Hand of Odd compilation site
I'm thinking of getting together an RTS based on the aborted Hand of Odd project.
A: Is this legal? B: Pls post suggestions for units, buildings, powers etc. and I'll try to assemble them into a game. |
No, It probably won't be legal, it is a project that has been worked on and may be still being worked on slightly by OWI, unless you ask them, you can't create a HOO game.
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He can make an RTS game and share it with us as long as he deoesn't sell it.
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magic9mushroom, of course it's legal)))like your fanfics or fanart...it'll be fansoft!!!I'll provide any necessary help;)
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Meetles Meetles Meetles!!!!!!!!!
yep you defintly need meetles. |
Scrabs, you need Scrabs. Although you might put them in anyway, i'm making sure you don't forget :)
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The main landscape should be the first priority. Then what you can play as and how that'll work, then worker units and available buildings for the player.
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new weapons!!!!!!! and yes scrabs and paramites.
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Whoa there, you can't start planning everything you are going to have in the game. If we were to make fansoft, there would have to be the desicion of what kind of game it would be. Would it be slidescreen or a completely 3 demsional game. You would also have to supply the enginneers. Someone would do the character programming, the other audio, a few landscrape builders, and one who would be in charge of it all.
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Landscape:Graveyards, Hunting Grounds, trees, spooceshrubs, ore deposit Resources: Native-Food, Wood, Spooce Industrial-Food, Ore(iron ore), Bone Industrial Buildings Breeding Facility-makes muds, execs RuptureFarms-food harvester Feeco Depot-must build near them to connect with train lines Necrum Mines-bone harvester Barracks-makes most sligs and other stuff Magog Motors-allowes Flying Sligs at the Barracks, speed upgrades Splinterz-makes tanks, snoozers etc. Bonewerkz-makes explosives Vykkers Labs- building upgrades, allows Interns, Vykker Sawbones Mug Farm-oh duh Kennels-Slogs Security Center- spawns Security Orbs that attack nearby units Industrial units Employed muds-workers Execs-needed to increase population Sligs-Bouncer, Popper,BigBro Flying Sligs-bombers Intern Shooters-snipers Vykker Sawbones-pure melee Slogs-cheap units that do lots of damage Vykker Pods-scouts Snoozers-siege Tanks-accurate, and hard to destroy Vykker Scientists-specialists, medics Blimp-Air transport Native buildings Tribal Council(better name anyone)-makes workers, warriors Transformation Shrine-makes Warriors into more specialised units Windmill-population Vault-allows Mudarchers, tribal upgrades Temple-allows Shamans Fuzzle Den-Fuzzles Elum Nest-Elum riders Meetle Farm-Meetles Portal-transports units Watch tower-attacks enemies Native units Worker Warrior Tomahawker-melee Mudanchee Tomahawker-upg of Tomahawker Mudarcher-archer Mudomo Archer-upg of Mudarcher Shaman-special, posession etc. Mob of Fuzzles-equivalent of slogs, does huge damage but easy to kill Elum rider-cavalry Meetle Rider-air transport, battle I'm thinking outlaws/grubbs/other SW stuff but haven't done anything yet I'm not sure how to do wildlife suggestions are welcome In fact, suggestions are welcome on anything. I haven't played MO or SW so this will have to be a team effort. I'll edit this post with the units/buildings Finally, no I'm not making money from it so I think it might be legal from what oddveteran said And yes, help with programming would be welcome, although I am pretty computer-literate and have friends and relatives who are more so POST YOUR IDEAS!!! FIRST EDIT:an extra industrial building, native building, landscape SECOND EDIT: a name request fulfilled |
you forget stock yards for industrial buildings...
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oh, right, i forgot 'bout that, carry on.
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The mine shouldnt be called Necrum because its not in necrum.
and the hall of larvae might be called breeding facility. |
The mines are called Necrum Mines, because they are deep in the underground of Necrum, so they SHOULD call it Necrum Mines!
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This is a fan project. *moves*
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But who said that every mine was at necrum that would mean every map would have to be in the same plzce as necrum.
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Sorry for double posting but has anyone plzyed age of empires 3? if so you would know about the native indian settlements and how you could recruit indian warriors, I think on hand of odd grubb vilages should be the same.
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Instead of double posting, edit your last post please.
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This is a nice idea! Cool if you can get it off the ground! Few questions though.
1. What current RTS engine are you planning on doing this on? Surely you don't mean to build one yourself? 2. When you have an engine, who is going to do recoding, and making graphics ect? 3. Did you even think beyond the point of 'damn this would be cool' or is this all just creative thinking without meaning to actual do it? |
ok ill edit.
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If i help, you, maybe with a event that happens (you know, earthquakes, lighting, disaster stuff)or something, can i be in the credits (if there's gunna be) i like my name to be up there in the warm glow of coloured pixels of the credits :)
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Me too me too me too.
here are some ideas, storm circle-regroes forests fills up dams ect. mudokon hut-population. windmill-stores food and spooce. industrial tower-guards areas. vyker pod mine upgrade-allows pods to spread land/water mines. landscape- rivers and wells. |
I can see that you have got all these great ideas, but two things bother me.
First of all, what is the plot exactly? Is it what OWI intended the lpot to be, or something completely different? Like I always imagined that it would depended on which kind of side you were on. If you were a Tree Hugger, the purpose would be to save the land you were on, like Spooce Forest, from being destoried by Industerials. Also, to save the animals in the forest from getting hurt. Plus, there could be places where you have to make sure Meetle Larve, stay Meetles. It would be useful to do that, so when battle comes, Mugs won't have a killing spree. If you were a Land Mugger, the things would be the opposite. You would have to cut down land, and plan what kind of factory it would be like. If your factory has made it to it's completion, you would have to be sure that your factory is functioning well. Also, you would have to enslave most of Mudokons you come across. And be sure you have a great defense, like several watch towers and Mugs. Another thing that bugs me is that you never said what the game is going to formatted like. Is it going to be a game where it's almost seen in Diablo, where you click and you use the arrow keys? Or the somewhat? And here's a suggestion on the events of the in the factoties. What I was thinking is that places like Slig Barracks and Slog Huts or Kennels, would have spawning areas. You would go into the place, and spawn your Slogs or Sligs. Plus, there would have to be moolah involved. And if you were a Tree Hugger, your job is shut down the spawning areas. That would make the game more interesting. But places like the Necrum Mines, would depend on what kind factory you have. The Moolah system is also what I had in mind. All factories would have, like 5 excutives. All of them start off with a reasonble sum of moolah, like maybe 60,000. That should be enough money to use your money to make the factory, pay for Mudokon worker units, and for the employees. That woudl make it so that not every factory has thousands of people on security. That's what I was thinking. |
Indeed that is true. But still, can i be in teh credits by helping out? *begs* :D
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I think he want the games to be like warcraft or age of empires.
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I'd like to help in anyway I can, dunno if you'll need me though.
Maybe in the game you could have different styles of gameplay, one where you are a created character (made by yourself) and you walk around controlling other NPCs and telling them what to do. Another could be where you click an NPC then click on something, thus making them do an action or something. |
more stuff
outlaws-hired by industrials to fight. wildlife-srab,paramite,slegs(slegs are wild versions of slogs) and ratz. |
If you are a Wildlife character you'd be running most of the time, when not being hunted you would be scavenging for food and places to live, sometimes helping and sometimes destroying the land.
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I'm soory to butt in, but another thing bugs me. I don't think that they very idea of a whole lot preassembled factories is ammusing to me. I was always thinking that there would be factories that needed to be made by slave units, or somewhat. And you would get to choose how the building was made, what kind of building it would be, and what containments there are.
But I was thinking what Jordan_Boi was thinking. Each speices there, they should have a GameSpeak. Like Sligs should have the ability to unlock Slig Locks, command Worker units to do their chores, and tell certain Slog units to their dirty work. Glukkons should be able to control the random Sligs and Gluk Locks. I will join in, if I could have any talent to share or have time to use that talent. |
Heres my version of the big long unit list before:crafty:
Native’s buildings. Tribal council- Mudokon workers are made. War council- Mudokon warriors, tomahawkers. Vault- Mudarchers. Hut- Mudokon houses. Windmill- Food and wood supply. Meetle hatchery- Meetles. Elum stables- Elum riders. Hatchery- Mudokons are hatched. Fort- Garrisons large amounts of Mudokons. Watch tower- Guards villages. Temple- Shamans. Storm circle- Regenerates forests. Fuzzlery- Fuzzle packs. Meep farm- Food. Alfs rehab and tea- Heals native units. Native units. Chief- Handles war strategies and building plans. Worker- Builds Mudokon structures. Warriors- cheap fighters. Tomahawker- Strong warriors. Mudarchers- Long-range units. Mudokon- Gathers food, captures some wildlife. Meetle- Air transport, siege and battle. Elum rider- Cavalry. Shamans- Possesses enemy units. Fuzzles- Attacks in large packs. Native upgrades. Mudumo- Upgrade for tomahawker. Mudanchee- Upgrade for mudarcher. Heavy elum rider- Upgrade for elum rider. Armored Meetle- Upgrade for meetles. Big faces- Upgrade for shaman. Mudokon backpacker- Upgrade for mudokon. Rabid fuzzles- Upgrade for fuzzles. Guard tower- Upgrade for watchtower. Native resources. Fish. Spooce. Wood. Berries. Elum milk. Opples. (oddworld version of apples) Water. Meep meat. Native extras. Grubb village- Found around oddworld they give you access to grubb warriors, builders and fishermen. Aqua toads- amphibious unit, swims very well and can jump on to enemies and hack them with there small tomahawks. Industrials. Industrials buildings. All industrial buildings are run buy several glukkons. Breeding facility- Mudokon scrubs. Rupture farms- Creates and stores food. Freeco depot- Connects to train line which gains moolah and units. Barracks- Sligs. Necrum mines- Mines bones. Magog motors- Allows flying sligs, slig tanks and snoozers. Spinterz- Stores wood. Bonewerkz- Makes explosives. Vykers labs- Upgrades, interns and Vykers. Mug farm- breeds mugs. Slog pens- slogs. Guard tower- Guards bases. Security centre- Creates security orbs. Soulstorm brewery- Gets extra scrubs. Flub fuels- Supplies moolah from selling fuel. Expresso- Speeds units up. Bounce- Makes some units jump more. Industrial units. Head glukkons- Makes the big decisions and handles moolah. Minor glukkons- Needed for buildings and sorting moolah. Scubs- Mudokon slaves used for building and working. Sligs- used for security and soldiers (can be either slacker, bouncer or popper) BigBro- expensive strong sligs. Flying sligs- Fly’s in the air and throws grenades. Interns- Shooters and shockrockers. Vyker- shooter or sawbones. Snoozers- Strong robotic security, siege units. Slogs- Cheap units, which do a lot of damage. Vyker pods- Scouts, captures some wildlife. Slig tank- Strong hard hitting siege units. Vyker scientists- Medics. Vyker blimp- Air transport. Industrial upgrades. Glokstar- Upgrade for glukkons. Flying slig gunner- Upgrades flying sligs so they have a machine gun. Intern sniper- Upgrade for Intern shooter. Snoozer rockets- Gives snoozers rocket pods. Tank motor upgrades- Speeds up slig tanks. Vyker mine spreader- Enables Vyker pods to spread mines. Industrial recourses. Scrab cakes. Mudokon pies. Wood. Moolah. Bone. Iron ore. Industrial extras. Outlaws- Hired for extra units for killing Mudokons and security. Wolvarks- hired cheap for guarding certain areas such as a forest which you’re scrubs are cutting down or a construction site. Wildlife (uncontrollable). Scrabs- used as food for industrials. Paramites- used as food for industrials. Ratz- used as spies for natives. Sleg. Wild elum- captured for elum riders by natives. Wild fuzzles- captured by natives for fuzzle packs. Landscapes. Graveyard. Rivers. Waterfalls. Spooce forests. Forests. Cliffs. Lakes. Plateaus. Deserts. Rocky outcrops. |
Here's somethings that I think should be in the game itself.
Industerial Machinery: Boom Machine- Can be used in by either side. Mainly used around the meat plants and Slig Barracks, but can be placed in any factory by auotherized use. Mainly used to refill Flying Sligs grenade pouches and to elimanate blockades or security. SoulStorm Vendos- Charges Worker Mudokon Units with the ability to become drunk and not to follow directions by fellow Mudokons. Native Units can become Worker Units if drunk enough. SoBe Vendos- Gives health to any Unit. Bounce Vendos- Can cause any Mudokon Unit to jump higher. Can give Crawling Sligs the ability to do jumps as well. Speed Vendos - Cause Walking and Crawling Sligs, Mudokon Units, Intern Units, Vykker Units, and Outlaw Units the ability to run at all times. Mine Carts - Used to destory emenies and clear areas like Necrum Mines. Used by Crawling and Walking Sligs, Mudokon Units, Vykker Units, and Outlaw Units. I will post more soon. Right now, I need to sleep. |
Nice list! Both of you! Can't wait til' mushroom makes it :p
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Why the hell would there be crawling sligs.
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Because crawling Sligs need to get to a pants or wings vendo to get upgraded. So that means they are the first stage of Sligs :p
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[QUOTE=Slaveless]Here's somethings that I think should be in the game itself.=QUOTE]
Sorry to be a completely annoying and spoil it all.... SoBe Vendos- Gives health to any Unit. This is health-up vendo in MO. Sligs, interns, vykkers can use it too. Speed Vendos - Cause Walking and Crawling Sligs, Mudokon Units, Intern Units, Vykker Units, and Outlaw Units the ability to run at all times. Expresso Vendo perhaps.... |
Oh, there should be a vendo for that! Also, there are some things that Flying Sligs can't do, that Walking Sligs could do.
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Industerial Machinery : Pants Vendos- Can only be used by Slig Units. Can give Crawling Sligs upgrades to either Walking Slig or Flying Slig. Eletric Fences- Can be deactivated and activated by any switch, Lock of any sort, or just by placement. Used to guard an area, by destoring the object itself. Slig Lock - Used to guard an area that's speclized to prevent Mudokon Units from accessing. Can only be deactivated by a Slig and it's voice. Usually programmed through a Slig Officer. Gluk Lock - A Lock that protecting the excutive areas of factories. Can only be activated by the Glukkon excutives of the factory. Teleportors- Used to transport self into a different section of the environment. Can be activated by Gluk voice or a switch. Always bought with in more than two's. Meat Saw - Used to cut up the meat in meat plants. Can also be used to prevent Mudokon Units from escaping. Can be activated by a switch. These sometimes cannot be turned off, but slowed down. Anti Chant Orbs - Prevents Mudokons from chanting, by temporaryily paralizing them. Often float in the air. Vary sometimes in their appearance. Watch Orbs - Secures factories with their moniters and often have movement detecters attached with them. Turns on alarms when an unidentified unit accesses the facility. Often sends Flying Mines towards victim. Floats above ground. Flying Mines - Bombs that have explosives in them. Used to destory the inturders, but cannot respawn self after explosion. Halt Signs - Objects that prevents Random Units from entering the unwanted area. Used to protect construction sites, pits, mines, etc. Mines - Used to prevent any Units from entering an unwanted area. Sometimes just used for security. Slog Pens - Units to make 15 extra Slog Units. Can be activated even from a distance. Steriod Vendos - After long use, can make normal Walking Sligs turn into Big Bro Sligs. Muscle Amplafier - Can only be used on long existing and Big Bro Sligs. These make a large shock that increases the bulkness of a Big Bro Slig to enter the Commando Slig stage. I'll finish this part one of my list. |
Thats cool except flying mines is stupid and the steroid thing is a bit dodgey It would look crap seeying a slig go bing into a big bro but the rest perfectimo.
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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 |