Topic Concept: Core objects
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In Response to Newton
This is the core concept for the game objects: So that one already can play the game.
Objects which are not primarily important for now are in cursive. Even though I am sure that magic and magitek will be a part of OpenClonk, we left that out for now as we first want the basic objects for mining, construction and infrastracture in place.
So, we need graphics big time for all these objects (inventory objects will most likely stay sprites) and of course, whoever wants to realize a few objects is most welcome! Please answer to this topic if you plan to create graphics, sounds and/or write the script for some objects - not that we have two or three versions of the same objects at the end :-)
Regarding the graphics: It's no problem to use graphics from older clonk projects as long as the authors are agreeing to put the work under CC-BY license.
- means that there is already a graphic or it's in the making
- means that someone is already coding it
Shovel for digging
Hammer for constructing
Axe for chopping
Wire as linekit
Wooden barrel
barrel
Base flag
There will be no automatic hand-to-hand combat anymore. Melee weapons will be used like tools with the use-key. The weapons do not only differ in its range, the speed and damage dealt, but above all in the way they are employed and how they strike. There can be weapons where the clonk jumps forward while making a strike or where the clonk hits the earth in front of him hard (like the two handed sword in M&M). Melee weapons will be more fun and more dynamic to fight with, offering the player more possibilities in close combat. However we didn't plan out all the weapons as their might be many cool ideas for fun weapons which should not be left out.
For starters, we can include a few weapons like e.g. the sword and a big hammer so that the poor blacksmith has something to produce and later add more.
Additionally:
Catapult
Cannon
Gatling gun
Bow
Musket
As mentioned before, the ranged combat weapons like the bow or the musket will be usable while moving by mouseclick. So, if you know the game Soldat or Teeworlds, you know how comfortable that is.
Bows, muskets, gatling guns and other ranged weapons need ammunition which like arrows or rounds. The catapult hurls normal objects.
Log
Metal
Wheel
Rope
Fabric
Wheat
Cotton
+ You know the rest
Wooden lorry
Hot air balloon
Structures don't have basements by default. Basements can be constructed like other structures.
Mining hut
base building.
Tools workshop
Produces tools and explosives for mining and constructing: Hammer, Shovel, Axe, Wire, barrel, wooden lorry
Furnace
Produces with coal or wood: metal from ore
Steam engine
Produces energy with coal, wood or oil. It is possible to connect a line to the steam engine so that the steam engine is automatically supplied with oil. This building produces a fair amount of energy while only consuming fuel if the energy is needed.
Wind generator
Produces little energy which is only enough to supply one building.
Blacksmith
Produces medieval weapons like javelins, shields, armor(s), arrows, bow, catapult
Alchemist's factory
Produces advanced explosives mainly for mining purposes. So, not just "bigger" explosives, but (also) more specialised and versatile explosives. This building requires energy.
Foundry / Armory
Produces gunpowder-based weaponry like muskets, cannons, gatling guns (as a replacement for the crossbow) and it's munitions out of gunpowder which is produced in the alchemist's factory. This building requires energy.
Weaver's hut
Produces ropes, fabrics, hot air balloon and other cotton-products. Cotton automatically grows around the weaver's hut. If the cotton plants are watered, there will grow more cotton and that much faster.
Windmill with Bakery
Produces food out of wheat which grows automatically around this building. Other food can be prepared here too.
Basement
Inexpensive to build. Fully constructed, it's a material basement out of granite (with a fitting texture)
Look-out
Inexpensive wooden tower that does not offer protection but can be used to get up somewhere. Possible appearance
Bridge
The wooden bridge can be constructed in place. Additionally, one can choose to a certain degree the angle of the bridge on construction, e.g. making it go up a little. Possible appearance: Look for Wooden bridge on Google images ;-)
Elevator
Needs energy.
Lift
Like the elevator but can go up. One has to build two lift-buildings and connect them with a wire to finish it. It is useful for connecting sky islands if bridges are not applicable. Needs energy.
Objects which are not primarily important for now are in cursive. Even though I am sure that magic and magitek will be a part of OpenClonk, we left that out for now as we first want the basic objects for mining, construction and infrastracture in place.
So, we need graphics big time for all these objects (inventory objects will most likely stay sprites) and of course, whoever wants to realize a few objects is most welcome! Please answer to this topic if you plan to create graphics, sounds and/or write the script for some objects - not that we have two or three versions of the same objects at the end :-)
Regarding the graphics: It's no problem to use graphics from older clonk projects as long as the authors are agreeing to put the work under CC-BY license.
- means that there is already a graphic or it's in the making
- means that someone is already coding it
Tools
Shovel for digging
Hammer for constructing
Axe for chopping
Wire as linekit
Wooden barrel
barrel
Base flag
Weapons
There will be no automatic hand-to-hand combat anymore. Melee weapons will be used like tools with the use-key. The weapons do not only differ in its range, the speed and damage dealt, but above all in the way they are employed and how they strike. There can be weapons where the clonk jumps forward while making a strike or where the clonk hits the earth in front of him hard (like the two handed sword in M&M). Melee weapons will be more fun and more dynamic to fight with, offering the player more possibilities in close combat. However we didn't plan out all the weapons as their might be many cool ideas for fun weapons which should not be left out.
For starters, we can include a few weapons like e.g. the sword and a big hammer so that the poor blacksmith has something to produce and later add more.
Additionally:
Catapult
Cannon
Gatling gun
Bow
Musket
As mentioned before, the ranged combat weapons like the bow or the musket will be usable while moving by mouseclick. So, if you know the game Soldat or Teeworlds, you know how comfortable that is.
Bows, muskets, gatling guns and other ranged weapons need ammunition which like arrows or rounds. The catapult hurls normal objects.
Construction Materials
Log
Metal
Wheel
Rope
Fabric
Materials
Wheat
Cotton
+ You know the rest
Vehicles
Wooden lorry
Hot air balloon
Buildings for production
Structures don't have basements by default. Basements can be constructed like other structures.
Mining hut
base building.
Tools workshop
Produces tools and explosives for mining and constructing: Hammer, Shovel, Axe, Wire, barrel, wooden lorry
Furnace
Produces with coal or wood: metal from ore
Steam engine
Produces energy with coal, wood or oil. It is possible to connect a line to the steam engine so that the steam engine is automatically supplied with oil. This building produces a fair amount of energy while only consuming fuel if the energy is needed.
Wind generator
Produces little energy which is only enough to supply one building.
Blacksmith
Produces medieval weapons like javelins, shields, armor(s), arrows, bow, catapult
Alchemist's factory
Produces advanced explosives mainly for mining purposes. So, not just "bigger" explosives, but (also) more specialised and versatile explosives. This building requires energy.
Foundry / Armory
Produces gunpowder-based weaponry like muskets, cannons, gatling guns (as a replacement for the crossbow) and it's munitions out of gunpowder which is produced in the alchemist's factory. This building requires energy.
Weaver's hut
Produces ropes, fabrics, hot air balloon and other cotton-products. Cotton automatically grows around the weaver's hut. If the cotton plants are watered, there will grow more cotton and that much faster.
Windmill with Bakery
Produces food out of wheat which grows automatically around this building. Other food can be prepared here too.
Buildings for infrastructure
Basement
Inexpensive to build. Fully constructed, it's a material basement out of granite (with a fitting texture)
Look-out
Inexpensive wooden tower that does not offer protection but can be used to get up somewhere. Possible appearance
Bridge
The wooden bridge can be constructed in place. Additionally, one can choose to a certain degree the angle of the bridge on construction, e.g. making it go up a little. Possible appearance: Look for Wooden bridge on Google images ;-)
Elevator
Needs energy.
Lift
Like the elevator but can go up. One has to build two lift-buildings and connect them with a wire to finish it. It is useful for connecting sky islands if bridges are not applicable. Needs energy.
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