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 Forum index » Modding Central » Public Project Announcements
Nomad Galaxy
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Nolt
Flamethrower


Joined: 25 Apr 2012
Location: Chile

PostPosted: Thu Mar 09, 2017 8:49 pm    Post subject:   Nomad Galaxy
Subject description: A homeworld inspired mod for OpenRA. WARNING: Gifs.
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Before doing this announcement, a big thanks to Graion Dilach and to ApolloTD, who gave their support and knowledge to make this project real. And now, I present to you, Nomad Galaxy:



As you can notice, this is a space mod built on the OpenRA engine, the project has two goals in mind, the first is to create a game that has not been seen in ORA before, and second, to create a game that is independent from any franchise.



The gameplay itself is a merge between Homeworld and Command and Conquer, your bases are now fleets which are no longer static, the buildings have been replaced with civilian ships that cover the basic needs of a fleet, like sensors, resourcing, production and tech, and you also have military ships that you have to use to defeat your opponent, these ships come on four sizes, similar to Homeworld (Fighters, Corvettes, Frigates and Capital ships). The game offers a simple rock paper scissors logic that has been always seen in these kinds of games.




The map themselves don’t have any barriers, but they are meant to be filled with anomalies or hazards, whether it’s asteroid traffic, nebulae, planets, unstable objects, it’s the player who must know where to place their forces to make sure he gets the maximum advantage from the environment.



Finally, the factions, currently there is only one enabled but I have the plans to add two more into the game in a similar fashion to Conquest Frontier Wars or Starcraft, (Human, bug aliens, technological advanced aliens), these factions should have small differences between each other, mostly stat differences plus one special trait or ability here and there, but not too many, since that’s not all.



I also want to add a subfaction system to the mod, similar to how Emperor Battle for Dune did it, basically, you have a pool of mercenary factions that offer unique units each, and you are limited to select 2 each match, my goal here is to give each of the subfactions skills related to a topic that the main factions do not have, so say, one of the mercs is specialized in cloak technology, another is good for fortifying positions, and so on. Currently I have 4 of these sub factions, and wish to add more. So, this is it for now, I hope you enjoyed it.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Mar 09, 2017 9:53 pm    Post subject: Reply with quote

Nice progress Smile
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Mar 09, 2017 11:05 pm    Post subject: Reply with quote

That's a very nice idea Smile. I look forward to see its progress. And remember, if you need a forum for it, PM me Wink.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 10, 2017 7:28 am    Post subject: Reply with quote

This looks excellent. Great job. Approved!

I see a lot of potential in this project and i'm looking forward for more news and updates.


P.S.: do you want to add a Kodiak as an easteregg ship/unit? Because i have by accident a Kodiak model Wink
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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Mar 10, 2017 10:26 am    Post subject: Reply with quote

Yeah, Kodiak could be fun add somewhere, maybe Nolt has idea for use.

NG has plenty of things to improve and add but stay tuned Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Mar 10, 2017 11:41 am    Post subject: Reply with quote

Eyup, I still have a lot of hair waiting to be pulled out in frustration of getting things working for it. Very Happy
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Mar 10, 2017 1:20 pm    Post subject: Reply with quote

Wow, this looks impressive. I love the retroish 16-bit style. You should probably add more remap on the units though, to make it easier to distinguish friendlies from enemies. Some of the battles seem so chaotic it's hard to tell what's what.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Fri Mar 10, 2017 1:33 pm    Post subject: Reply with quote

Vary nice.
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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Mar 10, 2017 1:42 pm    Post subject: Reply with quote

Epic mod idea.
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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Mar 10, 2017 5:03 pm    Post subject: Reply with quote

Reminds me of Pax Imperia 2... Nice work, Nolt!
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ORCACommander
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Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Mar 10, 2017 7:08 pm    Post subject: Reply with quote

A brief moment of coming out of hibernation to say well done. its been great watching you make progress over discord.

The civilian ship identifier icons could use a little help i think. their icons just seem to float above everything and need don't fit the ship styles to well
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Nolt
Flamethrower


Joined: 25 Apr 2012
Location: Chile

PostPosted: Sat Mar 11, 2017 2:15 pm    Post subject: Reply with quote

Thanks guys, sorry for the late answer, I wasn't expecting to get such a nice reception.

Banshee wrote:
That's a very nice idea Smile. I look forward to see its progress. And remember, if you need a forum for it, PM me Wink.

Thanks but I am going to pass for now, I didn't use the Shattered Paradise forum at all back then (mostly cuz I preffer to make stuff than write about it), so I am guessing I am just going to post the updates here instead.

Lin Kuei Ominae wrote:
P.S.: do you want to add a Kodiak as an easteregg ship/unit? Because i have by accident a Kodiak model Wink

Sure, tho I don't know where I could use it, neutral unit? wreckage? I already made a very low poly version of the Excalibur (Babylon 5) so I don't mind adding easter eggs Smile.

Crimsonum wrote:
You should probably add more remap on the units though, to make it easier to distinguish friendlies from enemies. Some of the battles seem so chaotic it's hard to tell what's what.


Ugh, that's something I have been avoiding for a month already, mostly because that kills the look of a unit, if you want them to be easier to identify then you gotta make them like the RA1 units.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Mar 11, 2017 10:14 pm    Post subject: Reply with quote

yeah, neutral or wreckage unit could work.
Or you add some kind of mercenary guild, which has numerous ships of different designs for the player to hire.

What's your render setup? Camera angle, main light direction etc.
Do your 32facing SHPs start with direct north and rotate clockwise? (because TS and i think RA2 too 32 facing SHP start with a 22,5° angle facing slightly northeast)
Do you have stand, move, idle, firing, damage frames for SHP units?


Concerning remap:
how about some remap colored transparent glowing rings under the units?
Something that looks like part of the interface, giving the player some infos about the unit. These could also connect in some way to the healthbar, selection box and other icons.
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drive
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Joined: 11 May 2013
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PostPosted: Sat Mar 11, 2017 10:44 pm    Post subject: Reply with quote

Wow nice,

Somehow this remembers me on Galaga and colony wars from the PS1 .. Laughing

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Nolt
Flamethrower


Joined: 25 Apr 2012
Location: Chile

PostPosted: Sun Mar 12, 2017 1:47 am    Post subject: Reply with quote

Already got mercs in, it works like on Emperor BFD, I could also put the Kodiak there, sure, we would have to see where tho.

My template is the same template I used to make the marauder on TI, the only difference, is that the camera has a different angle, don't ask me the angle cuz I never figured out how to rotate the camera in a predefined angle (maybe grouping the whole thing + changing the pivot of the group could work but, eh, details, and pain).

My ships start facing the north direction, ORA does not care about the rotation direction of the facings tho, so I just make sure that the scene rotates properly (I never figured how to force linear movement on the keyframes -.-). They don't have any kind of animation or damage frames yet. I am not planning to make specific animations for every ship yet, because you can just use idle overlays, muzzle anims or even dummy weapons to do the fancy stuff, but damage frames, sure, after I make completely sure that the game is fun to play, which is my biggest concern right now, and forever probably Neutral.

The idea about the remap is good, I think I could give it a go when I got the time.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 12, 2017 7:48 pm    Post subject: Reply with quote

I need one last info: what size do you want the Kodiak?
Can you show an image of a similar sized unit or give me some pixel dimensions for the length when facing left/right?
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Mar 12, 2017 8:27 pm    Post subject: Reply with quote

Incredible! Makes me want to try openra modding.......
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Nolt
Flamethrower


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon Mar 13, 2017 2:18 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
I need one last info: what size do you want the Kodiak?
Can you show an image of a similar sized unit or give me some pixel dimensions for the length when facing left/right?


I guess a capital size ship would do, will send you some samples as PM.

kenosis wrote:
Incredible! Makes me want to try openra modding.......

Just make sure to know the engine and its limits before thinking on starting a project, It's still not ready for the ultra epic stuff imo.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Mar 13, 2017 8:48 pm    Post subject: Reply with quote

Sure will remember that. Will try the basic features and try if I can play some of my old tricks there. No project planning before knowing the features or it will end just bad. Have seen plenty of such.
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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Mar 22, 2017 8:55 am    Post subject: Reply with quote

Awesome! hate to fall into the comparison game but it does give nice early Starcraft Alpha vibes.


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Team Black
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Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Thu Mar 23, 2017 11:17 pm    Post subject: Reply with quote

This is interesting! I know many people have tried to plan on a C&C space mod, but I haven't seen any that have actually applied it yet
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Nolt
Flamethrower


Joined: 25 Apr 2012
Location: Chile

PostPosted: Fri Mar 24, 2017 6:03 pm    Post subject: Reply with quote

That pic from the alpha sc comes from devianart? I am pretty sure the game didn't look as smooth, I kinda want to make that crystal now, lol.

Well a pair of updates, first I improved a planet capture mechanic the mod had, where you could place stations over planets to fortify them and get cash, the stations would evolve as time goes on, now with the recomendation of an user, I added some customization for it, each planet has four slots to place platforms, and currently you have five types: Fighter Bay, Heavy Weapons, Sensors, Repair Bay, and Trade Station, could also add some crew quarters but it's not a big priority.

I also started investigating if it's possible to do some kind of hyperspace / subspace / asdfspace mechanic without the need to rely on Portable Chrono or the Chronosphere power, and it seems it's working alright. I might change the animations if I can make or get something better Smile.

Lastly, economy is a pain, those loose ore patches on the images are cancerous, they had decent value and great quantity of bales per cell, and it seems it doesn't work well to make a finite resource that has to last for some time, it made player economies escalate constantly over the match as they built more and more miners, leading to very spammy situations, I am considering (and testing) switching to something closer to starcraft now, singular ore patches with high density, but few in number, so the players are not motivated to build endless miners without even trying to expand.


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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Mar 24, 2017 11:37 pm    Post subject: Reply with quote

You could just make the miners themselves super expensive to make them an attack vector instead. If a player has to be very protective of miners, they will deploy fighting units more carefully around the ore patch or risk their economy being crippled by a bold attacker...

I think the 4 base slots is excellent btw Smile
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XxpeddyxX
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Joined: 03 Sep 2004
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PostPosted: Sat Mar 25, 2017 12:58 am    Post subject: Reply with quote

Love the shooting stars in the background and the way the larger ships float away when dead.
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Nolt
Flamethrower


Joined: 25 Apr 2012
Location: Chile

PostPosted: Sun Apr 16, 2017 11:38 pm    Post subject: Reply with quote

A small update, I have been most of the time working on the designs for the human faction, for the designs I am trying to make them look as if they got primitive tech, most of their ships are long and have pieces that rotate to generate artificial gravity, and for their weapons, I am thinking on giving them modern weapons, nothing that sci fi.

On the other hand, I figured out how to record games, tho with a potato quality, this video should be enough to show how the gameplay is right now, it's me fighting the AI, which isn't optimized for this kind of game as you can see. I post this video with a bit of shame because, there are some things that look awful (planets) but eh, it serves as a memento for the future, if WWIII doesn't kill us first x).

combat starts at 6:30.






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TAK02
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Joined: 28 Jun 2015
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PostPosted: Mon Apr 17, 2017 4:31 am    Post subject: Reply with quote

This is beatiful! Please, do make sure you have it all backed up on MANY drives/USBs. You never know when they hate you enough to stop working, and then all progress will have to restart from scratch. And with this much work done aready, it'll be quite the motivation-killer (trust me, I know).
Also, I remember MadHQ releasing a space 'Theater' (overrides tempereate, I think), pity no one is really using it. Oh well.
Make Westwood proud!
EDIT: Have fun making a tutorial!
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 23, 2017 12:41 pm    Post subject: Reply with quote

oh, why i haven't seen this yet?
video looks very nice.
Gameplay at the start seems a bit slow, but later it looks nicely strategic. Even though i find it hard to follow what ship is doing what without any description/explanation?

suggestions:
-Change the shroud to a brighter color. black shroud in front of black space is hard to see imo. Something like a matrix green shroud would surely be better visible.
-the planets could use more frames. can you use transparency to give them a little atmosphere? (might also work by simply let them fade into black background)
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Nolt
Flamethrower


Joined: 25 Apr 2012
Location: Chile

PostPosted: Tue May 23, 2017 11:15 pm    Post subject: Reply with quote

Thanks, tho I think I messed up the resolution a bit, but it was a first recording anyway.

Lin Kuei Ominae wrote:
-Change the shroud to a brighter color. black shroud in front of black space is hard to see imo. Something like a matrix green shroud would surely be better visible.


I planned to do this at some point, but I since I am awful at sprite work I dropped it for the time being and started working on other stuff.

Lin Kuei Ominae wrote:
-the planets could use more frames. can you use transparency to give them a little atmosphere? (might also work by simply let them fade into black background)


I removed planet rotation entirely because I believe it will eat far more memory than what it's worth, you need around 200 frames to make them turn smoothly and I plan to have lots of planets, it is not worth it,  some atmosphere animation could be cool tho, I did some minor work there but drop it to work on units and balance.

On the other hand, mod development has been frustratingly slow, since I am busy with my pregade thesis (I wonder if this is the right name for it) along with some finances classes, I haven't been able to do much besides balancing and some units, I wish I had more free time to do stuff.

So a few updates:

-Added a new renewable resource type, some gas clouds you can see there, ingame testing proved that having limited resources in a map is not fun once they start running out.

-Thanks to BoolBada/ForceCore, we got Aircraft Carrier logic now, they work like the RA2 carriers, except you can customize if you want them to auto engage stuff or not. http://imgur.com/a/HRWrz

-With the change above, I moved the Interceptors and Bombers to the second tier and chained them to their respective carriers, and the corvettes are now the first units available, that resolves the spam mess there was a month ago.

-Did a some extra human ship variants for the mod, haven't been able to polish them more due to time limitations.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 24, 2017 6:29 am    Post subject: Reply with quote

Nolt wrote:
I removed planet rotation entirely because I believe it will eat far more memory than what it's worth, you need around 200 frames to make them turn smoothly and I plan to have lots of planets, it is not worth it,  some atmosphere animation could be cool tho, I did some minor work there but drop it to work on units and balance.

i assume even with 200 frames but a pretty low rotation speed, it wouldn't stress the engine a lot, because it would have to redraw the SHP only every few seconds. (unlike dozens of explosion anims and ships moving over the screen that need to be updated every frame)

cool work on the human ships. Approved!
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
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PostPosted: Wed May 24, 2017 3:47 pm    Post subject: Reply with quote

OpenRA caches all sprites to the memory during loading. The issue isn't with engine stress but the texture bleak. (He clearly said memory, no?)

Also OpenRA doesn't use a buffer for storing frame contents, everything is redrawn between each rendering frames.
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed May 24, 2017 3:58 pm    Post subject: Reply with quote

Yeah, Graphic card memory isn't unlimited and having a model with texture that spinned (ora dev idea...) would be tad more efficient than 200(?) rotating frames memory wise.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed May 24, 2017 6:36 pm    Post subject: Reply with quote

ApolloTD wrote:
Yeah, Graphic card memory isn't unlimited and having a model with texture that spinned (ora dev idea...) would be tad more efficient than 200(?) rotating frames memory wise.

I suggested a static underlying planet image with a few generic moving cloud animations that could be used over it to make it appear dynamic. Realistically we shouldn't see a planet spinning within the span of a game, so this seemed like a good compromise.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 24, 2017 7:10 pm    Post subject: Reply with quote

ah, ok, if memory is the problem and not the render speed, then yes.

Though 200 frames of a 300x300 pixel big planet would be still comparable to the 1000 frames of a 150x150 pixel big unit with standing, move and firing frames

G-E's idea sounds good. A nice looping atmosphere animation can be done in less than 50 frames.
No clue if OpenRA supports it already, but maybe there are keys that allow to tint the color of an animation.
So you can use the same (grey) atmosphere animation on different planets, but give it a red tone for one planet and a blue tone for another.
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Matthias M.
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Joined: 15 Jun 2012
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PostPosted: Fri May 26, 2017 9:24 pm    Post subject: Reply with quote



Reminds me on https://www.fleetops.net

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