Posted: Mon Feb 09, 2009 8:06 am Post subject:
Rivality RTS
Rivality is a MMOSG (Massively Multiplayer Online Strategy Game), where you are tasked with building and continously upgrading a base, constructing an army, attacking your adversaries and joining alliances. You can find it here http://www.rivality.com/?p=start . Its free and takes alittle while to get into it but once you do it gets pretty fun.
Now I have been speaking with the creators of rivality in regards to making an RTS version through a mod for generals. The aims of this is to kickstart some interest in generals modding here on PPM, to improve skills in coding and 3d modelling for those who want to work on it, And to produce a mod which is FUN to play.
The key aspects of Rivality is its simplicity and its artstyle (something very reminicent of advanced wars). In the actual online game all of the units look the same and are very american in regards to design, some even direct ports like the apache, stealth bomber and hummer.
For the RTS version, there should be acouple of sides (2 to start with) with similar functioning units but all having unique unit and building designs. Also on another note all of the units will be freshly redesigned so that units like the hummer that have been used over and over again won't make a reapearance.
The resource system in the online game relies on oil. You pump it out of the ground using derricks then you refine it and sell it. A similar system will have to be looked into for the RTS version but just for the start of the mods development one or 2 derricks can be made buildable to the player.
INFANTRY
As with the vehicles the infantry are all the same. There are also not that many.
Soldier
AT soldier
Medic
Engineer (online these guys build new bases, but in the RTS sense they could do their cnc engineering stuff)
Spy (They ummmmmm spy:), looks like lara croft mixed with tanya.)
General (not really usable in an RTS setting from its purpose in rivality online. But this unit could be an objective to assassinate in a type of game mode)
VEHICLES
Hummer (This mod wont be using hummers I dont think, A more modern variant will be much more suitable)
Sheridan/Light tank
MBT
AA(If a geopard and a tanguska had sex, this is what you will get)
Artillery(RTS wise a self propelled gun would be better, this could make a good base defence though when bunkered down in a sandbag pit).
Apache (definitely way too overused, won't be seeing this in the RTS)
Eurofighter (the only non american themed unit here)
Stealth bomber (another heavily used unit)
BUILDINGS
Barracks
Factory
Guard Tower
Administration
Radar (online this tells you how long a task force will take before they attack you, RTS can be the same as the standard cnc radar system)
Oil pump
Oil refinery
Oil storage tanks ( I don't know what limitations there are in order to get a silo system working in generals. This may just be left out)
Airfield
No power plants for some reason. They can either be left out of the RTS version as well by saying the buildings generate their own power through generators or a power plant system can be used. I havn't fully decided on that one just yet.
For now I will be looking for coders and modellers, but I don't expect anyone to join up just yet as this mod is just starting and there is nothing to show just yet.
Well thats it for now, I'll post up some models once some are done which shouldn't be too far down the track. QUICK_EDIT
You forgot the airfield. I currently play Rivality. The shapes are fairly simple, so anyone with some experience should be able to pump these out. I would do it, but I cannot skin Photoshop has eluded me. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Thanks Dutchy I've been curious about that for a while. Also your pretty much killing 2 birds with one stone and both the AA and the MBT use the same base/chassis.
I'll take the Sheridan.
Your more than welcome to Regulus. The skin for an untextured model can always be done later on. Last edited by Mortecha on Wed Feb 11, 2009 2:13 am; edited 2 times in total QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Tue Feb 10, 2009 9:57 pm Post subject:
I'd love to make that refinery and oil storage tank now that I know the poly-limits in generals but I have the same problem as Regulus; I can't make custom skins. Thanks, Dutchygamer, for the poly-limit info _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
That would be great Roaches. The skins shouldn't be a problem just yet as we can do them later on. If we can get all of the models in the game with a basic one tone skin, then it will be sufficient for the time being when we can get the demo up and running. I suppose all windshields and windows on the units at this stage could be black.
At present the creators of Rivality want to discuss gameplay and features with us once a basic demo is running. Not only will this mean we can add and improve on whats currently there but there is a slight chance some of the units might change to make Rivality a unique IP and franchise.
Also for those who play, I'm also a recruiter for the victory alliance, If you want to join up let me know. QUICK_EDIT
i might hop on this bandwagon if Rivality is okay with the idea. It's cool that the company is backing us. usually people get really anal about stuff like that. I will do the Administration Building if you'd like me to. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Yeah I've had a quick look at it a while ago. I think the hardest part is doing all of the photoshopping once all of the faces have been arranced onto the bitmap file. And getting all of the multiface details to allign correctly.
I was also thinking about how they do camo but I then realised that if there was any camo, it could be applied onto the model itself before the above process.
I have done nothing with UV mapping what so ever though. QUICK_EDIT
lolz, that's easy for me. I can UV map semi-well. Its boring but I can do it. Its making actual textures that comes off being really hard. Probably because I set my expectations too high. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Would you like to join us and be part of the rest of the development from concepts and game play and the like?
Not particularly-- just wanted to help jump start the mod.
I don't know anything about this (or any) iteration of the SAGE engine and its particular model requirements, so I have no idea if these buildings are even usable.
They are all below the poly count requirements posted above by Dutchygamer and they were all made in Max 2009. If you want me to texture them, just say the word. Just give me the requirements. _________________
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