This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Hot_Dog
Pages: 1 ... 182 183 [184] 185 186 ... 194
2746
« on: March 01, 2010, 07:17:35 pm »
So then air unit will be able to fly over these areas right? That's right. You can also teleport to said island if you have a Transformation Gateway/Operation Center set up on the island. This is another reason that we have the Scouter-mining-resources option for players: if the teleportation building gets destroyed, the player could be stuck on the island if he doesn't have enough money to build another teleportation building.
2747
« on: March 01, 2010, 01:41:41 am »
Cooliojazz and Silver Shadow, feel free to add the "S.A.D. development team" userbar to your signatures. It's not required, but if you want to add it, be my guest.
2748
« on: March 01, 2010, 12:56:32 am »
* DJ Omnimaga wonders if there will be units that can only go on water like in Warcraft II That's not a bad idea, maybe if there's an expansion or something.
2749
« on: March 01, 2010, 12:07:55 am »
Oooooh that sounds awesome! So will there be watter between islands? Or is it a space island? 
Sometimes water, sometimes cracks/chasms, sometimes lava, sometimes space, and whatever else a particular terrain might provide as uncrossable terrain. On some maps, this could even be an area blocked by walls.
2750
« on: February 28, 2010, 10:22:29 pm »
Pictures for Silver Shadow
2751
« on: February 28, 2010, 09:45:49 pm »
S.A.D. will have some island maps, which further stresses the importance of a Scouter's Jet Pack ability. However, maps will not have heighted terrain.
2752
« on: February 27, 2010, 02:00:03 pm »
The N64 had a 98 Mhz processor, so there's always the possiblity of 3d games. Leave it to calc84maniac
2753
« on: February 26, 2010, 10:26:53 pm »
Timeline: 2104 (5 AL)
With Louis's invention of the Falcon (the primitive form of the Reclauda), and with everyone fully recovered from World War IV, money is poured into the space program. With additional support from the Ptaloids, the Earth Space Exploration (ESEO) is formed. Several hundreds of Falcons are built to explore space and to use it to better improve the knowledge and life of mankind. Relationships with the Ptaloids are further strengthed with the technology of lightspeed, as the distance between Earth and Coronas was shortened from several days to mere hours.
With all these drastic and life-changing moments, the importance of the accomplishment of lightspeed could not be overstated. It was this year that Earth first coined AL ("After Lightspeed") as a year counter.
--------------------------
I need to take the time to point out that, as you notice, there's a lot of terms yet to define, such as the Ptaloids. They will definitely be described, but since I'm only posting on this topic once a week, it will take time.
2754
« on: February 22, 2010, 08:24:29 pm »
Star Trek: Armada. I have not seen any good maps, but the mods I've seen kick tail, and there's a big mod still being worked on that a lot of people are looking forward to.
2755
« on: February 21, 2010, 09:27:24 pm »
I'm sure I'll end up printing this manual out. Which reminds me, I'll have a few pages in the manual that I'll recommend EVERYBODY print, listing hotkeys and other quick reference information
2756
« on: February 21, 2010, 07:28:22 pm »
What I'll end up doing is providing a list at the beginning of the manual, describing each of the sections and who should read it. For instance, there will be a "Units: Quick Start" section and a Standard Units section, and in the list, I'll say that the Quick Start is for those who want to play without trying to understand everything (or need a quick reference to refer to), and the Units section is for those who want the details.
There's going to be about 9-12 sections in the manual, so those who don't read this list will most likely end up reading more than they want to.
2757
« on: February 21, 2010, 12:57:07 pm »
@DJ Good point. I should probably include a "quick start" for those who want just the game and not the history.
2758
« on: February 21, 2010, 05:30:40 am »
Lacking anything else to work on, I started the S.A.D. manual. I can safely say that it sure is a lot of fun designing reasons that the vessels do what they do, as well as writing the history for them. You'll find there's a little bit more history for each vessel than the Starcraft manual provides, although it's probably because I have only nine vessels and the Starcraft manual had to shorten information for many, many more units.
2759
« on: February 21, 2010, 02:05:25 am »
I guess it will be easier to deal with square tiles, right, tho? Exactly. In addition, it makes it easier for people who can't do isometric to create their own tilesets, and it allows for bigger maps in the same amount of space. Also, it improves the pathfinding. Sadly, I can't make everything top-down for graphical reasons, but in the manual, I'll have tips for creating tiles in this perspective, since all the tilesets should show consistency with each other. It does not take a lot of work to transform tiles from top-down to this perspective.
2760
« on: February 21, 2010, 01:13:36 am »
Silver Shadow, I'm considering changing the perspective for the maps. They may not be isometric, but they would still have a perspective rather than a top-down look if they are not isometric. If you could take a look at this picture and tell me if you can do sprites in this perspective, that would be helpful.
Pages: 1 ... 182 183 [184] 185 186 ... 194
|