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Messages - Bushido

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8776
Modification Help / Re: The Medieval Mod
« on: November 09, 2007, 07:07:02 PM »
Updated with what needs to be done and Dilt and Solarflare added to the list.

8777
Modification Help / The Medieval Mod
« on: November 09, 2007, 06:46:28 PM »
Overview

Alright, methinks Ephi originally had the idea for this:

The Medieval Mod is really a huge pack of epic mods (Or possibly a Mass Mod, like the original RTB),  including, but not limited to:

  • New Vehicles like Cannons and Siege Engines
  • New Items like Halberds, Blunderbusses, Magicks, and Potions
  • Combinable Items
  • A Functioning RPG Mod
  • New Vehicles like Cannons and Siege Engines

So, I believe a few guys already are on board; If you want to join in, just post here.


People on board


  • (Coordinater) Bushido
  • TheLegoMaster
  • SolarFlare *
  • Dilt
  • Space Guy
  • Terror
  • Aloshi
  • Rkynick **
  • (In-Training) LegoEggo
  • (In-Training) Chaseyqurt
The * means nothing in particular.

Screenshots



The Blunderbuss, a ranged weapon affected by gravity. Does low damage, but impulses the victim a fair bit away.



The Mace, a blunt melee weapon. Being blunt, when it hits someone, it does little damage, but stuns the victim until the effect fades.

Errors and Problems

There seems to be a problem with the Blunderbuss. When used in-game random parts of it disappear. So someone should try to help out, if you can. http://www.mediafire.com/?cl0v2vje3v1
Fixed by Solarflare on Friday, November 9th, '07. Yay!
Jobs

Tasklist

Primary Tasks:

 Finish the current items and weapons we have have models for. Those weapons are:

  • Small Bottle
  • Large Bottle
  • Small Dynamite
  • Bag of Ammo

Create a basic Ammo System, custom for the Medieval Mod's weapons.

Create scripts for and models for Armors, hopefully coded to work somewhere along these lines:
  • Armor takes damage until it's HP hits zero, and the armor falls off.
  • Individual pieces for Legs, Torso and Head.
  • Armor subtracts from max running speed.
  • Different types of armor have more HP.
  • 5 different armor classes: White Block, Green Block, Blue Block, Red Block, Black Block, all colored respectively
  • 3 different armor types, Light, Moderate, and Heavy. Or, their real life counterparts, Leather, Chain, Plate, each with their own models.
,

Create a Weapon Durability system that works along these lines:
  • When you use a weapon and it hits something, it takes damage
  • When a weapon's durability hits 0, the weapon breaks apart, into material
[/s] Done by Rkynick! Yay!

We need a builder to create a test town for our mod's pre-pre-pre alpha stage. I'm getting started on one now, but if someone gets done before me, I'll accept it.

Be sure it has the following buildings:
  • Underground Mine Shaft
  • Training Hall
  • Hospital
  • Weapons Shop
  • Tool Shop
  • Armor Shop
  • General Store

Secondary Tasks:

Ready the Particles for the Dynamite's explosion, a Liquid Splash effect (For when you drink from a vial) Done by Rkynick! Yay!

Get some sounds for all of the current mods.

Begin on the Material system, which should work somewhere along these lines:
  • You have to have a specific amount of material to make a brick. More specifically, 1 Material for each 1x1 unit.
  • Material is stackable in the inventory, and has to be carried around.
  • Material has to be used in order to spawn weapons.

Begin working on AI for "scared" monsters, "defensive" monsters, and "aggressive" monsters, preferably along these lines:
  • Aggressives attack players and "scared" monsters in their spawn area at random.
  • "Scared" monsters walk around their spawn area, and will run away when a player or an aggressive monster gets close enough, or it gets hit.
  • "Defensive" monsters will walk up to players at random, and may follow the player around, but won't attack unless it's provoked. Otherwise, it wanders around it's spawn area.

Yes, I know, I'm asking for alot, and it'll probably lag a good amount, but this seems like a great idea, and I'm hoping I don't accidentally make it fall thru. Again.

Feel free to add-on to the mod with other things though.

Revealed Mod Mechanics


Item Craft

Item Craft is accomplished by taking a TON of items, and putting 'em all together until you hit a final finished product.

For instance, let's say we're making a White Blocktard Sword, the weakest possible shield-less sword..
(Bas**** Sword)

We'll need a fair amount of ore: For instance, for a White Blocktard Sword, we'll need 5 White Blokium, than combine the Blokium until we get a lump of 5 Ores; Than, we make it into a bar with a Flaming PortaForge (Whichis made by combining wood with a PortaForge), than combining the bar with a mould, than combining the unfinished sword with a hammer, ending the process, and leaving you with a fairly powerful Blocktard Sword. And this was just a basic idea: There's a ton of potential recipes to be found in Recipe Books and from random tinkering.

That process again, for TL;DR guys:

White Blokium Ore x 5 = White Lump (5)
Wood + PortaForge = Firey Forge (1)
PortaForge + White Lump (5) = White Bar (5)
White Bar (5) + Sword Mould = Unfinished White B. Sword
Unfinished White B. Sword + Hammer = White B. Sword

Plus, the Firey PortaForge works as a flamethrower! Giving the basic smithy working to scrounge up a living having a defense is something I haven't seen in ANY RPG, ever. EVER.

If you have feedback on the item system, tell me, and I'll make modifications as I / you see fit.

(Based off the script Solarflare/Solarize made for the Medieval Mod.)


Last updated on Monday, November 19th, '07.

8778
Modification Help / Re: Modern mod
« on: November 09, 2007, 05:36:38 PM »
Wait, is this for real or is this for the lulz?

I'm in it both ways, but if this is a real mod, I think Dilt wants in. And it needs a seperate topic.

8779
Modification Help / Re: Modern mod
« on: November 09, 2007, 02:02:06 PM »
Lol, I wanna help! I was already working on a medieval mod, with Ballista, a functioning Runescape-like inventory, several types of upgradeable weaponry like Blunderbuss, and tons create-able items, including potions!

8780
General Discussion / Re: Man people are mean
« on: November 09, 2007, 06:33:19 AM »
Here we go; Defining formula on Blockland would be Noobishness multiplied by Grammar (Or lack thereof) divided by ID.

That didn't make sense, but I'm pretty sure you get it.

8781
General Discussion / Re: My thanksgiving thingy
« on: November 09, 2007, 06:31:44 AM »
I didn't understand a word of that, sorry. I got "Expo for showing of unreleased mods" and "winner gets to host the server".

Both of which sound like you're trying to weasel your way into unreleased mods and getting a server hosted for you.

8782
General Discussion / Re: I AM SO EXCITED
« on: November 09, 2007, 12:00:27 AM »
You CAN tell all your friends that you're still Greenlink, or, you can give people your BLID, so everyone still knows you, unless they don't check F2.

8783
Modification Help / Re: Looking for animator/decaller
« on: November 08, 2007, 07:14:49 PM »
I need a basic robot face. You know, glowie eyes, metallic-style colororation, etcetera. Also don't make it transparent; I'll need it solid.

8784
Clan Discussion / Re: ¡Nuevo -'- Clan!
« on: November 08, 2007, 06:19:01 PM »
NOU, I BEEN DEFEATED! :( :( :(

8785
Clan Discussion / Re: ¡Nuevo -'- Clan!
« on: November 08, 2007, 06:18:14 PM »
ONO HAX! I USE MANY CUHKEE MAWHNSTURZ!









8786
Clan Discussion / Re: ¡Nuevo -'- Clan!
« on: November 08, 2007, 06:12:55 PM »
OMG FAIL

I KEEL YOU NAO  :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda: :panda:


8787
Clan Discussion / Re: ¡Nuevo -'- Clan!
« on: November 08, 2007, 06:07:19 PM »
HAY IF U DON'T LET M3 JOIN I KEEL YOU!!!!1111!!!ONE!1111!222@@!@!!! :cookie: :cookieMonster: :nes: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookie: :cookie: :cookie: :cookie: :cookieMonster: :cookieMonster: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookieMonster: :cookieMonster: :cookieMonster: :cookieMonster: :cookie: :cookie: :cookie: :cookieMonster: :cookieMonster:




(Decline me, I have a joke up my sleeve)

8788
Modification Help / Looking for animator/decaller
« on: November 08, 2007, 04:15:52 PM »
Alright, so here's the deal. I'm making a new add-on called a Convenient Lolsome Anti-Nub Killbomb, or a C.L.A.N.K.

 Put simply, it's a scout/bomb. When deployed you stand still and have to control said C.L.A.N.K and walk it around. It's SLIGHTLY faster than a normal person (No Jets/Not Quake) and and is about the same size as a player, if not smaller. Anyways, this thing is totally unarmed except it's little DemoPack that will ASPLODE whenever Clank touches something, doing a small amount of damage, about as strong as a gunshot, and kill itself,  hence "Killbomb."

 Now, the reason I'm posting here is I need an Animator and a Face Decaller, as I am no-good at animation or decal-ing, especially of the face variety. Post if you can/will make the Decal or the animations.



Animations that need to be finished

Idle
Dying
Crouch (Forward) (Back) (Side)
Running (Back) (Side)
Walking (Back) (Side)
Jumping (Stand) (Move)
Armready (Left) (Right) (Both)

Animations that have been done

None :(

Status of Decal

Not Started :(

http://www.mediafire.com/?3ond14thbb1 is the link to the model. The skeleton's already in place for you to animate.

8789
Modification Help / Re: Need Mod Tutorial
« on: November 08, 2007, 01:15:27 PM »
This was posted 4 months ago. This guy wanted to make something. And you flamed him randomly, AND bumped the topic.

Crap you.

8790
Clan Discussion / Re: Clan[MotE]
« on: November 07, 2007, 12:45:22 PM »
Holy crap, a high-level ID got in and I didn't?

T_T

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