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Future ideas, the design.

by marvin2k on 05/10/2009 17:15, 70 messages, last message: 07/21/2009 01:15, 45147 views, last view: 05/19/2024 00:53

I surprised with all of new changes in cube2, they are really really good, congratulations to all. Anyway, i have always the same impresion with a lot of free games. They need a DESIGNER.
For me, sauer need a design team to all, there are a lot of things unconected, ilogical, rare. It need a design director that ordenate maps, UI, etc.. and made (with help) all of they similar or with a few temetic (or world) to be unity.
I really dont understand sometimes this kind of free games, beucause, they choose made without union, not like a circle.
This is that game needs really needs, and there are a lot of good designers on quadropolis. this is that i think, it is only a idea, you can dismiss, but cosiderer it.

bye!

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#1: ..

by Midnight Walker on 05/10/2009 17:30

Smart idea. So we need some sort of pre-production before designing changes for SVN?
On one hand, this kind of goes against the spirit of open-source software, that anyone can contribute. But then again, people can upload concept art to SVN for the design team to review...

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#2: ..

by geartrooper2 on 05/11/2009 05:21

I've been asking for this as well. But realize this is not in the spirit of Sauerbraten, where creation is open in the spirit of open source, free content.

That being said there is still the possibility for a design oriented campaign, or to team up with artists to create a local concept, such as BloodFrontier or AssaultCube.

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#3: ..

by marvin2k on 05/11/2009 09:32

i supose it, but really, sauer diferent editions are orientated to a stile a design. They dont take the work of the people, they contact with it and made the design without contact anybody and without ask nobody. That is the spririt of free content?

A lot of people cant do bloodfrontier or assaulcube becuse the only are modeler, designer, they dont know script world, or code world. This people cant do anything with engine. This is the spirit of free content?

sorry, but i never undestand it. I have seen this way of acting in many projects. The great majority of free content, they despises the work that we realize. For my, it is the tyranny of the computer ones,democracy? neither in open source.:_(

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#4: ..

by geartrooper2 on 05/11/2009 10:23

I understand completely where you are coming from. But sauer in it's essence is more a stone soup of a game. Realize before many of us there was no artistic input, just free models on the internet.

You are asking why the game doesn't start with the artist and artistic concepts and why it is the whim of the coder that directs the art. Like I said, sauer was a coder's concept and existed before the artist. However, this could change. And a lot of mods are dreamed up by artists.

Even if this doesn't change, get with a few others with the same desire for a conceptualized version of sauer and realize that, for it might be easier in the long run.

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#5: ..

by JadeMatrix on 05/11/2009 13:52

Just because there is an overall design scheme does not mean that not everyone can contribute.

My 2 cents. I'm interested.

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#6: ..

by Fischkopf on 05/11/2009 14:29

some ideas to add:
-movable dead ragdoll option (maybe a ragdoll menu)
-footstepsounds
-crouch (every fps should have that)
-secondary fire mode
-UT-like killing spree/double kill announcement
-more Playermodels (is an UT3 Model Converter Possible)

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#7: Design/Directions

by baby~rabbit on 05/11/2009 23:41

Art & design sounds nice - but if sauerbraten expects to survive and standout (as opposed to continuing to copy every other fps) then is should start putting a lot more effort into the place where it is unique and could really shine: EDITING!

Sill need designers - need critique on the whole editing process and tools, gui, etc. We know it works, but it would be nice if it was even more user friendly and all the hick ups were ironed out.. just my 2 cents.

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#8: Re: Design/Directions

by )FC($k!llz_ on 05/11/2009 23:43, refers to #7

ddont worry, im working on a map called god forsaken. i expect it to be good when its done

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#9: Re: Design/Directions

by )FC($k!llz_ on 05/11/2009 23:52, refers to #7

i personnally think...VEHICLES!! would be good for a fast paste game like sauer.

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#10: Re: Design/Directions

by tentus_ on 05/12/2009 02:32, refers to #9

No.

And anyone who tries to start a discussion about this will simply be censored. We have too many vehicle threads already.

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#11: Re: Design/Directions

by mayhem on 05/12/2009 03:07, refers to #7

Just a note on tweaking the editing portion of cube 2.

Am I the only one who has difficulty finding the selection handle when it's occluded by map geometry? I've often wished this little orange box would be visible without having to fly around and 'make sure' I've got my selection oriented correctly. It isn't a huge problem, but it is a recurring snag for me.

I agree that in-game editing is where Cube 2 stands head and shoulders above all others and, in fact, this is what had drawn me in the first place. I'm sure many others whom we may never see in-game or on these forums were enticed by this very feature. I welcome any effort to improve on it.

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#12: Re: Design/Directions

by SheeEttin on 05/12/2009 03:55, refers to #11

Could tap 8 to toggle wireframe.

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#13: Re: Design/Directions

by mayhem on 05/13/2009 02:39, refers to #12

Thanks SheeEttin,
I've been doing that(when I remember to). I really should use wireframe more often when mapping.

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#14: Re: ..

by |ice|sub-zero|L on 05/13/2009 21:45, refers to #6

also new materials like ice and hurt and you might be able to slant materials ect,ect. if anyone can find the material "death" in the scripting for it i would be glad to try and make the "hurt" material. and for the ice material you would be able to slide ect,ect. and i would need someone who knows how to make ou slide and then add it to the new material. any one who wants to desine this stuff welcome. and new ideas for materials also welcome.

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#15: ..

by Hooded_Sniper on 05/13/2009 23:10

Quicksand could be interesting. Harder to get out of than water, and when your head is submerged you die.

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#16: ..

by K1P57A on 05/14/2009 19:54

It would be great that the UI could be divided in frames whereas people could contribute their own designs.

Similar to the pre existing UI files, but perhaps kept in a single hi-res 24 bit .png file, allowing transparency?

just an idea. Noone likes the same looks, so making them unique or be able to upload a greater variety to quadropolis would be awesome :)

cheers, Phil

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#17: Re: ..

by tentus_ on 05/14/2009 20:10, refers to #16

How would that work with different resolutions? I play at 1280x800, which is neither 4x3 or 16x9. I think the current way of storing the hud images is fine, it's just got a steeper learning curve than most people want to deal with.

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#18: Re: ..

by |ice|sub-zero|L on 05/15/2009 00:02, refers to #15

i can tell you what you need for that, you need the material water and reset the varibles, change the sound to a sandy sound, put the material death to a certan ammont below the sand and change the colors, also you might want to reset some other things 'cause if you don't you'll be able to see through it while being inside it.

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#19: ..

by Maxime -Max of S2D- Lebled on 05/15/2009 20:30

What would truly be awesome is a hurt material.

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#20: Re: ..

by )FC($k!llz_ on 05/15/2009 22:36, refers to #19

i think a gravity material would be kool, like expecially a negitive number, so u float up.

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