If you have any more suggestions please share them; you seem to have good ideas as well as being prolific (which is great).
-snip-
Well, I always seem to have so much time on my hands that I can never seem to feel (I can never motivate myself to practise the stuff I know i.e. Java/guitar) and thinking up ideas for games / mods is always brilliant fun when the imagination is the limit, so I will keep in mind to post any ideas I do have. One suggestion I do have, though, involves the
Quote from Original Post »
<Something about skill minigames>
Don't make it too novelty, I hated making the food to make your Pokemon happier (Poffins?) in Pokemon Pearl simply because the minigame got tedious after a few times. I can recognise it is difficult to have something feature - rich that isn't repetitive, but in my experience, making it fun but fairly quick is always the way to go. It means players are less likely to get bored making their potions or their brews, and will play it for longer. As a result, players have less negative things to tell their friends when they talk about your mod (and more potential "customers"). Of course, this is generally only something that happens in big company games, so I doubt you and your team will have any problems.
Also, even though I am not motivated to practise Java, I do sometimes feel the need to learn more, and I was wondering if you had anywhere you could direct me to in order to learn more!
Thanks for the reply, it feels good getting a reply from modders who aren't too "busy" to say thanks for the feedback. I will keep you posted on any ideas I get!
Sorry to bother you, but I am starting to make mods, and I want to know, how do you make other dimensions and portals leading to them, and how do you make stuff spawn naturally, like trees?
Sorry to bother you, but I am starting to make mods, and I want to know, how do you make other dimensions and portals leading to them, and how do you make stuff spawn naturally, like trees?
It's a bit too complicated for me to explain to you here, go check out the tutorials section of the forums, you'll probably be able to find something there.
im not going to lie, unless you get a LOT more coders and workers, you will not finish within a year from now.
Otherwise, idea is unimaginably awesome
Well from my past observation and experience large mod teams tend to die and don't usually get much completed. Granted, the progress isn't fast but at least it's getting done. We actually have a lot of content completed it's just we haven't released a version yet because we want to be able to release a chunky (first) Alpha version. Also I'm not in any particular rush and I think I said in the OP that this mod will pretty much never be finished because we'll be constantly adding things, imagine each version as an expansion to the completed mod instead of an update to a WIP.
Creating the Flamebreather proved to be a bit more of a challenge then originally anticipated (surprise surprise) so we were not able to completely finish the last 3 gun formulas today. I can however comfortably guess that they should definitely be done by next week. We did however make some decent progress on the Flamebreather, which is the most complicated weapon in the game so far, and its progress has been moved to 50%. When making this gun we've run into some issues with the current description of the Flamebreather so expect it to change sometime soon.
For clarification, here are the only (base) gun firing formulas we need along with their completion percentage:
Flamethrower Type [50%]
Rocket Launcher Type [0%]
Grenade Launcher/Mortar Type [0%]
There will be a new "ammo" added following the completion of the Flamebreather. Right now it's things like oil; stuff the Flamebreather uses to function. The fuel has uses (like a tool would have) a burn rate, and a damage variable as of now. The flamebreather itself controls the spread (cone) of fire and will be adjustable in the future.
Swords have been completed:
Blood Stone Sword [100%]
Vulfram Sword [100%]
Aurum Sword [100%]
Oombra Ferrum Sword [100%]
Ferrum Sword [100%]
More Ferrum tools have been added:
Hatchet [100%]
Spade [100%]
More Oombra Ferrum tools have been added:
Hatchet [100%]
Spade [100%]
More Aurum tools have been added:
Pickaxe [100%]
Hatchet [100%]
Spade [100%]
More Vulfram tools have been added:
Hatchet [100%]
Spade [100%]
More Bloodstone tools have been added:
Hatchet [100%]
Spade [100%]
The Gutpuncher has been changed to its appropriate 16x16 image:
The Shell has been changed to its appropriate 16x16 image:
The Explosive Bullet has been changed to its appropriate 16x16 image:
The Fire Bullet has been changed to its appropriate 16x16 image:
This mod's supporting company has been switched to NGM from Knightly Gaming.
Hopefully by the end of next week, me and Dillo will be able to post a video on youtube show casing all the different types of weapons and the rest of the thing's we've added to the game since the last video update.
Wow, the flamebreather sounds like it is coming along nicely, and I am excited to see the next update video. I am curious to know, was any progress made in terms of levelling or is the current focus on weapons? You guys are doing a great job so far, and I agree on the point that larger teams do tend to die out or get less done if it is large from the start. Good work so far, can wait to see more!
Had an idea! It is not incredibly detailed as of yet, but it is something. Most people who have played Fallout 3 will remember the Cult of the Atom in Megaton, and the crazy preacher at the bomb. How about having some sort of irradiated cult, with specific enemies such as irradiated brutes and monks and the like. Perhaps there could also be randomly spawning chapels, or even the ability to discover the secrets of the powers the priests had tapped into?
The mobs that could spawn could range between friendly priests who will preach to you or hint at the location of one of the chapels, or hostile brutes affected by the radiation that are 1.5 - 2 x the size of the player, and relied on brute force. There could also be Church Enforcers who were basically the most powerful force the Wastelands had, they could be normal human mobs that have low- to medium-strength weaponry and are capable of semi-strategic combat behaviour such as hiding behind walls or something like that.
I think I switched between past- and future- tense at least three times in that paragraph :S Will try think up more for this idea and turn it into a proper one sometime tonight or tomorrow. It could be an interesting part of lore for the Wastelands, methinks.
You slam into the ground with a heavy thud, shot out of the portal a few metres from where you came in. You feel the world moving around you, spinning as your eyes slowly fade to black and you pass out from the heavy collision. You glimpse a barren waste, with nothing in sight for miles, just an endless waste, and your vision slowly fades to nothingness.
You awaken to the moon glowing softly and a cold breeze sweeping over you. Your portal to this strange new land has gone out, and you begin to feel alone in the chill. You are surrounded by fog, your visibility limited to about 40 metres, and you begin to feel afraid. You draw your weapon, a scratched iron sword, and with a torch in the other hand, you approach the wall of fog. You travel through the fog for what feels like hours, noises of the night torturing you in this endless void, then the thick fog clears around you. The sounds of distant machinery and shouting can be heard, and as the fog rolls back some sort of roaring beast approaches you. You worry, as you have never seen anything like it, and you are even more taken aback by the men who approach you from inside the twisted metal creature. They hold big chunks of metal in there hands, pointing at you as if they were a bow, and all have emblems inscribed into their rough iron armour with symbols you do not recognise. One of the men walks up to you, and you attempt to attack him when a flash and a crack come from one of the metal lumps, and you fall to the ground, blood seeping from your knee.
All you remember is being thrown into the twisted metal creature, then nothing. Nothing at all.
Had an idea! It is not incredibly detailed as of yet, but it is something. Most people who have played Fallout 3 will remember the Cult of the Atom in Megaton, and the crazy preacher at the bomb. How about having some sort of irradiated cult, with specific enemies such as irradiated brutes and monks and the like. Perhaps there could also be randomly spawning chapels, or even the ability to discover the secrets of the powers the priests had tapped into?
The mobs that could spawn could range between friendly priests who will preach to you or hint at the location of one of the chapels, or hostile brutes affected by the radiation that are 1.5 - 2 x the size of the player, and relied on brute force. There could also be Church Enforcers who were basically the most powerful force the Wastelands had, they could be normal human mobs that have low- to medium-strength weaponry and are capable of semi-strategic combat behaviour such as hiding behind walls or something like that.
I think I switched between past- and future- tense at least three times in that paragraph :S Will try think up more for this idea and turn it into a proper one sometime tonight or tomorrow. It could be an interesting part of lore for the Wastelands, methinks.
You slam into the ground with a heavy thud, shot out of the portal a few metres from where you came in. You feel the world moving around you, spinning as your eyes slowly fade to black and you pass out from the heavy collision. You glimpse a barren waste, with nothing in sight for miles, just an endless waste, and your vision slowly fades to nothingness.
You awaken to the moon glowing softly and a cold breeze sweeping over you. Your portal to this strange new land has gone out, and you begin to feel alone in the chill. You are surrounded by fog, your visibility limited to about 40 metres, and you begin to feel afraid. You draw your weapon, a scratched iron sword, and with a torch in the other hand, you approach the wall of fog. You travel through the fog for what feels like hours, noises of the night torturing you in this endless void, then the thick fog clears around you. The sounds of distant machinery and shouting can be heard, and as the fog rolls back some sort of roaring beast approaches you. You worry, as you have never seen anything like it, and you are even more taken aback by the men who approach you from inside the twisted metal creature. They hold big chunks of metal in there hands, pointing at you as if they were a bow, and all have emblems inscribed into their rough iron armour with symbols you do not recognise. One of the men walks up to you, and you attempt to attack him when a flash and a crack come from one of the metal lumps, and you fall to the ground, blood seeping from your knee.
All you remember is being thrown into the twisted metal creature, then nothing. Nothing at all.
That will be a awesome addition that you can crawl or crouch, like the smart movement mod. But he can also add that the
The gun mobs will seek cover mobs will when your using a gun and the melee mobs won't take cover. Very good idea!
Also when do you think is going to be the first download for beta?
Wow, the flamebreather sounds like it is coming along nicely, and I am excited to see the next update video. I am curious to know, was any progress made in terms of levelling or is the current focus on weapons? You guys are doing a great job so far, and I agree on the point that larger teams do tend to die out or get less done if it is large from the start. Good work so far, can wait to see more!
Currently, the first version of this mod is focused on weapons and all of its crucial components (the realm itself, tools, simple weapons, etc).
You slam into the ground with a heavy thud, shot out of the portal a few metres from where you came in. You feel the world moving around you, spinning as your eyes slowly fade to black and you pass out from the heavy collision. You glimpse a barren waste, with nothing in sight for miles, just an endless waste, and your vision slowly fades to nothingness.
You awaken to the moon glowing softly and a cold breeze sweeping over you. Your portal to this strange new land has gone out, and you begin to feel alone in the chill. You are surrounded by fog, your visibility limited to about 40 metres, and you begin to feel afraid. You draw your weapon, a scratched iron sword, and with a torch in the other hand, you approach the wall of fog. You travel through the fog for what feels like hours, noises of the night torturing you in this endless void, then the thick fog clears around you. The sounds of distant machinery and shouting can be heard, and as the fog rolls back some sort of roaring beast approaches you. You worry, as you have never seen anything like it, and you are even more taken aback by the men who approach you from inside the twisted metal creature. They hold big chunks of metal in there hands, pointing at you as if they were a bow, and all have emblems inscribed into their rough iron armour with symbols you do not recognise. One of the men walks up to you, and you attempt to attack him when a flash and a crack come from one of the metal lumps, and you fall to the ground, blood seeping from your knee.
All you remember is being thrown into the twisted metal creature, then nothing. Nothing at all.
When do you think is going to be the first download for beta?
A few weeks from now (3?) we need to get all of the code from 1.5 beta translated to 1 and I'm not sure exactly how hard that should be. Everything in the 1 code looks much tidier so maybe it'll be simple. Hard to say.
I have a suggestion for randomly generated structures -- If you are going to add different bandit sort of factions, perhaps look into making it so certain factions spawn in certain biomes or places of certain altitudes. An example would be having the Raiders spawn only on mostly flat lands and having some dark complexion, more "native" peoples inhabiting the marshlands. You could have a group of bandits who are slightly larger in build inhabiting higher altitude areas etc. This would probably be difficult to implement, however, but I had a thought that if you wanted to base the spawning off altitude (Raiders on flatlands, larger, stockier bandit groups in mountain areas) you could do a calculation that found the correct biome, then checked the average height of the land (treating sea level as 0), to decide what types of bandit / Raider / Wastelanders would generate in the area. Also, I think it would be interesting to see the portal to the Wastelands itself acting like a radiation source when in the overworld, and slowly have radiation leaking out (with a limit, of course).
Hi Beu50!
Here is an idea I have for the Wastelands Mod:
Guillotine Laser
Group: Weapons
Subgroup: Guns, Artillery, and Other Ranged Projectiles...
Description: A weapon that strikes fear to all Mobs, the Guillotine Laser can fire a deadly blue laser that widens horizontally (like an inverted triangle), slashing through the bodies of Mobs who stand in the laser's path. This weapon is very hard to smith, and requires you to charge it (like a bow) before it can fire. Releasing the trigger before it is fully charged has a 50% chance to cause a backfire, causing the user to get damaged himself.
Images: -- This is my first time trying to make a 32x32 texture, and my first time making a gun, so don't judge the texture job too harshly. Thanks :smile.gif:
The Meaning of Life, the Universe, and Everything.
Join Date:
8/31/2011
Posts:
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Minecraft:
toan732
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Since we can't see the bullet, try to add muzzle flash for the guns. It's to make it bit more realistic, but a attachment for the guns at the gun smith bench that you can take off the muzzle flash or just decrease it.
there's videos, and if your talking about guns, we're waiting for all of the base formulas to be completed until we show guns (which will hopefully be within the week maybe 2)
I have 2 more gun ideas for you:
1)Harpoon Gun
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles...
Description: This gun works like a fishing rod, and is able to reel players and mobs over from a distance. However, the Harpoon Gun also damaged whoever/whatever it skewers, and can skewer 2 players/mobs if the harpoon has enough power to continue flying through the first target.
Images:
2)EMP Ray/EMP Gun
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles...
Description: Using a powerful battery and complex mechanisms, the EMP Ray/EMP Gun can convert electrical power into a Electro-Magnetic Pulse, and fire it forward in a large and steep cone shape. Any trap, landmine, and remote controls hit by the EMP will be deactivated for a period of time, and vehicles and weapons running on electrical power (like the EMP Ray/EMP Gun itself) will be deactivated too.
Images:
Since you have used radiation maybe for a mob infected humans. not like the zombie that already exist in the game. they could be a peaceful mode unless provoked but if u get near them you get effected by radiation. Giant Cockroaches maybe, those things never die so it is likely that they could survive in a wasteland. Anyways just some suggestions it sounds great so far
hmm giant cockroaches like the ones from fallout 3 lol but this would be awesome and maybe for the infected humans they could look like the ghouls from fallout just an idea for an awesome mod :tongue.gif:
1)Hell Bringer
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: The Hell Bringer isn't your usual flame thrower. Using complicated advanced technology, this weapon of mass destruction can intensify the power of the fire, causing the fire to be able to travel further, wider, and cause more damage. The Hell Bringer comes with a scope, but trust me, you wouldn't need to use it to smote your enemies to death.
Images:
2)Lite-Sniper
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: It isn't as good as the Long Shot, but this gun is quite well worth what you paid for it. With a far range, high damage, and bullet speed as fast as light, you can easily snipe down your enemies from a safe distance.
Images:
3)Stun Gun
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: By using a high power lens, this laser gun has the ability to shoot out a ultra-bright laser, that both damages, and temporarily blinds its enemies. This allows the user escape, or kill the enemy, while they are blinded, and can't see what's happening.
Images:
4)Cold Blooded
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: We are all familiar with flame throwers, but this is one weapon that does quite the opposite from the Fire Breather we're familiar with. By using complex mechanics and machinery, the Cold Blooded can create a cold blue flame, which burns constantly at -100 degrees Celsius. Then the gun can expel a high pressured spray of alcohol, which gets ignited with the cold blue flame, and instantly freezes enemies upon contact.
Images:
-snip-
Well, I always seem to have so much time on my hands that I can never seem to feel (I can never motivate myself to practise the stuff I know i.e. Java/guitar) and thinking up ideas for games / mods is always brilliant fun when the imagination is the limit, so I will keep in mind to post any ideas I do have. One suggestion I do have, though, involves the
Don't make it too novelty, I hated making the food to make your Pokemon happier (Poffins?) in Pokemon Pearl simply because the minigame got tedious after a few times. I can recognise it is difficult to have something feature - rich that isn't repetitive, but in my experience, making it fun but fairly quick is always the way to go. It means players are less likely to get bored making their potions or their brews, and will play it for longer. As a result, players have less negative things to tell their friends when they talk about your mod (and more potential "customers"). Of course, this is generally only something that happens in big company games, so I doubt you and your team will have any problems.
Also, even though I am not motivated to practise Java, I do sometimes feel the need to learn more, and I was wondering if you had anywhere you could direct me to in order to learn more!
Thanks for the reply, it feels good getting a reply from modders who aren't too "busy" to say thanks for the feedback. I will keep you posted on any ideas I get!
Otherwise, idea is unimaginably awsome
It's a bit too complicated for me to explain to you here, go check out the tutorials section of the forums, you'll probably be able to find something there.
Well from my past observation and experience large mod teams tend to die and don't usually get much completed. Granted, the progress isn't fast but at least it's getting done. We actually have a lot of content completed it's just we haven't released a version yet because we want to be able to release a chunky (first) Alpha version. Also I'm not in any particular rush and I think I said in the OP that this mod will pretty much never be finished because we'll be constantly adding things, imagine each version as an expansion to the completed mod instead of an update to a WIP.
Vel
The mobs that could spawn could range between friendly priests who will preach to you or hint at the location of one of the chapels, or hostile brutes affected by the radiation that are 1.5 - 2 x the size of the player, and relied on brute force. There could also be Church Enforcers who were basically the most powerful force the Wastelands had, they could be normal human mobs that have low- to medium-strength weaponry and are capable of semi-strategic combat behaviour such as hiding behind walls or something like that.
I think I switched between past- and future- tense at least three times in that paragraph :S Will try think up more for this idea and turn it into a proper one sometime tonight or tomorrow. It could be an interesting part of lore for the Wastelands, methinks.
You slam into the ground with a heavy thud, shot out of the portal a few metres from where you came in. You feel the world moving around you, spinning as your eyes slowly fade to black and you pass out from the heavy collision. You glimpse a barren waste, with nothing in sight for miles, just an endless waste, and your vision slowly fades to nothingness.
You awaken to the moon glowing softly and a cold breeze sweeping over you. Your portal to this strange new land has gone out, and you begin to feel alone in the chill. You are surrounded by fog, your visibility limited to about 40 metres, and you begin to feel afraid. You draw your weapon, a scratched iron sword, and with a torch in the other hand, you approach the wall of fog. You travel through the fog for what feels like hours, noises of the night torturing you in this endless void, then the thick fog clears around you. The sounds of distant machinery and shouting can be heard, and as the fog rolls back some sort of roaring beast approaches you. You worry, as you have never seen anything like it, and you are even more taken aback by the men who approach you from inside the twisted metal creature. They hold big chunks of metal in there hands, pointing at you as if they were a bow, and all have emblems inscribed into their rough iron armour with symbols you do not recognise. One of the men walks up to you, and you attempt to attack him when a flash and a crack come from one of the metal lumps, and you fall to the ground, blood seeping from your knee.
All you remember is being thrown into the twisted metal creature, then nothing. Nothing at all.
That will be a awesome addition that you can crawl or crouch, like the smart movement mod. But he can also add that the
The gun mobs will seek cover mobs will when your using a gun and the melee mobs won't take cover. Very good idea!
Also when do you think is going to be the first download for beta?
Currently, the first version of this mod is focused on weapons and all of its crucial components (the realm itself, tools, simple weapons, etc).
You should post this in the lore section.
A few weeks from now (3?) we need to get all of the code from 1.5 beta translated to 1 and I'm not sure exactly how hard that should be. Everything in the 1 code looks much tidier so maybe it'll be simple. Hard to say.
Vel
Here is an idea I have for the Wastelands Mod:
Guillotine Laser
Group: Weapons
Subgroup: Guns, Artillery, and Other Ranged Projectiles...
Description: A weapon that strikes fear to all Mobs, the Guillotine Laser can fire a deadly blue laser that widens horizontally (like an inverted triangle), slashing through the bodies of Mobs who stand in the laser's path. This weapon is very hard to smith, and requires you to charge it (like a bow) before it can fire. Releasing the trigger before it is fully charged has a 50% chance to cause a backfire, causing the user to get damaged himself.
Images: -- This is my first time trying to make a 32x32 texture, and my first time making a gun, so don't judge the texture job too harshly. Thanks :smile.gif:
are you joking?
there's videos, and if your talking about guns, we're waiting for all of the base formulas to be completed until we show guns (which will hopefully be within the week maybe 2)
1)Harpoon Gun
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles...
Description: This gun works like a fishing rod, and is able to reel players and mobs over from a distance. However, the Harpoon Gun also damaged whoever/whatever it skewers, and can skewer 2 players/mobs if the harpoon has enough power to continue flying through the first target.
Images:
2)EMP Ray/EMP Gun
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles...
Description: Using a powerful battery and complex mechanisms, the EMP Ray/EMP Gun can convert electrical power into a Electro-Magnetic Pulse, and fire it forward in a large and steep cone shape. Any trap, landmine, and remote controls hit by the EMP will be deactivated for a period of time, and vehicles and weapons running on electrical power (like the EMP Ray/EMP Gun itself) will be deactivated too.
Images:
Thoughts?
hmm giant cockroaches like the ones from fallout 3 lol but this would be awesome and maybe for the infected humans they could look like the ghouls from fallout just an idea for an awesome mod :tongue.gif:
1)Hell Bringer
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: The Hell Bringer isn't your usual flame thrower. Using complicated advanced technology, this weapon of mass destruction can intensify the power of the fire, causing the fire to be able to travel further, wider, and cause more damage. The Hell Bringer comes with a scope, but trust me, you wouldn't need to use it to smote your enemies to death.
Images:
2)Lite-Sniper
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: It isn't as good as the Long Shot, but this gun is quite well worth what you paid for it. With a far range, high damage, and bullet speed as fast as light, you can easily snipe down your enemies from a safe distance.
Images:
3)Stun Gun
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: By using a high power lens, this laser gun has the ability to shoot out a ultra-bright laser, that both damages, and temporarily blinds its enemies. This allows the user escape, or kill the enemy, while they are blinded, and can't see what's happening.
Images:
4)Cold Blooded
Group: Weapons
Subgroup: Guns, Artillery, and other Ranged Projectiles
Description: We are all familiar with flame throwers, but this is one weapon that does quite the opposite from the Fire Breather we're familiar with. By using complex mechanics and machinery, the Cold Blooded can create a cold blue flame, which burns constantly at -100 degrees Celsius. Then the gun can expel a high pressured spray of alcohol, which gets ignited with the cold blue flame, and instantly freezes enemies upon contact.
Images:
Thoughts?