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TIGSource ForumsCommunityDevLogsModulus:Phase One - Space RTS
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TMC_LordVTP
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« Reply #20 on: September 24, 2015, 08:29:51 PM »

/center]

5 ship class sizes, one basic design!
« Last Edit: October 23, 2015, 02:09:56 PM by TMC_LordVTP » Logged
doliveira87
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« Reply #21 on: September 25, 2015, 06:56:44 AM »

Man, your concept made me very curious. I'm a big fan of RTSs!
I'm really interested in know how the game feels when playing!

Any release date planned?
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« Reply #22 on: September 27, 2015, 11:19:10 AM »

I wish I had a release frame to give you, but everything seems to take 10x longer then it should >__>  (Mostly referring to getting art assets).
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doliveira87
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« Reply #23 on: September 27, 2015, 04:28:14 PM »

I wish I had a release frame to give you, but everything seems to take 10x longer then it should >__>  (Mostly referring to getting art assets).

I know exaclty how it feels! aahaha
I'll be following your project to know when you get a release frame Beer!
Best of luck for you!
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TMC_LordVTP
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« Reply #24 on: October 20, 2015, 12:38:48 AM »

New effect vid!!  -



Been thinking about doing an open call for ship concept art to the net >__>  I suck, and I cant seem to get both good art/timely art/ and...well free.     
« Last Edit: October 20, 2015, 12:47:50 AM by TMC_LordVTP » Logged
TMC_LordVTP
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« Reply #25 on: October 21, 2015, 11:03:10 PM »

I’ve decided to take submission for ship/weapon turret concepts for Modulus!  Art wise just a sketch and description will do, but even just a zany concept idea is good too!  I'll do what I can to get it in-game  and awesome (if i can manage, some dream bigger then I).

In the meantime, have some more recent pics!




« Last Edit: October 22, 2015, 06:28:09 PM by TMC_LordVTP » Logged
Dacke
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« Reply #26 on: October 21, 2015, 11:28:26 PM »

Seems really interesting, just my kind of game. But when you say "PC", do you mean PC or Windows?
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marcgfx
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« Reply #27 on: October 22, 2015, 12:10:10 AM »

those images are a little too big for this forum... I found you can add width=300 or something like that to image tags.


the tractor beam looks nice, but it seems to be an offensive weapon that does damage?
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TMC_LordVTP
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« Reply #28 on: October 22, 2015, 02:45:58 PM »

@ marccgfx - Thanks for the picture size hint!

The tractor beam does not do damage, it's used on broken ship fragments which are explody. I could change their 'kill' flag when the tractor is applied but then they might still shoot at you.

@  Dacke -  By PC i mean windows yes, although i don't think there is any reason it couldn't have a mac-os/linux release...(other then i currently have nothing to test on)
« Last Edit: October 22, 2015, 08:23:30 PM by TMC_LordVTP » Logged
marcgfx
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« Reply #29 on: October 22, 2015, 03:04:13 PM »

np Smiley but width=900 might suit your images better Wink
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TMC_LordVTP
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« Reply #30 on: October 22, 2015, 06:28:41 PM »

Aight, FIXED =]
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Dacke
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« Reply #31 on: October 22, 2015, 10:49:44 PM »

Aww, bummer.

The nice thing with Linux is that it's free and runs on/in anything. It's pretty easy to run Linux in a window on you computer. Just install virtualbox, create a virtual computer and install Linux on it Smiley
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TMC_LordVTP
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« Reply #32 on: October 23, 2015, 01:35:51 PM »

I actually have an ESXI server box, but GMS doesn't like virtualized environments for video init reasons. That said I could throw together a box for the purpose if I really wanted too...
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TMC_LordVTP
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« Reply #33 on: October 23, 2015, 08:30:25 PM »


Video



First weapon idea taken from the public (actually, first submission too  Durr...?)
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TMC_LordVTP
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« Reply #34 on: October 26, 2015, 12:34:20 PM »

New gify! 

http://www.gfycat.com/FreeBraveKodiakbear
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« Reply #35 on: October 28, 2015, 10:34:38 PM »

This is super awesome. I love building and blowing up ships!
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TMC_LordVTP
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« Reply #36 on: October 30, 2015, 01:12:02 PM »

Hey thanks CobraMode!

I should mention that I am taking idea's for weapons/parts ect!



New Imgur album  - http://imgur.com/a/ktFjq

Contains capture grabs from first build with the functional random bad guy generator in action (and exlosions heh)

Video collage will be forthcoming this weekend!

Unfortunately (or not) in an hour i have to head to Portland(OR) to attend a PIGSquad event!  If you are curious -https://www.facebook.com/groups/pigsquad/

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« Reply #37 on: October 31, 2015, 07:19:29 PM »

New video ! XD


« Last Edit: January 04, 2016, 07:12:24 PM by TMC_LordVTP » Logged
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« Reply #38 on: January 20, 2016, 01:30:08 AM »

It's been so long >__> ....

Holidays came and went!

I migrated my whole setup to windows 10 ( there were some growing pains...)

I've spent better part of a month trying to dream up a worthy greenlight trailer concept, but only in the last couple of days have finally gotten all my software in a row to hash some stuff together. I don't mind showing these (but it is still abit embarrassing!) Mind you this is my first attempt at adding 'motion graphics' into the mix, and they are prototype/stand in stuff so that maybe the artist can flesh the assets out (crossing fingers!)









I've decided to modify how the larger game will playout.

I've decided to build the play around a overmap ala the 'Total War' series, with instanced combat battles in real time ala 'Starsector' (http://fractalsoftworks.com/ if you've never heard of it)

Ships will move in fleet groups in a delated time state rather then turn based on the overmap. Resource gather will be abstracted more along the lines of typical 4x play. Rather then the pop up menu for selected ships to build in the midst of battle, you will be able to setup build orders at shipyards and have then made available over time(though i think an assault instance on a a shipyard facility would still allow for real-time construction, hmmm).

Opposing fleets will have the ability to interrupt the warp field of the fleets (within a certain distance) that will have a 'ping' like visual ring (this stops both forces and prevents them from quickly escaping as well). The game-play idea is to make it possible to avoid the the interrupt pings with clever management (leaving the would be attacker stalled in space for some time).

  I have other ideas to go along with all this- one being to ties the amount and size of ship classes you can build to territory controlled. Your ships cores would be remotely tied to suns (or other stellar bodies, think quasars and black holes) of different systems for their power source.  Different bodies would yield different numbers and grades of cores (obviously not backed with any real scientific concept, but a valid method of making space real estate valuable).      


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« Reply #39 on: February 04, 2016, 02:52:42 PM »

Testing some changed to the zoomed out view!


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