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Chris Donovan



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5th September, 2012 at 05/09/2012 06:18:04 -

Great stuff!

I get how the flamethrower works. Thanks for the details.

I think the tree looks good. It fits the style of the game and looks like it's supposed to.

The broken bricks work. They don't look flat and uniform.

Keep up the good work.

 
Send me feedback on my latest game, It Never Ends.


http://www.misterdonovan.com/it-never-ends/info/

Sketchy

Cornwall UK

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6th September, 2012 at 06/09/2012 14:41:28 -

I can definitely see the "Close Combat" influence there. The style is very similar - the scale is just a little smaller (more zoomed-in).

From a gameplay point of view, I'd be worried that the level of micro-management required is far too great, considering the number of units under the player's control.
For example, I see that there are weapons which can be picked up - but noone is going to want to micro-manage the equipment of each of twenty soldiers (the small boost in firepower wouldn't be worth the immense tedium).
If the player only had a handful of units (like in "Commandos: Behind Enemy Lines"), then fine - it would be good to be able to switch weapons etc. But when they have a lot of units under their control, and there isn't sophisticated AI and pathfinding (so you can't trust your units to act intelligently without your direct supervision), that pretty much negates the possibility of any real strategy, and you're likely to end up with something more along the lines of "Cannon Fodder".
I can easily imagine a scenario where you have one guy with a flamethrower, and a bunch of others with rifles. You either spend all you time dealing with just the rifles or just the flamethrower, and ignoring the other(s) - or you try and use both together, and your flamethrower ends up torching all his buddies.

 
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hapsi



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6th September, 2012 at 06/09/2012 19:15:11 -


Originally Posted by Sketchy
I can definitely see the "Close Combat" influence there. The style is very similar - the scale is just a little smaller (more zoomed-in).

From a gameplay point of view, I'd be worried that the level of micro-management required is far too great, considering the number of units under the player's control.
For example, I see that there are weapons which can be picked up - but noone is going to want to micro-manage the equipment of each of twenty soldiers (the small boost in firepower wouldn't be worth the immense tedium).
If the player only had a handful of units (like in "Commandos: Behind Enemy Lines"), then fine - it would be good to be able to switch weapons etc. But when they have a lot of units under their control, and there isn't sophisticated AI and pathfinding (so you can't trust your units to act intelligently without your direct supervision), that pretty much negates the possibility of any real strategy, and you're likely to end up with something more along the lines of "Cannon Fodder".
I can easily imagine a scenario where you have one guy with a flamethrower, and a bunch of others with rifles. You either spend all you time dealing with just the rifles or just the flamethrower, and ignoring the other(s) - or you try and use both together, and your flamethrower ends up torching all his buddies.



You have misunderstood the gameplay here (maybe it's my fault cause in screenshots there are like a platoon of npc's.. just testing the limits ). The only thing an npc friendly (if set to obey you), can do is either follow the player, or move to a direction you are holding with your mouse right(they have a waypoint system but that's not the point). If in follow status, they will prone and run if you do.

In final game i have planned that there is a little special unit, a few guys thrown in the middle of enemy territory. In sandbox beta you can create as many friendly units as mmf2 allows.

In result player is the key here. Friendly npc's might do a devastating damage (as will the enemy), but the player settles the ensemble. I.e. Send your friends to the enemy before yourself.

 
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hapsi



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6th September, 2012 at 06/09/2012 19:22:22 -

..and i'll have to add that the gameplay in final game will be pretty free: Choose to sneak around and knife everyone or take MG42, grenades and start blasting. All the mayhem you see in the screenshots isn't necessary.

 
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hapsi



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18th September, 2012 at 18/09/2012 20:44:38 -

Edit2: Updated the pictures. Flames are different, react to wind direction and speed, and fire spreads.

Now that i have had some free time, i made the flamethrower and the ability to burn everything that can be burnt done. Some bug fixes and adjustments since it seems that a flamethrower when i made it as realistic i could, seem too overwhelming.

Killed a squad of enemies. They start running around randomly when "in fire" -ratio is high enough. The flamer uses 32 directions only but it doesn't matter since the flame itself is pretty large. All bullet shooting guns use 360° with weapon related accuracy though.
Image

I made burning wood made buildings down possible. Great for smoking enemies out of buildings.
Image

After fire:
Image

The flamer is Flammenwerfer 41, a real german weapon of ww2 produced at 1941.

Any feedback from graphical, and any other aspect of the game.

Btw.. i need a royalty free screaming sound for enemies that run in pain when in in fire. Any sources?

I have this flat green golf field terrain. Any advice how to get it little(just a little) mountanious like in Total Annihilation's 2d maps:
Image

-------------------------------

Sandbox 1942 released:
Check my downloads page

Edited by hapsi

 
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Codemonster

Administrator
Klik & Play Expert

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I am an April Fool
24th September, 2012 at 24/09/2012 05:31:13 -

I have an idea:

Step one:
Put the grass texture onto a flat plane in a 3d program (most free ones will do)

Step two:
Modify the plane, add some bumps and ridges,

Step three:
Render an image from the top

Step four:
Some changes to the edges of the image will likely be needed (unless you are very very careful and can get a great render)

Edited by an Administrator

 
--
Jesse J

hapsi



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24th September, 2012 at 24/09/2012 08:59:28 -

I had the same idea.. the idea crushed down when the stupid fucking program didn't use the light map i made(height map it accepted). Also the program should have a "look at a direct top down view from every pixel" -option.

Maybe there is a way in photoshop to twist the texture. I mean more advanced than scale/rotate/etc.

Edited by hapsi

 
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Sketchy

Cornwall UK

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26th September, 2012 at 26/09/2012 13:44:34 -

Do you really need to deform the texture? If you have a lightmap already, can't you just give that a soft light shader effect (either in MMF2 or Photoshop)?

 
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hapsi



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26th September, 2012 at 26/09/2012 17:16:07 -

With only a lightmap it doesn't curve the texture as it should. That way i have tested with photoshop, and it doesn't look "hilly".

 
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Chris Donovan



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26th September, 2012 at 26/09/2012 18:42:41 -

It's hard to believe, but the flames look even better. As far as royalty free screams go, by a good mic, and drop a weight on your foot!

 
Send me feedback on my latest game, It Never Ends.


http://www.misterdonovan.com/it-never-ends/info/

hapsi



Registered
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27th September, 2012 at 27/09/2012 19:35:39 -

I thing i wont need the sound that bad

 
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hapsi



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28th September, 2012 at 28/09/2012 15:02:45 -

I was thinking about adding something in the project.

What would you think if in some point of the game you'd find a secret nazi superweapon/vehicle? The technology for them would have came from a crashed ufo, or from a nazi time machine. And i have planned a mission where you are in the middle of a nazi biology studying center (human studies) and all the sudden the dead "customers" would wake up as zombies or hostile mutants.. the virus that made it happen came from the crashed ufo/from the future. A little like in Far Cry 1 or Crysis(first normal ww2-wargame, then scifi-ww2-wargame).

Is that something you wouldn't want to see in a war game?



Image

Flak cannon
Image


 
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Chloe Sagal

under the influence of FUN

Registered
  19/02/2009
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Orange
29th September, 2012 at 29/09/2012 02:15:28 -


Originally Posted by hapsi

I have this flat green golf field terrain. Any advice how to get it little(just a little) mountanious like in Total Annihilation's 2d maps:
Image



I wrote a tutorial, just for you

http://www.create-games.com/forum_post.asp?id=296083

 
Patreon: http://www.patreon.com/chloesagal
Twitter: https://twitter.com/ChloeSagal

hapsi



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29th September, 2012 at 29/09/2012 11:09:23 -

It is a good tutorial thank you.. let's see what i come up with.

 
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hapsi



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4th October, 2012 at 04/10/2012 09:44:09 -


Originally Posted by Chris Donovan
It's hard to believe, but the flames look even better. As far as royalty free screams go, by a good mic, and drop a weight on your foot!


Found a good "royalty free" sound but i think it might be actually from command & conuquer 1, witch would make it not royalty free: http://www.flashkit.com/soundfx/People/Screams/Man_scre-feetu-7985/index.php

 
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