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| Permission to use SFX http://www.runestorm.com/forums/viewtopic.php?f=4&t=49418 |
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| Author: | disturbed_one [ Sun Jan 06, 2008 11:24 am ] |
| Post subject: | Permission to use SFX |
I'm ashamed to admit that I've tried this mod only recently, but I found it to be absolutely amazing. I'm new here, as you can see by the post count. One of the most important aspects of games and mods are in my opinion the sounds. This mod has plenty of really good sounds and I would like to use them in a new 2D multiplayer game I'm working on. I'm assigned to sound effects and I made/edited plenty of them for various mods. Now I'm asking for permission to use some weapon firing sounds from this mod, mainly because it's hard for me to make conventional weapon sounds. Full credit will be given if the the authors of this mod would permit me to use them. |
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| Author: | James [ Sun Jan 06, 2008 1:06 pm ] |
| Post subject: | Permission to use SFX |
could you give us some more info on this game? |
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| Author: | disturbed_one [ Sun Jan 06, 2008 4:05 pm ] |
| Post subject: | Permission to use SFX |
well, it is going to be a multiplayer (with singleplayer bot support, once our main coder figures out how to code AI properly) top down 2D shooter/rts hybrid. The players will be able to build structures and defenses, but also shoot things up. The main two modes will be: a) Survival- the main game mode, a drop trooper team is sent on a mission to build a gateway on an alien planet so that the rest of the human forces can enter the area and begin invasion of the surrounding planets. b)Team versus team- each team can build "forts" and fight against the enemy. When all/or the main buildings are destroyed the game ends This will be a team oriented class based game, in which players will have the option of specializing in certain class or go all around with all of the classes. The base engine is already built, now we are making the weapon and class concepts as our project leader(also the main coder) is working on hit detection, scrolling and things like that) The game engine uses hge 2d engine, and all of the coding is in c++. We come from Europe and USA and we have formed a good team to work on the project. Currently we have people working on: -coding(1) -gfx (2) -sfx (1) -music (1) -and also a few testers that help us with suggestions and bugs |
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| Author: | Treadhead [ Sun Jan 06, 2008 5:45 pm ] |
| Post subject: | Permission to use SFX |
Sounds very fun, actually. I suggest, however, using 3D graphics with 2D gameplay if you can make some good 3D models, I.E. Unreal Tournament 200X quality |
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| Author: | Captain Xavious [ Sun Jan 06, 2008 6:03 pm ] |
| Post subject: | Permission to use SFX |
PM this to SB. |
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| Author: | OCAdam [ Sun Jan 06, 2008 6:16 pm ] |
| Post subject: | Permission to use SFX |
So it's just like the CnC UT2004 mod already being done? |
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| Author: | disturbed_one [ Sun Jan 06, 2008 7:01 pm ] |
| Post subject: | Permission to use SFX |
this is a whole new game, I'm sorry that I don't have more info, but I should leak info too soon because there could be some changes. You can look at this game as a mix between Savage: Battle for Newerth and crimsonland, with one gamemode being completely about the teamwork against swarms of enemies and trying to build up the base, get expperience and defend/go treasure hunting, and the other mode being a sort of a ctf/onslaught hybrid. It's still inn heavy development and not many of the features are added yet. |
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| Author: | Treadhead [ Sun Jan 06, 2008 7:33 pm ] |
| Post subject: | Permission to use SFX |
Well, please post some updates on the forum later on, this sounds interesting |
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| Author: | ShadowBlade [ Mon Jan 07, 2008 4:16 am ] |
| Post subject: | Permission to use SFX |
hey.. welcome
ok.. you are allowed to use the sounds, just include credits to me (Arn "ShadowBlade" Richert) and us, RuneStorm
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| Author: | cyberax [ Mon Jan 07, 2008 9:49 am ] |
| Post subject: | Permission to use SFX |
Welcome. Please keep us informed how things go with it
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| Author: | disturbed_one [ Mon Jan 07, 2008 11:26 am ] |
| Post subject: | Permission to use SFX |
Thanks! Of course credits will be given, no worries. I'll make a different thread when I have some news on the projects so I can inform you of the progress we're making. I would also like to hear some opinions and suggestions, as this is a rather different kind of gameplay than UT2k4 and Ballistic weapons. What would YOU add to this kind of game? |
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| Author: | Treadhead [ Mon Jan 07, 2008 1:07 pm ] |
| Post subject: | Permission to use SFX |
Walls and gates. From barricades of junk, to sandbagged metal positions and huge, shielded concrete bunkers, if you're holding out against enemy besiegers, you'll need those freakin' walls. Turrets of different size would also be interesting, and I think you should be able to call down bots for a little extra firepower, or to man turrets. If you have siege gameplay, then you need siege vehicles. Giant artillery, oversized, superheavy tanks that would make the Maus drop a load in it's pants and run, and multi-legged suoer-walkers that can walk straight over walls. (Sometimes I think I have too many freaking ideas sometimes ....)
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| Author: | OCAdam [ Mon Jan 07, 2008 1:35 pm ] |
| Post subject: | Permission to use SFX |
Treadhead wrote: Walls and gates. From barricades of junk, to sandbagged metal positions and huge, shielded concrete bunkers, if you're holding out against enemy besiegers, you'll need those freakin' walls. Turrets of different size would also be interesting, and I think you should be able to call down bots for a little extra firepower, or to man turrets. If you have siege gameplay, then you need siege vehicles. Giant artillery, oversized, superheavy tanks that would make the Maus drop a load in it's pants and run, and multi-legged suoer-walkers that can walk straight over walls. (Sometimes I think I have too many freaking ideas sometimes
....)Don't forget to add that the walkers can be destroyed very simply if an infantry guy runs up with an exp[losive and detonates it on the walker (CnC3 Commando's anyone?)!! |
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| Author: | disturbed_one [ Mon Jan 07, 2008 2:04 pm ] |
| Post subject: | Permission to use SFX |
Well, we'll have all sorts of barricades, from sandbags to reinforced walls. Also the turrets will be mannable or AI controled, depending on the type of the turret or something like that. The problem lies in that the Project leader focused on the player team vs a feckload of aliens type of game for now. The main goal of the game will be to build up enough power stations and capacitators to hold the energy for the final burst on the jumpgate or whatever he called it to get reinforcements. Basically, you're playing as the bad guys (humans) who are trying to conquer the alien planets. You're in the role of a drop trooper who with his team has to build that warpgate and endure countless numbers of alien attacks. |
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| Author: | Captain Xavious [ Mon Jan 07, 2008 3:06 pm ] |
| Post subject: | Permission to use SFX |
This sounds like a fun game. Kinda reminds of one game I played before (can't remember the name) where you placed turrets down, some controlled all at once with the mouse, some AI controlled, and you fended off swarms of enemies, with a set amount of waves per area, and money between waves to place more turrets. Anyways, that was a really fun game. Sounds like your game is a bit like that, only more dynamic, less static. Sounds very cool.
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| Author: | Treadhead [ Mon Jan 07, 2008 3:14 pm ] |
| Post subject: | Permission to use SFX |
Aggh, I think I played the demo of that... Top-down, somewhat Army Men styled troops, right? Fortress 2 I think was the name. A suggestion on the aliens, if there is more than one race/faction, that is: Perhaps they could come from their own bases on the map, which you could come in and destroy to get rid of a chunk of their reinforcements. They could also have lots of techy devices, like gates to instanly port troops in to assault. Also, I suggest adding, as an option, the ability to use realistic damage. I.E., typical infantry guns won't do much against huge, heavy vehicles, if anything, but massed infantry fire can take down vehicles up to maybe medium tanks. That is, if the infantry survive long enough to wear away the structure of the tank's armor Or huge, heavy walls being near-impossible to rip down without really big guns, things like that.
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| Author: | disturbed_one [ Mon Jan 07, 2008 4:27 pm ] |
| Post subject: | Permission to use SFX |
One of the planned gameplay elements was to have some sort of "hives" from which some aliens spawn. With the destruction of them, the players could recieve some bonuses like that, but the gameplay isn't really worked out yet, atleast not on my side (who knows what the project leader dreams about). Also as there would be different classes, the possibilites would be endless. You could sneak into a sort of enemy spawn area (a hive or something like that) if you are the recon class, specialized in gaining intel and stealth. A demolition class would be able to place explosives, and use exotic weaponry with explosive rounds, with the support of heavy weapons trooper. We'll see about implementing vehicles and such, really have to work my ass of to direct the project lead in my way (the right way)
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| Author: | Captain Xavious [ Mon Jan 07, 2008 5:17 pm ] |
| Post subject: | Permission to use SFX |
Whoa, TreadHead! Slow down there, you still don't even know much about the game, I'd suggest holding the suggestions till Disturbed_One knows more info himself.
(Also, I don't think Fortress 2 was the name of the game, though it could've been a knock off of it) Love the sound of different classes.
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| Author: | Treadhead [ Mon Jan 07, 2008 6:08 pm ] |
| Post subject: | Permission to use SFX |
Errr.... Whoops... Went a little overboard on suggestions . Heh, yeah, I can be a bit of a chatterbox on occasion .
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