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E'l Scrabino 06-21-2006 12:33 AM

:

well, I'm going to say one thing: goodluck ;)
it sounds great, and I personally realy want a HOTO like game, but it sounds like you'll need a small army of people and a couple of years to make this game, sorry :(
a couple of unimportant things, maybe the fish could be worry fish, seen in MO, and the gapples, could be opples, as seen in SW, if you would like. :)
to save time, there could be a drink/medical factory for industralists and a rehab and tea for the natives, where you could put units into, to recieve vendo upgrades, or a baracks to recieve weapon upgrades.
certain units could cellect animals, and place them in farms/ slaughter houses, where they can provide resources (meat for the industralists, and milk, honey, wool, etc, for the natives. this system can also be used to either trop down or grow trees, depending on what side you're on.
also, I love the outlaws and wolvarks idea, but maybe the natives could have some steef instead.
otherwise, the ideas are realy good, and goodluck again!:D


Actually, that's not one word, thats 173 words :p

Ninjaxe 06-21-2006 03:34 AM

The HOO
 
:

Actually, that's not one word, thats 173 words :p

he said i'll say one thing not word.

In this case could it be possible if a multiplayer online game (fan made) be introduced. Would that breaking the laws of oddworld?

Bullet Magnet 06-21-2006 03:49 AM

Didn't someone try this already a few months back? Based on the Warcraft 3 engine. I hear it didn't impress, though it was a good bit of programming.

I reckon that the only way to get meetles is to catch meetle larva in the wild. Then the natives feed them on plants and they grow up into meetles. The industrialists feed them meat products and they grow up into mugs.

Mudoko_Jedi 06-22-2006 12:07 AM

Thanx for the opples thing I forgot them.

Patrick Vykkers 06-22-2006 02:54 PM

My ideas
 
Hi, magic9mushroom, I have some ideas for your game. Hope you enjoy.
EDIT: More updates in the file. PLEASE READ

E'l Scrabino 06-22-2006 11:23 PM

Awesome stuffs!

magic9mushroom 06-25-2006 04:31 AM

*falls on floor*
*insert intensifiers* marvellous!
About the engine dilemma, I'd have to make a new one of my own as otherwise it would break copyright. (and also, different resources for different races is not in any RTS I know)
The way I was figuring, I'd toss the idea around, get some ideas, then go away for one long hard slog at it. Patrick Vykkers seems to have all the ideas I need, though, I do have some questions.
1. If Heroes can be bought, can you buy them again if they die?
2. How come you use the Moolah system to give unit costs, but have resources gatherers? What's going on?
3. 6 AGES???!!! Jesus, that's a lot!!!

Patrick Vykkers 06-26-2006 01:28 AM

In reply
 
1. Yes
2. The 'resources' are converted into Moolah. They were added to give a sense of variety into the game. After all, it's very unlikely the Industrialists would use the exact same resources the Natives did.
3. I decided this early, and stuck with it. Hey, Empire Earth had 16(!) ages, 17 if you count the expansion pack.
BTW, I'm still working out the neutrals (Clakkerz, unallied Grubbs, SLF members) not to mention the Conquest mode and campaign. So stay tuned!

Havoc 06-26-2006 02:19 AM

You're all very creative. Would be cool if this worked out.

Lord Vulcher 06-26-2006 08:34 AM

I think you should have a good balance of native and industrial landscapes. Make them large so the player can explore and run about in. Make it seem alive. Oh yeah, make it extremely hard. I haven't seen a hard game in ages!

magic9mushroom 06-27-2006 10:46 PM

:

1. Yes
2. The 'resources' are converted into Moolah. They were added to give a sense of variety into the game. After all, it's very unlikely the Industrialists would use the exact same resources the Natives did.
3. I decided this early, and stuck with it. Hey, Empire Earth had 16(!) ages, 17 if you count the expansion pack.
BTW, I'm still working out the neutrals (Clakkerz, unallied Grubbs, SLF members) not to mention the Conquest mode and campaign. So stay tuned!

Some more little queries...
IMHO, resources turning into Moolah would fit for the industrialists, but not the natives. After all, the industrials are really a franchise, with the useful stuff they collect being sent back to base in exchange for the things the franchise needs. I had the same idea, but hadn't thought of using Moolah. Second, do you plan to have detector units, as otherwise invisible units are indestructible? Third, you have introduced a lot of species that OWI has not created yet, and though they are imaginative, I think that they can be filled by others eg Vykker medics, and the tech tree needs a LOT of simplifying.

More ideas...
I am thinking of running the industrial unit production somewhat like the Zerg in SC with a breeding Facility/HQ spawning spontaneously Captives and Crawling Sligs, which are then equipped with weapons/tools/whatever else for Moolah to become units. As buildings are built, the Facility would spawn different types of creatures that are then made into "proper" units. However the robotic units would probably be made at their own building. Generally, as I see it, the Industrials should have more powerful, but more expensive, units as the Natives use simpler materials. Possible resources for Natives: Food(includes water), Wood(for buildings), Spooce(special/powerful units). Bones should maybe be in Graveyards that has to have a Bone Mine built on it(like Vespene Gas in SC) to be harvested, but then again it all turns into Moolah. The industral things of value(ie that turn into Moolah) could be bone, food, ore(after all, factories are mostly made of metal). About factories appearing out of thin air like Slaveless suggested, the way I was thinking factories have to be staffed, so one Scrub might build it, but you'd have to load a lot of Muds into it before it would do anything. And there would of course be intermediate stages of construction shown. Back to the Scrub thingy, this would mean that Industrialist Scrubs would be cheaper than Native Labourers, as more are needed, but this is only fair. The Meetle larvae is a good thought, Maybe you'd have to send scouts to capture the larvae, which you would then control, and load them into buildings to make Meetle units.


Sorry for such a ramble, but it's some ideas.

EDIT: Yes Patrick, Outlaws/Clakkers would be a good idea, but I reckon they should be controllable, as an RTS with only two civs gets boring. I'll work on it. And Wildlife as Native allies is a good idea. BTW, why only a native campaign? There has to be an industrial campaign, too.

Patrick Vykkers 06-28-2006 12:20 AM

En Reply
 
Good ideas there. Come to think of it, the lack of an Industrial campaign is a bit of an oversight. I'll start working on it. As for the Outlaw/Clakkerz thing, well neither really has the resources or organisation to field a significant army, unlike the Natives, who in game have several allies, a rich culture, natural resources, documented and deadly fighters, not to mention chant power, and the Magog Cartel, an extremely powerful and rich, highly organized group that has already demonstrated the ability and numbers to field a strong army. In any case, some Outlaw units are controllable by the Magog, and I'm working on a conquest mode where you can even hire gang bosses as additional heroes. The Moolah thing is just to make things a bit easier. I'm planning to replace (in Conquest Mode) the Industrialist resources with products, which are made from combos of the resources and a certain amount of Moolah must be allocated to production and advertising. Stay tuned. I should have the next update ready in a few days.

Gretin 06-28-2006 01:26 AM

This sounds interesting, how are you planning to make the engine? And how much progress have you made into doing it? I have some knowledge of programming (and I'm fairly good with the program Game Maker though I say it myself), so I can possibly help if you want. Just one thing, do you have anyone who can make graphics for this? Although I may be able to help with programming and such, graphics just aren't really my thing. :p

Mudoko_Jedi 06-28-2006 05:09 AM

That is soo cool so long how long did it take you.

Patrick Vykkers 07-01-2006 02:35 AM

Update Three
 
For some reason it's not letting me edit my original post, so here's the next update! Industrial campaign added.
EDIT: Oh, and it took me about five days for the Native and Industrial units/buildings/technologies and character profiles, one day for the Neutral units/buildings, two days for the Native campaign, and three days for the Industrial campaign.
EDIT #2: Does anyone know why it's not letting me edit my original post?
EDIT #3: Here goes another update!

Mudoko_Jedi 07-01-2006 04:02 AM

The fact that natives use moolah is crap!!! but the rest is good!!! but the native roket launcher lads sucks!!!

Bullet Magnet 07-02-2006 08:57 AM

Maybe there should be heroes, like in Warcraft III. Special characters who lead armies, level up, have special abilities and can be ressurected at the resurection totem. Like Abe, with the power of possession, for starters. Alf, who can cure sick mudokons of their SoulStorm Brew addiction- mudokons working for the industrialists. So that The opposition's entire workforce can be made to haul asss over to your side in a mass exoddus. Stranger, who can send the smaller "swarm" squadrons flying towards the enemy at high speeds, and embues the Grubb units with greater stats and morale. Munch, who is able to make random wildlife units on the map join his cause.

Molluck, who can interrogate captured soldiers, lifting the fog of war from enemy base camps. Humphrey, who can upgrade friendly and captured units into horrific mutant creatures. Aslik, with the power to bitch. And so on and so forth in this manner...

magic9mushroom 07-04-2006 04:12 PM

I think the third civ should be the Grubbs. Clakkerz/Outlaws are a bit too industrial to be separate from the industrials, and the Grubbs are distinct from the natives.

EDIT: Patrick, you can't edit your posts because of Alcar's Edit Locking. You can't edit after 1 week

Bullet Magnet 07-17-2006 04:21 AM

Maybe things like vendos and pants machines should be research options insead of game items, otherwise managing the army would take far too much micromanagement. The slig pants and wings vendos would appear on the side of the slig... barracks, enabling the production of walking and flying sligs. Maybe units that do well in battle and don't die earn veteran points and are upgraded into bouncer, popper and armoured forms?

I also quite like the idea of the squad system seen in Dawn of War. You could probably find Oddworld equivalents for all the units, heroes, vehicles and building in that game... or indeed any other RTS.

Imagine an Oddworld mod for Impossible Creatures!

skillya_glowi 07-24-2006 07:24 PM

Dammit...It touches me to see so much thought put into something that probably isn't ever going to happen....

On a more topic note, I think that OWI will want the copyright for this. At least change the name or something.

6-finger-fred 07-24-2006 08:06 PM

If there's going to be heroes, maybe there can can be unique heroes like abe, munch, or stranger and the each have specials but can only last once per level or match. And if so regular heroes could just be like big bro's, shamans, or anything else like that. I'll help but i'm only realy any good at story or ideas. It's a sweet idea! :)

Slaveless 08-02-2006 05:42 PM

Now I have something to say. How is the progress of this game? Is it moving steadily, or has it not set off yet?

magic9mushroom 08-03-2006 03:41 PM

:

Now I have something to say. How is the progress of this game? Is it moving steadily, or has it not set off yet?

I am still working out the tech tree. Then I'll look for help.

corromuddokon 08-06-2006 10:52 AM

oh and also put mine cars,blind muddokuns are cheaper for work, and shrykrull, and gabbits like this game is in the past, and meeches

corromuddokon 08-06-2006 10:56 AM

shamans abilities:
attack close 20
attack range 50
heal: mana 10
summon: 50 mana
teleport: 30 mana
explode: 0 mana dmage 30
control : 60 mana shaman unavailable
uncontrol: 10 mana

Slaveless 08-06-2006 12:04 PM

Um, CorroMudokon, please, if you want to post something twice, use the edit button.

And Magic9mushroom, I always imagined that this sort of thing should be done through several kinds of people. Like, one should upload characters, and program the characters. Another should do the environments, and another to do the programming in general.

And I'm interested, what's a tech tree?

Bullet Magnet 08-06-2006 12:51 PM

It is a diagram used by both developers and gamers as a guide to the RTS. It starts with the HQ/main builder unit, and then shows how more units and buildings become availiable to the player as earlier structures/units/reasearch options are made.

munchman92 08-15-2006 05:15 AM

just a thought about the hand of odd idea . if it is found illegal you could always just apply to set it up asking oddworld to grant you permission. just a thought...