Author Topic: [Archive] The Unvanquished OLD PROPOSAL  (Read 243439 times)

Roanoke

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Re: [Concept] The Unvanquished.alpha_1
« Reply #150 on: January 27, 2009, 02:21:25 am »
I don't think I have a good explanation. Maybe it's just personal preference. We need some kind of organized voting for purple, green, or yellow, and I won't contest the decision.

Urcscumug

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Re: [Concept] The Unvanquished.alpha_1
« Reply #151 on: January 27, 2009, 03:03:49 am »
How about actually trying these HUD colors? Perhaps with a HUD mod, I have no idea but it must be doable. Because we might discover that some of these colors don't look all that great under live conditions.

PS: I like the Eldar very much.
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player1

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Re: [Concept] Intense Discussion
« Reply #152 on: January 27, 2009, 03:07:41 am »
Hi guys.

Red = Aliens
Blue = Humans
? = Unvanquished

red/blue/green = primaries of light

cyan/amber/magenta = secondaries of light

red/blue/yellow = primaries of pigment

Yellow = SPECTATORS!!!

Green = All Chat

Cyan = Team Chat

Purple = not partial to it

I prefer Green as their "team" color, for what it matters. I favor Black, Green, Gold and Silver for their Wardrobe, Gear, Insignia and Weapons, generally.

I really like all of the ideas that you guys are bouncing around, BUT: We would still like to get THIS proposal to a Beta level, before we add too many other, unrelated ideas, AND, we do not want to immediately change anything about either the Humans or the Aliens (that we don't have to).

Also, a visual note. The image links I provided are just general idea of what the characters should look like. Feel free to google-image research the terms, and provide your own. Suffice to say that they should look like anime/manga demon-people, and let's move on.

I still say the most important items on the list are:

1) Urscumug & Roanoke produce point-by-point comparison with other races (perhaps Urscumug could produce what he sees to be an "ideal" Third race template, and Roanoke could do an analysis of the existing Alpha version of the Unvanquished, based on Urscumug's tables for the Humans and Aliens).

2) Recruitment: The Me, if you are interested in this, please proceed. We need to contact all current team members, then look for 2d & 3d artists, modelers, and an animator.

3) A way to put people's ideas and energy to good use, without diluting the original idea. Kaleo, would you be willing to dummy up a visual draft of a HUD for the Unvanquished, including all of the features described in the Class Descriptions (way back on page one and two)? Hendrich, can you continue to help The Me to keep the conversation on track? I need to be mostly AFK for about a week, and would really like to hear your thoughts on the Original Idea, and how gameplay would be, what teamplay would be like, what building, defense, and attack rushes be like, how would stage-ups affect strategy, where would you put the Unvanquished base in current maps, who here would like to try to work together to make a three-team map, and etc.?

It might even be good for someone to go back and grab all the class and structure info, and repost it in a smaller and more concentrated form, right here on this page, so we can see what we are talking about.

Kaine

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Re: [Mindblowing] Excellence.alpha_1
« Reply #153 on: January 27, 2009, 03:23:18 am »
Um.... holy shit dude.

I did not know this existed prior to today.  This is awesome, although to be honest I haven't read any of the comments other than that beginning cluster that you posted.  This may seem a little bit innapropriate to post here, but:

Fuck Tremulous, have you considered trying to launch an MMORPG?  You clearly have enough classes / stats / weapons planned out, and if you have a few coders at your disposal, why not use your idea to make some money?

The ideas you have here are way too shiny to just put into something that's already just a forgotten Quake3 (obsolete) mod.  It just feels like it wouldn't do them justice.

-Kaine

Roanoke

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Re: [Concept] The Unvanquished.alpha_1
« Reply #154 on: January 27, 2009, 03:30:19 am »
Alright, I shall get started on the analysis, if we are leaving colors for later.

The Me

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Re: [Mindblowing] Excellence.alpha_1
« Reply #155 on: January 27, 2009, 03:57:27 am »
Um.... holy shit dude.

I did not know this existed prior to today.  This is awesome, although to be honest I haven't read any of the comments other than that beginning cluster that you posted.  This may seem a little bit innapropriate to post here, but:

Fuck Tremulous, have you considered trying to launch an MMORPG?  You clearly have enough classes / stats / weapons planned out, and if you have a few coders at your disposal, why not use your idea to make some money?

The ideas you have here are way too shiny to just put into something that's already just a forgotten Quake3 (obsolete) mod.  It just feels like it wouldn't do them justice.

-Kaine
I am assuming that this quote was directed at player1,and I do hope he replies to it, but I would like to say a few things. I am glad that you are as pleased with the classes and abilities as much as I am but I don't think there is any possi me chance of this becoming a commercial project and actually makig money.
I also prefer it this way. [Daydream]Hey maybe if it's fun enough It will grab enough peoples attention and a publisher may contact us (similar to what happened with CS) :D[/Daydream]
« Last Edit: January 27, 2009, 04:13:10 am by The Me »

Kaleo

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Re: [Concept] The Unvanquished.alpha_1
« Reply #156 on: January 27, 2009, 04:01:12 am »
Tremulous has a semi-transparant HUD. You would need a fairly dark yellow for it to show up in all situations. I think a green HUD would be a much more visible. Also, it contrasts well between the red and blue (or cyan and megenta, if you feel the need to be pedantic).
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The Me

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Re: [Concept] The Unvanquished.alpha_1
« Reply #157 on: January 27, 2009, 04:11:10 am »
Sounds like green is the favorite so far, just make sure it doesn't blend into the grass on certain maps.
« Last Edit: January 27, 2009, 04:15:03 am by The Me »

Roanoke

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Re: [Concept] Intense Discussion
« Reply #158 on: January 27, 2009, 04:50:44 am »
cyan/amber/magenta = secondaries of light
No, cyan/yellow/magenta.
(or cyan and megenta, if you feel the need to be pedantic).
My point is exactly that the aliens are red, humans are blue, both primary colors of light, therefore unv needs to be green.
Sounds like green is the favorite so far, just make sure it doesn't blend into the grass on certain maps.
Alien HUD is seen fine despite the blood splatters on transit. I do not expect this to be a problem.

Futilrevenge

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Re: [Concept] The Unvanquished.alpha_1
« Reply #159 on: January 27, 2009, 05:05:35 am »
Ok, for those who dont think I am still working on this, I AM. I really want to release all the building models at once but I need  CONCEPT ART!. So anyone who's willing to do it, please say so! Otherwise ill do the concept art, the models, and fixing my computer. As you can see im a bit busy,  ;D .
also, I might be able to animate, but Im not shure
I Yam what i Yam. Tremulous.

player1

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Re: [Concept] Tangential Discussion
« Reply #160 on: January 27, 2009, 05:30:08 am »
Off Topic: In Theatrical Lighting, it's Amber. It looks yellow, but actually yellow has a lot more green and is a tertiary color. Not only have I taken courses in lighting design and color theory, I've been in the entertainment industry for about thirty years, including rock'n'roll, touring concert lighting, industrial, display, retail, fashion, opera, ballet, musicals and drama (mostly Lincoln Center and Broadway, but lots of shitty bars in East Egypt as well).

Take two PAR cans, @ 1kW ea. Put a primary red gel on one. Put a primary green gel on the other. Now blend the two sources together, piling one on top of the other, shining them on a white surface, like a wall or front-projection screen. Because of transmission differences, one might need to be slightly dimmed. The resulting color on the wall will be Amber. Yellow is a slightly greener color. In lighting, that is. In pigments, you are right. The colors for, say four-color press, are usually CMYK: cyan, magenta, yellow, and black, like when you print comic books.

On Topic, On Task, On Point:

@Roanoke: I agree, Green. Maybe it will end up needing to be lime-green instead of forest-green, we'll see. Yellow is for Spectators! Thanks for working on the analysis. I think this is an area where your talents will best be brought to bear, as you have an active interest in such matters.

@Kaleo: Feel like making a first draft of the Unvanquished default HUD? I think you could do it justice. It would be a first working sketch. Also, anybody know someone who can sub for Chess Guy? He seems to have gone AWOL. We may need another 2d guy. Everybody needs to PM + OPTIMUS +, and tell him to join us!

@Kaine: Yeah, I had a great editor and critic, who I enlisted as a co-conspirator. Now, who did I learn that from? I think if we try to keep the gameplay very Trem-like, it has the potential to be an awesome mod. That's why I was so keen to show <3 Clan <3 to Amanieu. He actually requested a serious proposal for a Third Race Mod. So, we're trying to make a serious proposal. Also, we can always use another Recruitment Officer. We definitely need a 2d guy, apparently. -nudge-

@The Me: Again, thanks for your leadership. Please let me know if you are able to contact everyone, and consider editing my Team Roster, and the Original Mod Proposal, as you see fit. Cheers, mate.

@Futilrevenge: Hi! Boy, did we miss you. We're desperately looking for 2d artists. can you continue with the Structure models, in the style of what Chess Guy did? We'll have to try to get an artist soon, so someone can work on the playermodels. Did you see the art links I posted for each class? Let us know what we can do to help. Remember, there is no real rush yet. Don't overwork yourself. If you get anything done that you'd like to show, feel free to post. Thanks again for all of your work on this project. Suggestions: Try contacting Chess Guy via PM. Post some preliminary work in the Models sub-forum, and arouse some attention for the mod. Advertise in General Discussion, Modeling and Mapping sub-forums for other team members. We do need an Art Director, you know. If you're up to it, designate a volunteer or two to be your Talent Scout, and put any team together that you like. It is an open-source concept proposal, freely interpretable by whomever, our gift to the Tremulous community-at-large.

AFK 4 a wk

Someone please help The Me to moderate the discussion. Thanks again, guys. It couldn't exist without you. Cheers!

Kaine

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Re: [Concept] The Unvanquished.alpha_1
« Reply #161 on: January 27, 2009, 05:45:02 am »
Wait... what?  How did you hear that I have a 2d guy?  Did you talk to Exclamation?

I'm sure you didn't intend to, but your whole comment to me there was eerily familiar.  Have we talked about any of this before?

player1

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Re: [Concept] Vuja Dé
« Reply #162 on: January 27, 2009, 05:49:39 am »
@Kaine: I just had a feeling that if you became involved with this, in your usual capacity of sizing up talent and suggesting possible useful relationships, considering the people that you know, it might be mutually beneficial for all parties concerned.

Also, if you were to bring in the voices of other players of equal experience, this mod would greatly benefit from hearing what they think of it, and if they would play it, and how the heck we go about making it, and who can help us, and where can we find the files?

If someone like yourself or inaki were to moderate this discussion, it would probably help it to stay close to the True Spirit of Tremulous, that shiny dream to which all Mod [Concept] Proposals aspire. I'd also like to hear from theusual curmudgeons, if you could convince them to take a look. I even made it Space Pirate Ninja Anime Demons, so everyone from the manga-lovers to yesterday's n00bz will love it.

<3

Yeah, that's right. The Tremfusion guy wanted to take a look at a serious Three-team Mod. We worked pretty hard just to get the Alpha version done. Now that we've assemled Team Beta, we need someone to whom they can give the results of their analysis, and a dude to draw pictures for a working modeler. That's where you come in, guy-who-knows-people?



Kaleo

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Re: [Concept] Tangential Discusssion
« Reply #163 on: January 27, 2009, 05:58:54 am »
@Kaleo: Feel like making a first draft of the Unvanquished default HUD? I think you could do it justice. It would be a first working sketch. Also, anybody know someone who can sub for Chess Guy? He seems to have gone AWOL. We may need another 2d guy. Everybody needs to PM + OPTIMUS +, and tell him to join us!

Mah pleesuare.

And, hey, whadda ya know! Gotta boot OS X.

Meh. It can wait.
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player1

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Re: [Concept] Team Unvanquished.beta_!
« Reply #164 on: January 27, 2009, 06:05:32 am »
Thanks, Kaleo. Alright, tasks somewhat designated. See you all in a week. The Me, you have the con. Kaine, the psychic mind wave scares me a little. I guess I've been writing about clones too much, lately.

Kaine: Think we should let Kaleo app <3 Clan? That would be kewl: Cali, Oregon, China, Singapore, whereverthefuckyouare, Australia. Ring of Fire Guild!

Hendrich

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Re: [Concept] The Unvanquished.alpha_1
« Reply #165 on: January 27, 2009, 06:13:43 am »
    Quote
    Hendrich, can you continue to help The Me to keep the conversation on track?
    *Hendrich gives The Me a cookie*

    Quote
    It might even be good for someone to go back and grab all the class and structure info, and repost it in a smaller and more concentrated form, right here on this page, so we can see what we are talking about.
    Due to P1's request, I'll just stick the following information down so we all know what the hell we're dealing with here based on the Uns (aka, the Unvanquished, lets try to use the "Un" acronym for easy reference like Rant, Om, etc.) I'll just copy what P! previously said and warp them a bit.

    Edit:
    Remember that I'm aware of mistakes in this thing, I'm editing it as I go. I'll post it here to save my work.


    Contents:

    1)
    Introduction

    2)
    Clarifications

    4.a)
    Structure list

    4.b)
    Single Structure Information

    5.a)
    Class list

    5.b)
    Class information

    6)
    Thoughts on a general base environment

    7)
    Final Thoughts

    8)
    Credits/Current Team Roster


    Introduction:
    The Unvanquished is a mod idea founded by Player1, who responded to the flurry of questions/requests for a third team/race. He posted ideas of what he thought the third race should be, and received positive feedback and suggestions. Later on he managed to grab a modeller, a concept artist and a coder to help him when he and the modeler/coder/artist is ready, and others (Like myself) have been accepted into the team" to help bring this race to become reality.
    This is where we currently are.

    Quote
    The Unvanquished are a Confedation of Omniversal Sentients who have become embroiled in the Human-Alien Conflict of the 41st Century. They have been shocked and outraged at the war-mongering ways of both species, and have decided to put  an end to the conflict by annihilating these outsiders and restoring peace to the Worldlets of the Peaceable Starfolk.
    In layman's terms, the Uns are a bunch of aliens/humanoids/etc that got pissed by the humans and the aliens fucking with each other so long, so they joined each other to shut them up. This makes sense but the new race does break new ground for Tremulous which we are aiming to be a good thing. We want this new race to be balanced, fun to play as and to make sense into the universe of Tremulous.

    Clarifications:

    Things to note:
    1 Bounty = 1 Evo = iirc, 175 Credits
    Phial = +15 Health; Carry Limit = 2
    Dretch Headbite only does 75 Max. Damage to Unvanquished!!!
    (Will still kill Nymph-form or Merman-form in one headbite)

    d=default
    b=Bounty
    1 Bounty = 1 Evolve = iirc, 175 Credits

    (This is used for the contents below)



    Classes:


    Priestess (angel-winged fox-woman):
    The Priestess is basically "The Medic" of the race. She goes around healing other teammates and structures, so she could be cosidered to be a support unit. She can fly to offer aerial support and her attacks are defense-based.

    Picture:
    None yet.

    Health:
    120

    Powers:
    Possesses the power of Flight (but slower than a Jetpack (By 25%?) and Stamina-Dependent)

    Default Attributes:
    Healing Aura:
    S1: 10' radius. 30hp/min.
    S2. 12' radius.
    S3. 15' radius

    Still Shield:
    S1. +18 hp/90s recharge
    S2. +36 hp/180s recharge
    S3. +36 hp/90s recharge

    Bow Glove:
    S1.9 Damage per Hit per projectile 
    S2. 2b: Poison

    Upgrades Stage Cost:
    Bubble Shield1b:
    No hitscan shots in or out. 
    S1. 5' radius. 60s/180s
    S2. 7' radius. 45s/120s
    S3. 9' radius. 30s/90s
    (on/recharge - no off toggle)

    Squad ShieldS22b:
    Adds armor value to nearby teammates.
    S2. 12' dia. +25 hp
    S3. 15' dia. +30hp
    (regenerates if damaged, +5hp/min, +25/min if on "Hallowed Ground" near "Mana") 

    Plague Pulse 1b:
    Damage + Poison to nearby opponents.
    S1. 5d/9'/180s
    S2. 7d/12'/240s
    S3. 9d/15'/300s

    Bow Glove PoisonS22b:
    Poison for Bowglove Projectiles.
    (Default Weapon)

    Staff of RebirthS22b: 
    S2. Resuscitation* & Heal Rate x1.4
    S3. Resuscitation & Heal Rate x1.6
    *Resuscitation means player keeps purchased Upgrades. If you buy the Staff, and you get killed, when you respawn you will still have your Staff of Rebirth, as well as your Upgrades.

    Helm of Far-Scrying2b:
    S1. Armor Value & Team see
    S2. Adds Radar
    S3. Adds Radar x1.5 distance

    Cuirass & GreavesS21b:
    Light Armor for Priestess, not available until Stage 2.


    Nymph: Xenomorphic Vampire-Ronin Cosmic-Privateer Kraken-Faery
    A Nymph is basically the "Spy" of the team. He can fly, be invisible and suck HP form buildables. Do not fuck with this guy.

    Picture:
    None yet.

    Health:
    Health is form-specific, see below.

    Powers:
    Possesses the power of Flight (but slower than a Jetpack (By 25%?) and Stamina-Dependent)

    Default Attributes:
    Naiad form.

    Added Health:
    S1. 75
    S2. 90
    S3. 105

    Invisibility-while-Flying:
    S1. Cloaked
    S2. Camouflaged
    S3. Invisible

    Sting: 
    S1. 18 Damage per Hit [25 Human Headshot (HS)]
    S2. 25 D/H [36 HS]
    S3. 36 D/H [50 HS]

    Slay Shield:
    18 Damage to all foes within Spherical Blast Radius emanating from Avatar to approx. 12 "feet" away* ;90s recharge

    Blood Sucker Latent:
    S2. Transfer 18 Health Points from all foes within Spherical Blast Radius, approx. 18 "feet" in diameter ;180s recharge

    Nereid form

    Added Health:
    S1. 90
    S2. 105
    S3. 120

    Invisibility*:
    *While unmoving
    S1. Cloaked
    S2. Camouflaged
    S3. Invisible

    Stun:
    S1. 15 Damage per Hit (D/H), 0.2s Stun Effect
    S2. 30 D/H, 0.4s Stun Effect
    S3. 45 D/H, 0.5s Flashbang Effect

    Blast Shield:
    25 Damage to all foes within Spherical Blast Radius emanating from Avatar to approx. 9 "feet" away ,120s recharge

    Destroyer Latent:
    S2. Transfer 25 Health Points from all Enemy Structures within Spherical Blast Radius, approx. 15 "feet" in diameter ,300s recharge


    Advancement Upgrades:
    Sting/Stun DoublerS1 3b:
    Doubles Damage Dealt by Default Offensive Attribute

    ShieldspeedS3 3b:

    Reduces Shield Charge Time by Half (Slayshield=45s; Blastshield=60s)

    WampyriS3 2b:
    Increases Spherical Blast Radius of Transfer Attribute by One-Third (Bloodsucker - dia.=24'; Destroyer - dia.=20')

    Note:
    Nymphs cannot carry Weapons or wear Armor

    Second Note:
    Due to transfer of hp from Bloodsucker and Destroyer attributes, Maximum Health is equal to twice normal health for that form at that Stage, e.g. Naiad, S1, norm. health=75, max. health=150.

    Naiad - Scout
    Nereid - Spy


    *twice the height of the Human Space Marine avatar (blast radius at sternum height, or 2/3 avatar height)[/list]

    Evolute: Undead-Metadaptoid Interglobal-Progressive-Soldato Oni-Tanuki

    Health:
    Health is form-specific, see below.

    Default Attributes:
    Beserker Form:

    Added Health:
    200

    Slingshot:
    9 D/H per proj.

    Club:
    12 Damage per Hit

    Advancement Upgrades (Available sub-class upgrades, same avatar and artifacts, better attributes, for health, see each):

    Warrior 1b:
    HP=175
    Armor=24
    S1. Broadsword, 18 D/H
    S2. Bow, 18 D/Hpp
    S3. Stabbing Spear ,36 D/H ,3-stab

    Adept 2b:
    HP=150
    Armor=36
    S1. Fire Sword ,25 D/H
    S2. Recurve Bow ,25 D/Hp
    S3. Adder Staff ,36 D/H+Poison

    Paladin 3b:
    HP=125
    Armor=48
    S1. Longsword ,36 D/H
    S2. Longbow ,36 D/Hpp
    S3. Staff of Lux ,36 D/H+Flashbang

    Mage 4b:
    HP=100
    Armor=60
    S1. Magicsword ,50 D/H
    S2. Wizard's Bow ,25 D/Hpp+SAD*
    *SAD=Splash Area Damage
    S3.  Viper Staff, 50 D/H+Poison

    Note:
    Evolute class cannot buy Weapons or Upgrades at a Smithy (but can buy Poison at the Apothecary - S2 2b), only purchase higher subclass and weapon/armor loadout/package of Evolute Bounty Tree. Half of the indicated Armor value is the Helmet Armor Value.

    Only carries one Weapon in addition to Default Weapon:
    Stage 1 = Sword
    Stage 2 = Bow
    Stage 3 = Spear/Staff

    Second Note:
    All forms available at all Stages.

    Default weapon of Warrior/Adept:
    Bowglove ,9 D/Hp+ S2 2b Poison

    Default weapon of Paladin/Sage:

    Thrown Darts ,18 D/Hp+ S2 2b Poison

    ---
    I'm not gonna be gracious about it, what a bitch to do. It would be easier if I did this on a Wiki. Fucking character limit, I'll do part 2 of this bullshit later. For now I'll edit it during the day repeatedly, if theres something wrong/you want to add anything to this, please, go ahead. 
    « Last Edit: January 27, 2009, 06:16:01 am by Hendrich »

    Kaine

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    Re: [Concept] The Unvanquished.alpha_1
    « Reply #166 on: January 27, 2009, 06:16:20 am »
    Do you have a test server to be playing around with?  And do you have a target file size for this mod?

    Because if the files are big enough, you aren't going to want to make people have to deal with the "autodownload" function of the game.

    player1

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    Re: [Concept] I Don't Feel Tardy...
    « Reply #167 on: January 27, 2009, 06:23:08 am »
    @Kaine: We need all of those things, that advice, and any other guidance you can offer, 'cuz we're just several idea dudes, a missing artist, a working modeler, a busy coder with a tenuous commitment, and maybe one or two people who could point us in the right direction and introduce us to the right talented specialists (I said hopefully). Also, Archangel offered a wiki. Would you PM him, and put him in touch with Hendrich? I think we are ready for one.

    @Hendrich: Lovely work. Can you also add all of the art links? I would like to be able to e-mail a URL of that post to a possibly interested third party. Thank you again for keeping us organized, and on track. Also, Archangel offered a wiki before. I'm sure if you PM him nicely and mention my name, he'll do what he can to accommodate you, within the means that he is able. I believe that The Me, Urscumug and Roanoke would rather enjoy some wiki-ability with this concept by now anyway. Cheers!

    player1

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    Re: [Concept] Sound Guy?
    « Reply #168 on: January 27, 2009, 07:34:14 am »
    Having a slight amount of experience in sound design, may I have permission to start working on some concept sounds for this project?  It looks amazingly cool, in my humble opinion, and I'd love to see what I can come up with to give these things voices!

    Hey, would one of you guys also PM Vortexx and see if he is still interested in this? The Me, can you take care of this and add him to the roster, if he's still in?

    Kaine

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    Re: [Concept] The Unvanquished.alpha_1
    « Reply #169 on: January 27, 2009, 07:57:53 am »
    This is where you can reach VortexX.

    player1

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    Re: [Concept] Talent Scout and Information Officer
    « Reply #170 on: January 27, 2009, 08:17:35 am »
    Thanks, Kaine.

    The Me, can you take care of this and add him to the roster, if he's still in? Thanks, dude. You have the con. I'm sure these gentlemen are more than willing to assist you, in my absence. Steer gently, it's a big ship. Cheers!



    Kaleo

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    Re: [Concept] The Unvanquished.alpha_1
    « Reply #171 on: January 27, 2009, 11:36:04 am »
    One small note before I continue: Hendrich, I think nymphs are generally female. Just FYI. I don't know weather you know this or not and weather you did it on purpose, just letting you know.

    Anyway, where was I.

    Ahh yes. The HUD.

    Bloody Illustrator refuses to install, so that will have to remain on hold for now, but I'm happy to work on any other simple 2D mockups (screenshot composites etc.).

    Also, about maps. It's obvious that this mod is not going to be able to fit into any of the current Trem maps (or at least, most of them). Do we have anyone working on ideas for maps?

    And finally, back to the classes etc. Do we want the evo/credits/upgrade system to work like either of the existing races? I was thinkin that maybe an entirely new approch could be good. You don't aquire credits or evos like the other races. Instead, after X amount of damage done to the enemy, you are awarded with an upgrade. This upgrade is a spawn upgrade, meaning you can use it at any time, since you spawn with it. I was thinking that perhaps class trees could be avaliable, like in BF2142, so when you unlock the first upgrade in, say, the healing tree, a second one becomes avaliable. The first upgrade may be somthing like an incresed range in your healing aura, and the second may be a heal-on-touch ability.

    I would probably need a larger post to explain this in greater detail, so if you want I could do just that.
    Quote from: Stannum
    Thou canst not kill that which doth not live,
    but you can blow it into chunky kibbles!
    I has a cookie, and u can has a cookie, but i no givs u mai cookie...

    Volt

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    Re: [Concept] The Unvanquished.alpha_1
    « Reply #172 on: January 27, 2009, 01:17:59 pm »
    Hello, i'd love to join the Project team, such a neato idea.

    Futilrevenge

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    Re: [Concept] The Unvanquished.alpha_1
    « Reply #173 on: January 27, 2009, 02:21:31 pm »
    well volt, what can you do? We'd love to have someone else working on the project!  ;D .
    EDIT: maps... I can map, but I cant add details and such... by the way, how are we going to map in GTK if it doesnt support this third race?
    « Last Edit: January 27, 2009, 02:27:35 pm by Futilrevenge »
    I Yam what i Yam. Tremulous.

    The Me

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    Re: [Concept] The Unvanquished.alpha_1
    « Reply #174 on: January 27, 2009, 02:42:38 pm »
    Good job Hendrich and thanks!

    Volt says he is willing to work on HUD and menus.

    I never thought about the whole no third race in GTK though it should be fairly easy to implement. I will look into it.

    Good to have you Kaine.

    What roster?

    Kaleo, as I said earlier, I am looking for a .map atcs so I can try and make a triangular version. I can try to get You Face to help map. Maybe even TRaK? I'll pm Vortexx TRaK and Face in a bit.

    Oh and Chessguy is unresponsive. So it looks like we need a new Concept artist. Kaine, you or player1 mentioned something about you knowing some Concept artists. If this is true then pleas beg them to join us.   

    We should get our own forums to orginize the discussions. Would anyone be able to snag us a site? If not then I have an old semi crappy forum site for an old clan. It won't look professional. But should serve it's purpose.
    « Last Edit: January 27, 2009, 03:05:40 pm by The Me »

    Amanieu

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      • Amanieu
    Re: [Concept] The Unvanquished.alpha_1
    « Reply #175 on: January 27, 2009, 03:16:45 pm »
    I don't really think making new maps should be a priority at the moment. We should just make some new layouts for existing maps.
    Quote
    < kevlarman> zakk is getting his patches from shady frenchmen on irc
    < kevlarman> this can't be a good sign :P

    The Me

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    Re: [Concept] The Unvanquished.alpha_1
    « Reply #176 on: January 27, 2009, 05:10:54 pm »
    I don't really think making new maps should be a priority at the moment. We should just make some new layouts for existing maps.
    Maps take a while to make so it's good to start them now, if we finish them early then we can have them air until we are ready to test the Mod.

    player1

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    Re: [Concept] Team Unvanquished.beta_!
    « Reply #177 on: January 27, 2009, 05:56:05 pm »
    @Kaleo/Hendrich/Team: Thanks for pointing that out, Kaleo. Hendrich, gender is as follows:

    Female: Priestess, Nymph, Shojo

    Male: Artificer, Mer-Centaur, Evolute

    @Hendrich: Great job! Thanks so much. Please continue.

    @Kaleo: Interesting idea, if you'd like to explicate. We were trying to keep the game as Tremulous-like as possible, so that the job of the coder is not monumental (Amanieu will eventually have to go off to college, or get married and raise a family, we don't want this to take him ten years to code), and also so that anyone who's played Tremulous can basically jump right into a Three-team Mod game, and understand what's going on, without a whole new learning curve. Kill enemies. Collect bounties. Get new toys. Also, if you look closely, we already have a system for some classes where they are stronger at stage-up.

    Also, Kaleo, if you can't work on the HUD mockup, are you willing to map? Or possibly assist Volt in making the HUD? We would very much like to have you participate.

    @The Me: I posted a tentative roster a page back or so. If you PM Archangel, he may be willing to provide us with some unused forums, an old wiki, or some available web space. Ask nicely, he's a busy guy. Maybe Kaine can also talk to him about it for you. I agree that we should at least attempt to make a three-team version of something like ATCS or Nano, but I also agree with Amanieu, that we should try to do a new layout for a couple of the existing large maps, relocating all three bases. Of course, until we have Structure models, and until we have them set up in GTK, it could be a while. If you are able to recruit mappers, please do so, and we can begin a three-team map thread at the appropriate sub-forum. Remember, we are making this for Amanieu to code, so be willing to listen to his advice, as he is our "customer", if you will. Kaine is working on recruiting a 2d artist, and if anyone has a better idea about how to reach Chess Guy (e-mail maybe?), we're open to suggestions. If Archangel doesn't have web space for us, then we can use your site, and we will look into providing more. Great job, Co-Leader. Would you also post a couple of "Help Wanted" threads in the appropriate sub-forums (Mapping for mappers, Art for artists, Modeling for modelers and animators)? It would be greatly appreciated. We will also need our own test server and IRC, as things progress.

    @Futilrevenge: If you want to start posting some of your work, feel free to do so here, and/or start a new thread in the Models sub-forum. Thanks again.

    @Kaine: Did you get the e-mails? Let me know if your friend finds them useful. Thanks again.

    @Volt: Great to have you on board! w00t! We would absolutely love to have you work on the HUD for the Unvanquished team. Have you read the original proposal? It's not too different than a default trem HUD, really; just a few minor changes, I think. Thanks again. Welcome.

    You guys are amazing. I never really thought this discussion would produce results this quickly. Go, Team Unvanquished!!!

    P.S. Everyone's opinion is equally valid, and everyone's passion for this project is greatly appreciated. The Me and I worked very hard on this, and we would be very grateful if respondents would take the time to read it thoroughly, and to critique it on its merits and shortcomings, without totally derailing the discussion. With active team members coming on board who can create assets, I would ask that you respect one another, and allow each other to contribute, as each sees fit. I thank you again for your interest and your enthusiasm, and all of your hard work. I would like to see progress on what has happened so far, and table some of the discussion on less-urgent issues, for the time being. Perhaps we could start a beta thread or wiki, or someone could start a tangential discussion thread, and we can discuss long-term issues there.

    Do not resist us. All your bases are ours. We remain: Unvanquished! 

    Volt

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    Re: [Concept] The Unvanquished.beta_1
    « Reply #178 on: January 27, 2009, 08:26:39 pm »
    I've spoken to Brain, he says he and his brother YOURFACE(willing or not) will help with mapping.

    The Me

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    Re: [Concept] The Unvanquished.beta_1
    « Reply #179 on: January 27, 2009, 08:49:43 pm »
    Sorry player1, but I am stealing your bolding-players-names thing :D.

    Hendrich could you please help explain the characters to our new art guy once Kaine reveals him. I'm trusting you to assist him since you seem to know the mod pretty well.

    Kaleo, Volt and you should work together on the HUD, keep in contact, divide up the work, and let each other know what you can do.

    All I went ahead and created an IRC channel. Server: irc.freenode.net Channel: #Unv Please hop on it any time. My old clan NULL is kindly lending us a portion of their forums for this mod. Once it is up and running I will provide a link.

    Volt Thank you, I am good friends with Face, next time I see him on aim Ill inform him of what we are doing here.

    « Last Edit: January 27, 2009, 09:06:53 pm by The Me »