Other than the ToolStore, will there be any other structures in the release? If so, what are they?
It's just I had an idea about a basic structure, but I wasn't sure if it would be in the first release of the game.
It's just I had an idea about a basic structure, but I wasn't sure if it would be in the first release of the game.
There won't be any settlement-oriented construction of buildings or such. The hammer works, but there are serious problems to be fixed and many more structures to be designed before the settlement game type can actually work.
I think, the Tools Workshop will also be removed from the first release :-) (or :-(, do not know really).
Other than nice (well, GREAT) graphics it has absolutely no usefull functionality.
Other than nice (well, GREAT) graphics it has absolutely no usefull functionality.
Well, we've had a discussion in IRC about actually removing things from the release package, and we came to the decision that it was largely pointless. Players will never see these buildings in the 'official scenarios' of the first release, it would be a lot of unnecessary work to pick and choose what data will be excluded, and modders can play around with the unfinished objects if they choose (ie: especially some little fun tools that aren't in any scenario, like Telekinesis :] ).
Thanks guys
Just mention when you start work on the structure that is for researching stuff, since that is what my idea pertains to
Just mention when you start work on the structure that is for researching stuff, since that is what my idea pertains to
I just hope that Open Clonk will not only be a melee game
From the first building-based Clonk, Clonk has ever been designed for that
From the first building-based Clonk, Clonk has ever been designed for that
To be honest, the first clonk game was all about melee; throwing rocks at the other team and such. However, OpenClonk will not only be a melee game. The first release will be about melee's and parkours, but that's only the first release. Once we've completed that, we can move onto other areas of the game, ie: Settlement.
I'd would like a deeper settlement system in Open Clonk :/
Clonk ever be a melee game, but whit this new Clonk, we can manage to create a better system
I remember my last game of CivilHighsations, good idea of a ''Settle and attack'' game
So, 2nd release for settlement
I hope the originals packs who includes lots of features for settlement/beautiful things (Clonk, of course/Knights/Cowboys/Far Worlds) will be keeped/extended/upgraded
We can create lots of buldings for these packs !
Good luck for the first release anyway
Clonk ever be a melee game, but whit this new Clonk, we can manage to create a better system
I remember my last game of CivilHighsations, good idea of a ''Settle and attack'' game
So, 2nd release for settlement
I hope the originals packs who includes lots of features for settlement/beautiful things (Clonk, of course/Knights/Cowboys/Far Worlds) will be keeped/extended/upgraded
We can create lots of buldings for these packs !
Good luck for the first release anyway
I know anything to scrpting...
I just have some ideas of what it's will act
I know somes ''production system'' games
- Anno 1404
- The Settlers (4), looks like complicated Clonk
- ...
:/
I just have some ideas of what it's will act
I know somes ''production system'' games
- Anno 1404
- The Settlers (4), looks like complicated Clonk
- ...
:/
Something like this old thing? I've actually never played the games you mention, but I think for a large "Settle & Attack" game (if I'm understanding you properly), we'd need the combat system and settlement systems already in place. Even then it would take a lot of work.
For "Settle & Attack" games a good settlement would just have to have an impact on the attack itself. In CR it does not really change a fight if you have a really good economy set up (e.g. the weapons don't change)
(while in "The Settlers"/"Anno"/"Cultures"/"Probablyalotmoregames" you can for example improve your army if your settlement is well planned)
(while in "The Settlers"/"Anno"/"Cultures"/"Probablyalotmoregames" you can for example improve your army if your settlement is well planned)
You speak about CivilHighsations ?
The landspace is a not really big map with a hundred little islands, the players are in 2 teams on the borders ofthe map
When u start, u fall on a wooden bridge piece whit a flag and a construction kit
U can buy fasty a helicopter, a bomb and rush, but if u fall, is bad
U need a workshop (for create a heli+bomb), a good place for samwill (wood), a foundry (ore to metal and... coal !) and money (u can build... uh... honey... whit bees, sell idols/objects, make explosives, objects, ect...)
Is really difficult to attack, one false move and the heli breaks, and AA defenses can be build
For me is a really good ''Settle and Melee'' game
The landspace is a not really big map with a hundred little islands, the players are in 2 teams on the borders ofthe map
When u start, u fall on a wooden bridge piece whit a flag and a construction kit
U can buy fasty a helicopter, a bomb and rush, but if u fall, is bad
U need a workshop (for create a heli+bomb), a good place for samwill (wood), a foundry (ore to metal and... coal !) and money (u can build... uh... honey... whit bees, sell idols/objects, make explosives, objects, ect...)
Is really difficult to attack, one false move and the heli breaks, and AA defenses can be build
For me is a really good ''Settle and Melee'' game
Well, that looks much like something that was available in CR. (except for the fact that in CR you could simply buy blimps and huge explosives without bothering yourself with "settlement" issues :-( )
The only thing that can be done differently in OpenClonk (and we have talked about that hundreds of times already) is removing GOLD from the top position in the list of most-wanted/most-available items in the game (making it more rare and LESS powerfull) and making player do everything in more "natural" way (cut trees, dig sulphur and coal, etc.). With this approach you will certainly not be able to blow your opponent in pieces with a single precise throw of Terra-Flint that can be bought just at the beginning of the round...
The only thing that can be done differently in OpenClonk (and we have talked about that hundreds of times already) is removing GOLD from the top position in the list of most-wanted/most-available items in the game (making it more rare and LESS powerfull) and making player do everything in more "natural" way (cut trees, dig sulphur and coal, etc.). With this approach you will certainly not be able to blow your opponent in pieces with a single precise throw of Terra-Flint that can be bought just at the beginning of the round...
Couldn't you make it so you can't buy big explosives/vehicles in the begging?
Maybe after a certain amount of settlement points other items are "unlocked" in the store?
Maybe after a certain amount of settlement points other items are "unlocked" in the store?
i kind of like the idea of having to fulfill different conditions before being able to buy certain objects.
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill