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.
EDIT.: Okay, I`ll take Hammer, Shovel, metal and possibly make some melee weapons.. nope - I`m not even a very very little bit good at moddeling, tell me, when there will be need for something 2D.
Vegetation like grass, flowers, small plants, cotton plant and wheat can be taken from photos.
I already have some plant created from photos, I`ll post them
I think more fantastical and more distinctive plants (with thicker leaves, less details f.e.) would fit better (like the mushroom atm) - since you have to shrink the plants down to very small sizes and still have to be able to distinguish them
Ok, these aren`t good work, I made them both in around 5 minutes, but do not worry, I`ll make plants that will be better.
I think they look pretty cool, if the clonks would be some kind of mini-people. Could be nice if we treat clonks as dwarfs ;)
Hmm mini-clonks? I like this idea, I would like to see clonks riding on ants. ^^
What do you mean with "Gatling gun"? Should it be a reall Gutling gun or would it be capable of using other munitions than bullets (like flints or the ammo of the anti-air cannon)? And is it mounted on a lafette than normal canons?
You gave me good idea. All cannons, large gatling guns, etc. could be set to fire for example only flints or bullets. Who wouldn`t like deadly rain of tera-flints ^^
We should stay in certain limits. A Gatling gun filled with tera flints would be a bit unbalanced. I think nobody would really that you could destroy the enemy's base with only one attack.
By inventing the Gatling we had the crossbow in mind, so more likely consider it as anti-Clonk/air.
By inventing the Gatling we had the crossbow in mind, so more likely consider it as anti-Clonk/air.
Amount of tera-flints is strongly limited, aren`t I`m right? Also targeting enemy base would not be so easy, as there won`t be (probably) something like camera following bullet.
I really would prefer them using the same munition as the anti-air cannon of the cannon-tower uses... then this object wouldn't be so rarely used and I don't think it would be overpowered.
I had something like this in mind: http://worldweapons.org/home/wp-content/uploads/2007/05/649px-gatling_gun_1865.jpg
I would prefer a hotchkiss cannon: http://upload.wikimedia.org/wikipedia/commons/f/f4/Hotchkiss_cannon.jpg
There a big ones. First of all, there are only 3 instead of 10 barrels, but they have a much bigger caliber (37mm), so they could shoot other things than bullets. Then, the munition is stored in some kind of magazine, not in belts. The number of projectiles wouldn't be 500 - 2000, instead something between 10 and 40.
Uhm. We may design the weapon as we like and are not depended on the real facts. Our Gatling gun may have 1000 or 10 bullets, doesn't matter.
I would suggest three version - Portable one shooting bullets (up to 200-600 bullets), cannon-tower mounted one with 8-12 barrels shooting bullets very fast (500-4000 ammo), and three or four barreled one mounted on cannon tower, but shooting other objects like flints or stones. Also here comes another idea from me - very fast flying objects (stones, metal, etc.) could also make holes in landscape (however not too big).
>Portable one shooting bullets (up to 200-600 bullets), cannon-tower mounted one with 8-12 barrels shooting bullets very fast (500-4000 ammo)
More interesting would be how much damage the weapons would do. Not really what will be standing in the description of the object ;P
In my opinion the descriptions of objects should be divided into two parts.:
a) Some info about object + some facts (like bullets/minute for cannon)
b) Info about how to use that object (to make game more newbie-friendly)
a) Some info about object + some facts (like bullets/minute for cannon)
b) Info about how to use that object (to make game more newbie-friendly)
>a) Some info about object + some facts (like bullets/minute for cannon)
Sure. But I dont think that "3251 Bullets per Minute" would be a helpful information. Even "Kills Clonks quite fast" would be more helpful. That was my point. :)
And you should not argue about how much bullets it shoots (a higher speed than the minigun from hazard is unrealistic anyways) but rather think about how much damage the cannon does to Clonks
>Weapons
I would still like to code that system - there will be a lot of different graphics needed (as long as we do not have support for model-rendering), since nearly every weapon has a different way of striking, as mentioned
How about some interesting and clonky tool that is shovel, hammer and axe in one, so you just need that to do all the things. I think too many different tools bring to much chaos to the game like, "where is my hammer, where is my shovel now...can you lend me yours...I give you my axe for the moment so you can chopp some trees...can you give me your hammer and the shovel for a second..."
I wouldn't put it all into one tool, because that would just divide Clonks into useful and useless Clonks.
I think the tools were meant to stick with the Clonk, so you wouldn't really put them away to carry other stuff. Most fast-paced scenarios would have the items in standard equipment anyway; much like most fast-paced melees work without energy and construction materials right now. If it turns out that scenarios in which you have to build your shovel are boring, we could always give the basic quipment to the player. Still, I would prefer if it were equipment, because that makes the control very intuitive. It would also allow the scenario designer to turn off unwanted functionality. For example, you would usually not have an axe in adventure scenarios because trees are just decoration.
I think the tools were meant to stick with the Clonk, so you wouldn't really put them away to carry other stuff. Most fast-paced scenarios would have the items in standard equipment anyway; much like most fast-paced melees work without energy and construction materials right now. If it turns out that scenarios in which you have to build your shovel are boring, we could always give the basic quipment to the player. Still, I would prefer if it were equipment, because that makes the control very intuitive. It would also allow the scenario designer to turn off unwanted functionality. For example, you would usually not have an axe in adventure scenarios because trees are just decoration.
Make players begin with some amount of most basic tools, and make clonks have separate inventory slots for tools.
Hm. What happened to all the people who said they wanted to contribute here? Now, here is lots to do for 3D-artists, for 2D-artists (texturing) and scripters (objects, systems, graphical effects,...) plus the need for sounds.
There are also many things apart from the stuff I posted here, like vegetation, animals etc. etc. If you want to contribute, this is the time.
There are also many things apart from the stuff I posted here, like vegetation, animals etc. etc. If you want to contribute, this is the time.
I could try to model a tool-workshop. My idea was a wooden hut with some tools laying around in front of it, or a shovel leaning at the wall. How do you think of this idea?
I think the workshop is a very challenging model. I can't estimate your rendering skills yet, if you are confident to create it without any sketches or templates, why not? But I'd recommend that you start with something more basic - e.g. the tools and weapons which are about to be created (seems to be the first thing that is done on the script-side), we need graphics.
If we talk about scripting: Should we just start to script and post the scripts here in normal C4Script (after having tested them in OpenClonk)? And what about the objects with 3D-Models? Shall we just use 2D-models for now?
If you have created an object, rather upload the packed .c4d file somewhere (here in the forum e.g.) I would say
I wasn't sure how the ingame-rendering is getting on, but I presume one will be able to do that independently, anyway ;)
If you need a graphic as a sprite + animation, post it in the scenario & object development forum as a request. Surely, we can render the models for realtime rendering for now as sprites before the ogre rendering implementation is done.
Right... I'm just kinda afraid of the fact(?), that the scripting language may change in the next time and the scripts become useless... A bit more clarity wouldn't be bad, I think the most ppl agree with that.
PS: If not, I would like to make first rules, goals and environment-things, if needed.
PS: If not, I would like to make first rules, goals and environment-things, if needed.
Well, anyone who wants to change the scripting language would have to do the work converting the scripts. We shouldn't accept changes breaking the game. So as long as you are using #strict 2, you don't have to worry.
> So as long as you are using #strict 2, you don't have to worry.
Agreed. Non-strict and #strict (1) scripts might stop working though, if only to get some of the more hideous hacks out of the parser. ;)
The most hideous hack is for
for(var x in array)
, and removing #strict <2 isn't going to help that one. While removing old-style-functions will delete a noticable amount of code, the parser for that is cleanly separated and doesn't matter much. But deleting code will also always remove bugs, and here we have a nice opportunity to do that without removing actual functionality. And removing the #strict check from the C4Value conversions might even matter for performance :-)
Does anyone have a concept image for the tools workshop? I'd like to have a go at it, but I'm not sure what it would look like.
Matthi just told me that he wants concepts graphics for that too. ;-)
I don't have a fixed idea either, I just think it could look like a mix of some mining hut and an inventor's workshop.
I don't have a fixed idea either, I just think it could look like a mix of some mining hut and an inventor's workshop.
>Lift
Hm, sounds nice, too, but I've expected something like... You have a platform and a hydraulic lift puts it up. But it has a very limited heigh, but with metal it could be expandable, like one metal bar -> 50 pixels more range. And this Platform could be driven like an elevator.
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