Remix Escalation Suggestion
#5201 Guest_Tomeister_*
Posted 09 November 2012 - 07:40 AM
#5202
Posted 09 November 2012 - 04:33 PM
#5203
Posted 13 November 2012 - 07:33 PM
anyway take your time,and deliever us an (more) awesome mod
Edited by Thats me!, 13 November 2012 - 07:33 PM.
#5204
Posted 14 November 2012 - 07:12 PM
#5205
Posted 16 November 2012 - 04:54 PM
Get to work fast Boy) christmas coming hahaha>)I just can't wait for this next week to be over. I'm sick of all my final projects and would like to get back to Remix in full force. Next Wednesday. Everything is done by then, and I have NOTHING else. Remix shall get a good kick then!
Edited by SEX^^PAWELPM7, 16 November 2012 - 04:55 PM.
#5206
Posted 20 December 2012 - 09:53 PM
#5207
Posted 20 December 2012 - 11:11 PM
Actually, this is giving me an excuse to post. I like posting messages.
Superweapons general now has a railgun tank, defense and heavy defense, as well as a new generals power (kinda like artillery barrage). I THINK she's got all that I planned to include now, except the new units/weapons don't have models or nice looking particle effects. I'm planning on really dealing with those next week. For now I'm just trying to get the code in.
I set up flame general so that the fire weapons work in such a way that I can add another flame upgrade (so you have regular fire, black napalm, and nova fire). I'm having a little trouble with him because inferno cannons aren't causing the damage they should be (the shell just vanishes and doesn't do damage) and historic weapons aren't working at all (so firing a group of inferno cannons at a single point isn't creating a firestorm like it should). I also need to make it so his flamethrower weapons have a new texture/particle effect with the new fire. Again, dealing with that next week.
So at this moment, I'm trying to figure out what I'm supposed to be doing. Basically building a "to-do" list for myself so I know what I want done by when and what specifically that entails. I'm going to finish Superweapons short of importing models, textures and finalizing particle effects this weekend. Next week I'm going to start by building the models and particle effects for Superweapons. When that is finished, I'm going to move on to Flame general, creating his new particle effects and figuring out why things aren't working. I'm thinking that Flame general is going to take me until the end of the year to "finish." That said, everything should be done by the end of the year content wise. However, I think I'm going to have to push releasing something back (which, by the way, I also need to talk to Pend about how I'd go about that) by a week or two so that I can do an initial wave of balancing and get some semblance of an AI for at least one general for people to play against.
With something out in the open, I'll encourage people to tell me whenever there's a crash so I can quickly fix it, or talk about any balance concerns they have. In addition, after that, I'm going to aim for releasing small content patches about every two months. I feel kind of bad because I'm approaching mod releases completely different than Creator (his team really aims for polish with their mod, and I just don't have the time to give so much detail in a quick manner). I don't like releasing half done stuff, but the mod in its current state is half done, and at least what I've done is made what does exist more stable and balanced. Plus, I don't have a team, so I can't pump out the sheer amount of content (models, effects, ai, balance tweaks etc) that the Contra team can. So the way I want to go about it is to "finish" a general every two months. That general will be balanced among all the other generals that exist, and every general will slowly get access to a set of tech choices, tech trees or a specialization to choose some time during the game. As I finish each general I will also try to add AI to them, so that the number of people you can play against increases.
So as a summary: Goal is to "finish" what I have by the end of the year. Over the following two weeks, I'll balance and bug test to make everything look and run nice (well, nice enough), and hope to release something a couple weeks into January. After that, I'll try and release a new general every two months. I know for a fact that Robots general is going to take longer (probably 4 months), and I think I'm starting with him, so the first patch may take a lot longer to get out, especially since I'll be starting classes again. Any questions?
#5208
Posted 21 December 2012 - 09:39 AM
#5209
Posted 21 December 2012 - 03:53 PM
#5210
Posted 26 December 2012 - 11:20 PM
~~~Rubs hands together and waits for January~~~
P.S. Oh, and will the Oni Bomber be getting it's own model?
Edited by Caixos, 26 December 2012 - 11:22 PM.
#5211
Posted 27 December 2012 - 09:01 PM
#5212
Posted 27 December 2012 - 09:48 PM
#5213
Posted 01 January 2013 - 06:43 AM
#5214
Posted 01 January 2013 - 07:25 AM
#5215
Posted 01 January 2013 - 12:13 PM
#5216
Posted 04 January 2013 - 04:52 AM
It would be feasible for the Nuke General to have a powerful beam weapon unit, not a steady beam but more one sudden large burst. After all, Chinese C&C tech in part focuses around Electro Magnetics and Nuclear Energy, it would be hypothetically possible to use a very potent EM field to contain and direct the energies of a small scale nuclear explosion......if handled right.
Something like that would be very powerful (Directed energy of a nuclear bomb and all) but also unstable, given if there was a hiccup in the containment field the entire mechanism would explode rather violently.
#5217
Posted 04 January 2013 - 07:26 PM
However, I do plan to go over every general over the course of the next year (or two), and so I'll be sure to discuss plans for Nuke general once I make some. Right now, once this release is out, I want to go over Flame and Superweapons again just to make sure they're relatively clean and functional, and try to add in more variation to what's already there (so, for example, add more units/buildings to Superweapons' Defensive specialization).
#5218
Posted 25 January 2013 - 08:14 PM
I have a suggestion: get a mod team.
Seriously though, mods are so much easier to make when you have a group!
I'm not sayin I can help- in a newbie modder, but I know there are loads of people who would really like to help:)
#5219
Posted 25 January 2013 - 11:22 PM
I know they're easier with a group. I think the problem is I'm useless at delegating and like to get my hands on everything.
As for news, I've actually fallen behind again. The new school semester hit me with a lot more work than usual, and I'm still trying to organize everything I want to do so I have time for it all. Also, I haven't heard back from Pend about putting the mod on moddb...so I'm not sure how that's going to work out.
#5220
Posted 28 January 2013 - 05:37 PM
Do your best:)
Hey, just wondering, but maybe you should re add the engineer to the suprweapons defense?
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