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Dune II

Posted: Sun Jul 24, 2016 3:29 pm
by JOo
https://github.com/OpenRA/OpenRA/issues/3274

just had a game against evgeniy today ... and its awesome ... still a lot of work though

https://github.com/OpenRA/d2

#openra/#orcaware ...

Gameplay-footage :

http://i.imgur.com/GM3aUfS.mp4
https://streamable.com/9g2z

3 Player match test game
https://www.youtube.com/watch?v=VW3w_qHs3XI

Single player skirmish test game
https://www.youtube.com/watch?v=BVswMcT69h0

i thought im gonna remake a original dune2 scenario-map for openra within the openra-map editor , this is the result (with 2 bots playing it) :

http://resource.openra.net/maps/15304/
Image

Posted: Sun Jul 24, 2016 7:32 pm
by yellow (theRaffy)
Holy cow! That is sooo awesome!!
I mean not just your map. That whole thing is crazy :D
lol that infantry close combat massacre. and that rank ups. are so funny.
I would love to hear some sounds. Are there none yet, or didn't you record audio?
Also the carryalls are nice and fluent. Very very good job. Keep it up!

Posted: Mon Jul 25, 2016 7:14 pm
by r34ch
Awesome work

Posted: Tue Jul 26, 2016 7:50 pm
by yellow (theRaffy)
I was asked to give my opinion about concrete slabs. I'll do that here.

Aesthetically I like concrete slabs (bases are looking nicer with walls and concrete)
But they need to make a game play difference. I agree here!
more clicks should result in more game play value. If that is not the case it should get fixed in that way, in my opinion.

benefits of building slabs:
- They could give a good speed increase.
- Prevent buildings from getting damaged over time (saving of repair costs)
- Gain an additionally increase the HP of buildings.

In Dune2 The golden Path, there is a tech that builds concrete slabs around all conyards automatically.
Like drawing a spiral with increasing radius. I don't know how many slabs the radius was but its very useful. This tech is also in use by the Ai.

Posted: Wed Mar 22, 2017 10:42 pm
by JOo
so here are some changes (compared to ra/td/d2k) that i think will make dune 2 interesting and different to play

- "unit limit" as option for multiplayer to change between 25-99 units or off ... the singleplayer-campaign should have a definite limit of 25 units.
this unit-limit can always get bypassed when "ordering" units via starport.

- theres no "undeploying" for mcv's , and you start a game with an already set construction-yard.

- no fog of war (not even as option) but units will have a reduced "sight-radius" when moving.

- no regrowing of ressources (no mines)

- no buildradius, that means "basewalking" does exist, turrets though cant shoot buildings (as far as i remember) and certain map-layouts can easily cut off basewalking (rock-islands for example)

- theres no "line-building" for walls ... you can place them only one by one (walls in general didnt have much use in the original)

Posted: Thu Mar 23, 2017 3:21 am
by Canavusbis
Is the lack of regrowing resources an option? They do regrow via spiceblooms in the original.

Posted: Thu Mar 23, 2017 7:40 am
by JOo
Canavusbis wrote: Is the lack of regrowing resources an option? They do regrow via spiceblooms in the original.
indeed you can regrow spice via spiceblooms , but the spiceblooms itself didnt regrow ... that means it depends on how much spiceblooms a mapmaker places beforehand on the map.

we could make "regrowing spiceblooms" an option though, yes.

im not gonna lie , but i would be interested in how "limited ressources" impact the gameplay ... expansion , defending ressource patches ... maybe even using actually silos.

Posted: Sat Jun 03, 2017 7:37 pm
by JOo
Some news ... 2 major tickets for the gameplay have been fixed now thx to evgeniy ... one about the "original building and concrete- placement" and one about "sight during movement"

In Dune 2 you can now "basewalk" with concrete-slabs now and theres also no buildradius (atleast not on default) which means , only sand can stop your expansion. this will most likely force map-making slightly more into the "island" directions i'd assume.

Image


Also we have a different system in terms of "sight" ... respectively "scouting" ... while a Unit is moving, it wont have its full sight-radius during movement ... the sight will be reduced to 1 cell until it stands still ... its worth to mention that there will be no "Fog of War" on default

Image

Posted: Sat Jun 03, 2017 8:10 pm
by noobmapmaker
I've played this when I was young. Or spectated older brother of friend playing this.

Posted: Sun Jul 16, 2017 9:48 am
by JOo
Dune2 got playtested and recorded by Blake (from "Blakes Sanctum" channel) , James and David.

here are the first youtube-videos for dune2.


3 Player match test game
https://www.youtube.com/watch?v=VW3w_qHs3XI

Single player skirmish test game
https://www.youtube.com/watch?v=BVswMcT69h0

Posted: Sun Jul 16, 2017 11:43 am
by WhoCares
"I think there is somethng wrong with combat tank"

No shit, it "1shots" everything lol.

Posted: Sun Jul 16, 2017 12:39 pm
by JOo
yeah the unit-values are fucked up right now , its on the agenda

Posted: Mon Jul 17, 2017 11:00 am
by Blake00
WhoCares wrote: "I think there is somethng wrong with combat tank"

No shit, it "1shots" everything lol.
Well I did actually say VERY wrong hahaha!


Thanks for posting my vids JOo.

Posted: Mon Jul 17, 2017 11:26 am
by ApornasPlanet
I'm so glad that you're working on this!

Posted: Fri Nov 03, 2017 2:26 pm
by Blake00
Hi guys!

Any news on updating your awesome mod to work with the new OpenRA?