max amount he can then transfer those resources into a car/truck which can store even more resources. One car stores energy, and another one stores the metal. After a few trips back and forth from the resource area to the car the cars max energy or metal is filled up. Then the player can drive the car/truck to a silo and unload those resources which update the teams resources. The team can then make use of those resources. Maybe energy is used when driving vehicles, or energy weapons deplete the teams stored energy when fired. Maybe the team can build weapons using the metal like turrents, or ammo... etc..
Anyways I finally got of my lazy butt this weekend and implemented this... so it's coded and it's working and I'm happy and maybe my team will start working on something now? :) Happy early 4th of July, my b-day is next week so don't forget to send my presents! ;)
Anyways before I ramble on... the so-called 'new gameplay' this time around was an FPS with some sort of resource gathering like in most RTS games. The idea is that there are resources set around the mission area. The player can hold a certain amount of those resources (energy/metal, etc...). When a player is in the area that contains resources he can gather/store them. After filling up with the max amount he can then transfer those resources into a car/truck which can store even more resources. One car stores energy, and another one stores the metal. After a few trips back and forth from the resource area to the car the cars max energy or metal is filled up. Then the player can drive the car/truck to a silo and unload those resources which update the teams resources. The team can then make use of those resources. Maybe energy is used when driving vehicles, or energy weapons deplete the teams stored energy when fired. Maybe the team can build weapons using the metal like turrents, or ammo... etc..
Anyways I finally got of my lazy butt this weekend and implemented this... so it's coded and it's working and I'm happy and maybe my team will start working on something now? :) Happy early 4th of July, my b-day is next week so don't forget to send my presents! ;)
About the author
#2
keep up...
Cheers
06/24/2007 (3:00 pm)
woa.. that was complicated hehehee... so you are finally ready to do something ? if so .. thats great ...keep up...
Cheers
#3
06/24/2007 (3:00 pm)
This sounds similar to Savage: The Battle for Newerth. I played that game for awhile shortly after its release many years ago (looking at the site the game has changed drastically and appears to be free). The combination of RTS and FPS elements was fun. Congrats on the progress on your game. It should be interesting to see what else you and your team come up with.
#4
btw: that Savage game looks nice. I could see myself playing it and not working on my own game like I usually do, haha.
06/24/2007 (9:27 pm)
Thanks all.btw: that Savage game looks nice. I could see myself playing it and not working on my own game like I usually do, haha.
#5
06/24/2007 (10:42 pm)
That does sound interesting; I for one sometimes wish there was more...depth to FPSs. That might add it. OTOH I imagine that "depth" could also put off many traditional FPS players, who just want a simple shoot-em-up experience.
#6
We were very, very taken aback when we watched. Maybe it's just a coincidence, but damn, this level looks like it was made using Torque textures, terrain, and AFX.
Anyone want to weigh in?
Btw, love the concept mb, and happy early b-day. ZSB will try to remember to get you a gift =)
06/25/2007 (6:33 am)
Since it was mentioned, a co-worker and I decided to check up on the status of Savage 2. The main site offers a link to a new user-created video: Video Download LinkWe were very, very taken aback when we watched. Maybe it's just a coincidence, but damn, this level looks like it was made using Torque textures, terrain, and AFX.
Anyone want to weigh in?
Btw, love the concept mb, and happy early b-day. ZSB will try to remember to get you a gift =)
#7
06/25/2007 (3:16 pm)
Wow, that does look like torque, and afx, who knows...
#8
Thanks for the LW help mb.
01/04/2008 (11:30 am)
Couldn't agree more. Start simple. Iterate. Iterate. Iterate.Thanks for the LW help mb.

Torque 3D Owner Peter Simard
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