Big Picture

Here is a little introduction about what basis we have here.

Big Picture

Postby Daniel (the dev) » Sun Sep 27, 2015 1:23 pm

HokanPL sent me his plans for this version, i posted it here and opened a complete new "AOS variant" section for his Red Alert idea.

Some conspects of buildings and infantry at the beginning:

==========================
ALLIES & SOVIETS BUILDINGS
==========================

- Construction Yard - something like TC, but you have only one and this is your first building in skirmish or multiplayer game. You can recruit there only Builders. With it you can construct 2 buildings without power plants. HINT! There cannot be more CY than players at the beginning (except neutral ones used by map designers, there shouldn't be like in AOS where you can tick Low-Medium-Many and the program places hundrets of them randomize on the map - only random start points, if possible)

- Basic Power Plant - you can build three buildings more with it. For example: You have 4 BPP, so you can build 4x3=12 buildings (except defensive walls and gates)

- Barracks - there you can recruit infantry units

- War Factory - there you can recruit tanks, cars etc.

- Harbour - there you can construct ships, uboots

- Technology Centre - there you can invent new technologies and with it you get access to most powerful units, structures and a superweapon

- Concrete Wall, Gate - I think I don't need to explain ;)

- Sandbags - it could only stop infantry, easy to destroy by tanks or artillery, but cheaper than walls

- Nuclear Silo - superweapon. Quite big building, it can attack one time per 12 turns every place on the map. It damages enemy units and buildings in a big area.



======================
ALLIES' BUILDINGS ONLY
======================

- Heilpad - place where you can construct helicopters. If possible - as much helicopters as built heilpads (for example - 4 heilpads, max amount of helicopters=4)

- Pill Box - small bunker for two infantry units, something like Guard Tower in AOS

- Anti-aircraft gun - it could fire to aircraft only, the strongest anti-aircraft structure in the game

- Cannon - powerful "tower", especially good against land vehicles

- Mine - it cannot be seen by enemy units like Assassin from AOS. When enemy is standing beside or on it, the mine exploses.

- Chronosphere - superweapon which could be used one time per 8 turn. It can teleport 4 units (enemy's too!) to every showed place on the battlefield. If you teleport the unit on stone, water (vehicles) or land (ships), they're destroyed. Infantry cannot be teleported. If you use chronosphere on infantry, you kill them. I know, it will be hard to code, but try, we don't have deadlines ;)



========================
SOVIETS'S BUILDINGS ONLY
========================

- Advanced Power Plant - a bit bigger and longer to construct, but you can build five buildings with it (example: 2 basic power plants + 1 advanced power plant = 2x3+5=11 buildings more)

- Airport - place where you can construct planes. If possible - as much planes as doubled amount of airports (for example - 3 airports, max amount of planes=3x2=6)

- Flame tower - efective against infantry and light vehicles (allies' cars or soviets' motorbikes)

- P-plot cannon - quite effective against planes and helicopters, but much weaker than Allies' Patriots

- Tesla Coil - very effective devensive tower attacking with electricity. Big damage, especially against infantry + slowing effect.

- Iron Curtain - superweapon which could be used one time per 8 turns. It makes 2 units undestroyable (maybe +1000 armour effect?) for three turns

****************************************************************************
****************************************************************************
****************************************************************************

==================
ALLIES' UNITS ONLY
==================

INFANTRY
--------

- Rifleman - basic combative unit. Stronger than Soviet Conscript

- Rocket Soldier - good against vehicles and aircrafts, not against riflemen

- Medic - healing allied infantry

- Field Mechanic - repairing vehicles on the battlefield

- Spy - cannot be seen by enemy (only attack dogs) he can switch off enemy's structure for four turns or restart production

===================
SOVIETS' UNITS ONLY
===================

INFANTRY
--------

- Conscript - something like Rifleman, cheaper but less hp

- Grenadier - good agains vehicles, buildings and infantry, but with 60% chance to hit (avaliable upgrade Area Damage like in AOS)

- Attack dog - small hp, but cheap, fast and perfect against enemies' spies

- Shock Trooper - good against light vehicles and infantry, every type of attacked unit is slower for 3 turns
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Re: Big Picture

Postby TheBluePhoenix » Sun Sep 27, 2015 5:54 pm

Nice.would love to see some images for some units mentioned
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Re: Big Picture

Postby HokanPL » Sun Sep 27, 2015 8:01 pm

In a few days I will show you original images and concept of vehicles, aircraft and ships. Maybe some stats.

Red Alert is now a free to legal download
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Re: Big Picture

Postby Alexander82 » Sun Sep 27, 2015 8:32 pm

Sorry guys, is there any limit in building powerplants? What's the purpose of building an advanced powerplants if you also need more time to build one? Couldn't i just build more normal powerplants?
In the C&C games you also had resources; shall there be resources here to limit how many power plant we can build?
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Re: Big Picture

Postby HokanPL » Sun Sep 27, 2015 10:15 pm

Resources? Yes, but it's too hard to code yet. Maybe later?

Yes, you can build more basic power plants, but they need more place (many maps will be with stones, hills etc) and more buildings = bigger base harder to defend.

And buildings won't be as small as in AOS, 2x2, 2x3

HINT: I'm not talented micro-2D-artist, but maybe 32x32 of units' images will be too small for you. If yes, then Daniel could increase it to 48x48. Right, Daniel? :) But only if necessary.
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Re: Big Picture

Postby Alexander82 » Mon Sep 28, 2015 12:20 am

I think that would require a different tileset. I worked eith a 32x32 tileset until now. We might more likely use a multiple (64x64) and have way bigger sprites
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Re: Big Picture

Postby HokanPL » Wed Sep 30, 2015 5:16 pm

Hello! Here's my menu's project, based on original menu of Red Alert for PC:

Image
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Re: Big Picture

Postby Daniel (the dev) » Thu Oct 01, 2015 3:35 pm

can we use these fonts and namings? ist it copyrighted?

also i suggest leaving the menu and other nice-sugars to the end when we have a playable and balanced version - only a suggestion.
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Re: Big Picture

Postby HokanPL » Fri Oct 02, 2015 11:30 am

Ok.

Well, I don't know actually. But this game on PC is freeware, with all the elements. I will give an example with another game. C&C Renegade (FPS) is free now, and the modders can create standalone mods, with all copied necessary files from the original game. So I suppose (but no sure), it is legal.
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Re: Big Picture

Postby HokanPL » Tue Nov 24, 2015 12:50 pm

In a few days I will update list of units and structures. I have played many multi matches and now I know more ;)
And... I think we can discuss about our own stats of units :)
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Re: Big Picture

Postby HokanPL » Sun Dec 13, 2015 2:51 pm

http://cnc.wikia.com/wiki/Category:Red_ ... ed_Arsenal

http://cnc.wikia.com/wiki/Category:Red_ ... et_Arsenal

What do you think about size of units I've done? Should I make them one more time or infantry should stay like 32x32, buildings and vehicles 48x48?
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Re: Big Picture

Postby Daniel (the dev) » Sun Dec 13, 2015 6:48 pm

i suggest using 64x64 by default.
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Re: Big Picture

Postby HokanPL » Tue Nov 15, 2016 9:26 pm

Because of THEM

Image

the whole project has to be CLOSED.

THIS IS WAR!
Support my mod project, comment on moddb.com, track, send suggestions, make it more popular, search for people who could be interested in cooperation. Now I have only one goal: to make so epic mod that will be better than every single C&C game, developed by EA Games, and to make them sad they can't be so good.
They can't - because they don't want.

moddb.com/mods/command-conquer-mystery-of-arca
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Re: Big Picture

Postby TheBluePhoenix » Wed Nov 16, 2016 5:57 am

Send the link- i will support you TO WAR!
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all

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Re: Big Picture

Postby HokanPL » Wed Nov 16, 2016 6:48 am

moddb.com/mods/command-conquer-mystery-of-arca

Logo is ready, not published.
1 in-game model is ready, not published screenshot from game engine, only 1 thing to repair in xml code
1 model almost ready, soon in game engine.
1 new mechanism in the game (limited ammunition for some stronger land units, now more tactic is important), soon in game engine.

These things above are enough to publish news this month. More information will be in Off-Topic.

link to mod profile one more time:

moddb.com/mods/command-conquer-mystery-of-arca
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