"SmokNiszczyciel" said: Sry for double post but people wouldn't see edited post so they wouldn't come here You've written that 4 days after the last post. That's genereally not considered double posting.
"SmokNiszczyciel" said: How many players does Notrium currently have? I'm wondering if it's worth spending few weeks for making a mod for just few [3-10] Notrium players [because I see so many active] lol, it would be better to create your own game... That's exactly why I didn't make any mods myself yet .
"SmokNiszczyciel" said: All suggestions welcomed, I will choose best suggestions like adding new vehicles instead of making weapon that does 99999999999999e-99 damage and has force 9999999999999999e-99^2. Maybe 9999999999999999e+99?
"SmokNiszczyciel" said: And I will ask Notrium players about my ideas for mod, like making it a part strategic game, part tactic game,RPG,survival etc. I want to make a bigger mod which will look like a new game instead of making just some [censored] extensions for already existing mods. However not bad moddable for its time, Notrium has ability for not all game genres: 1) strategy - the lack of possible stratagem interface, I don't even imagine how to make such mod; saying nothing about AI capabilities 2) tactics - pretty hard but possible. With some (very) good thoughts about the game flow it could do 3) RPG - oh my! The RPG features I've seen so far were pretty crude, and still required much scripting (rarely intuitial enough not to contain bugs). In fact, out of RPG elements you see: - increasing experience and gaining levels - increasing skill points - dialogue trees - nah! - role play itself - as of your hero - pretty much only combat based, and hardly extendable from that 4) survival. Sure. Since Notrium IS a survival game... You may add horror to taste. 5) first GTAs-like racing (the very first DOS-based GTAs - because of top-down view). Add shooting action to taste. 6) 2D space sim? <!-- l --><a class="postlink-local" href="http://forum.instantkingdom.com/forum/viewtopic.php?f=8&t=3834">viewtopic.php?f=8&t=3834</a><!-- l --> 7) quest (adventure) - I may be mistaken , I haven't seen any mod like that. Also, correct me if some mods do not match what I wrote here. Everything above was just a compilation of thoughts about possible use of in-game effects, conditions and controls to create corresponding mods.
"SmokNiszczyciel" said: So, what do you think about adding "researching" which will let you make new items, factories which will produce ammunition for certain weapons. Please tell more about what you understand as "researching". So far it sounded a bit arcanum , except factories, but that's details...
"SmokNiszczyciel" said: About game story - I would like to talk about this with other Notrium players - what do you think about crashing on unknown planet, surviving certain time until you learn about this planet and learn to survive then starting building here new civilization[game would be in parts {Radioactive Mod 1, 2, 3 etc.}], some adventures,missions... All suggestions welcomed about the game story. Well, as a new mod it may start not as crashing on unknown planet. It's kind of cliche
"SmokNiszczyciel" said: Also some random events over-time like enemy raids at your base [base is already builded in my mod], meteor storms [explosions] That's pretty gametype specific, we first need to deal with some backstory etc.
"SmokNiszczyciel" said: For making so big mod [which means new game] I would need some support, so this mean that I'm creating new modding team, well I would need 1. graph 2. some script support[which will short a lot needed time] 3. advanced help [so if I will not know something then it would stop me for few days because Notrium modding forum is not very active, but if I get constant contact with someone then it would also short the time a lot] Everyone is welcomed, even if you'r totally newbie. I will share all my knowledge with you.
Post your suggestions and offers here, do not email me or pm because I don't check my email and pm everyday It's funny, but I check Ville's forum every day or so. If there are hot updates then even more than that. I'm not professional modder, everything I've done was bits and scratches changing original Notrium to my desire. But unless I'm overwhelmed with my day job tasks, I can help you out in some scripting and general concerns. Alas, for me point 1. is ops:
___________________________________________________________________________ So-o, if despite everything you'd want to start it, I'd suggest: 1) gathering full (that seems to be full on this stage of development) information about: - mod's genre - survival/tactics/rpg/etc. - gameflow - what kind of things player will be doing from start till the end. Special attention here to things we JUST CAN'T do on Notrium engine. Those things will have to be cut out from the very start - mod's features - with help of what will the player be doing all that of the previous point. Special attention <the same> - mod's backstory - initial background, perhaps with that comic-style intro (just concept, not drawings - words) - mod's plot - if any. The Notrium itself has no developing plot - the player just plows deep into memories to discover the past. It made N able to be created as a sandbox. If you make actual plot, the maps will have to be designed more carefully for a narration, randomness of maps would be less, I guess 2) creating some sort of plan: what to implement when. Thoughts about partial ingration here 3) creating "starter's grid": - an almost empty mod with minimal things, just to test that everything's OK. It will be used as version 0.00...0 to add stuff to it - your workplace: work folder of mod (you'll work with it with NMV, I guess) and backup folders of each mod version (marked stable or unstable) - auxiliary things: progs to keep track of changes made, to backup versions, copy last one to Notrium folder to run test etc. 4) and finally getting to executing what there is in p.2)
Currently, we're still at p.1)
__________________________ O-oh, TMI!
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