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New Factory + Minor Update

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I was looking into starting a bit of programming for the game, and I just wanted to bring up the idea of a new fac. I believe this has come up a few times in the past, but if you guys have any suggestions, please post them. On another note, I may also release a minor update for a few things the players have talked about in recent threads.

But I dunno, this is just a idea I'm throwing out there.
+9 / -0

5 years ago
Well, creating a new fac involves no direct programming.

You'd have to create units (which includes models, which in turn includes animations, which in turn could be argued to include programming), write their unit definitions (which is just filling in values) and do a lot of playtesting.

I salute your intention to help with development though :)
+1 / -0
A new factory and fac lineup, decently designed/polished/balanced/impimented, is on the order of 100 hours of work. Assuming you start entirely from scratch, but already have some idea of what you are doing.

It would be wonderful to get another developer though. What you really want to do is take on small bug-fixing or polishing tasks, just one at a time. Allow yourself some time to get familiar with Spring and Zero-K and the whole development progress. Grand ideas are way more fun but you will probably burn yourself out before you have anything finished enough to commit.

It's great to hear you have an interest though! Every little contribution really helps.
+5 / -0
Only 100 hours? 0.o ... If you knew what you were about, I guess.
+3 / -0
{redacted}
5 years ago
I think that might not inclue modelling, texturing, animation, etc.
+0 / -0
A month of full-time work while being competent in all fields required will work for implementation time. Balancing it will take forever, of course.

A month amounts to 160 work hours assuming a 40 hour week, so a hundredth hour estimate isn't that far off.
+0 / -0
summary:

@theeloisalie
-problems!
-hope

USrankluckywaldo7
-more problems + discouraginly time requirement
-small hope

@aquanim
-you will never make it

@skasi
-clarification of even bigger problems and time constraints

@anarchid
-major dicouragement by problem and time budget

THATS THE SPIRIT!
+16 / -0


5 years ago
Hey, i was merely saying that 100 hours isn't that unrealistic :P
+1 / -0
{redacted}
5 years ago
Yay now everyone rush to defen yourselves!

Me, I don't want to see even more factories or units in the first place. I'd rather see current units improved and made more unique/interesting or even replaced completely. Incidentally that's also much less work, so yippie!

quote:
On another note, I may also release a minor update for a few things the players have talked about in recent threads.

Don't forget about this one though. That's definitely something I want to see. Go for it! I don't care if you do it before or after the unit/factory design as long as you do it. :)
+1 / -0

5 years ago
quote:
Me, I don't want to see even more factories or units in the first place. I'd rather see current units improved and made more unique/interesting or even replaced completely. Incidentally that's also much less work, so yippie!

This.

Adding more units doesn't necessarily make the game any better or more fun, ppl call SC2 the best rts ever and it barely has any units. The current labs have a lot more tweaking that still needs to be done. No point adding new units when there's so many units that are never being used already. That doesn't necessarily mean there's nothing fun to do, there's mostly creative freedom to do anything you want as long as it's beneficial to the balance somehow, like the fairly recent Redback & Claymore. Nobody will complain if you remodel units or redesign less popular ones like scallop.
+6 / -0
Sea could imo afford another factory, for the sake of diversity. A heavier ship fac could fill this role and add another level of weight escalation before the strider-level ships.
+1 / -0


5 years ago
If you want to try your hand at making unit models, the Hunter is the go-to touchstone.
+2 / -0
[quote]@mojjj
-snip-[/quote]

My point was actually entirely nitpicking about "programming".

The others were just realistic though (aside from the people who object to new factories). That is, if he wants to go fulltime developing a factory, he's free to do it. He just shouldn't have any illusions whatsoever about the necessary time (and skill?) investment.
+0 / -0

5 years ago
are you serious? +12 ?
+0 / -0
quote:
My point was actually entirely nitpicking about "programming".

The others were just realistic though (aside from the people who object to new factories). That is, if he wants to go fulltime developing a factory, he's free to do it. He just shouldn't have any illusions whatsoever about the necessary time (and skill?) investment.

It should also be considered that it wont necceserly be included into the game. Unless the allmighty heads of development aprove the new factory.

So when we are at it. Parzival could you tell us what will your factory will be abaut?
+0 / -0
5 years ago
Going between trains and burrowers/diggers right now, have really no idea yet.
+0 / -0

5 years ago
We used to have burrowing but it was removed because it has no interaction with everything else.
+0 / -0
Trains could be a very cool thing, but they would ultimately need to be map-specific. You'd have to make maps with pre-existing destructible/rebuildable railroad networks, and of course there's a lot (more) of stuff to implement with that.

Starting on something small will let you build up your skills and find out what you need to find out faster, with less risk of failure. That is a suggestion.
+1 / -0


5 years ago
All things aside, TRAIN FACTORY sounds pretty darn badass. Could also attract some TTD fans.
+2 / -0
5 years ago
lol train factory sounds quite interesting, but also very different from anything in zk right now...
Trains are interesting in the way that they are mobiles, but also quite static...
+1 / -0
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