OpenRA : Renegade

Information and discussion for custom maps and mods.
Gecko
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OpenRA : Renegade

Post by Gecko » Mon Oct 18, 2010 11:28 am

Hey all,

just informing you that I'm currently working on a 'conversion' of the basic Renegade gameplay to a OpenRA mode.

My 'incomplete' roadmap => http://geckosoft.wikidot.com/openrg:roadmap

Ideas? Commens? Post them @ this topic :)

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secret
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Post by secret » Mon Oct 18, 2010 11:37 am

Now that's some nice shit :D

Gecko
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Post by Gecko » Mon Oct 18, 2010 2:41 pm

Some very laggy (I recored / played it on my netbook ;p ) video showing:

Me 'spawning', buying an APC, switching to Rocket Soldier, entering the APC, attacking the enemy base, getting killed & respawned again!
http://www.youtube.com/watch?v=BOJTFcBhvAw

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hamb
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Post by hamb » Mon Oct 18, 2010 9:50 pm

In your roadmap I see:
Shared resources (you share 1 global income with your allies)
* Use the 'parent' player (GDI/NOD) their 'money' to show to the player
* When a player kills someone, make sure that their 'parent' player gets the money
Does this mean credits are going to work the same way as Renegade? Or is it a shared pool now?

I think this' some excellent stuff :). I played Renegade for many years.

Gecko
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Post by Gecko » Tue Oct 19, 2010 12:06 am

I'm not entirely sure how renegade did it. Atm it is a shared pool (as in the money you see, is actually what your 'race' currently has (GDI / NOD)

Iran
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Post by Iran » Tue Oct 19, 2010 5:06 am

Renegade did it as:

Everyone gets 500 credits on harvester dump and 2 credits per second as long as the refinery and PP are online.

If the Power Plant is destroyed, you get 1 credit per second. (And everything costs double)

Next to that, you also get credits for damaging enemy units (the amount of credits is the same as the amount of points you get), this also includes destroying them.

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Harisson
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Post by Harisson » Tue Oct 19, 2010 4:23 pm

interesting mix of Sole Survivor and Renegade

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hamb
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Post by hamb » Tue Oct 19, 2010 10:05 pm

Iran wrote: Everyone gets 500 credits on harvester dump
it's 300 credits on harvester dump :)

Gecko
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Post by Gecko » Wed Oct 20, 2010 12:38 am

We had our first mini-playtest today.

Lots of stuff todo, but already was alot of fun!

If you're interested in testing OpenRg as well, join #openrg (and #openra as well ofc) @ freenode (irc)

Image
The load screen

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hamb
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Post by hamb » Thu Oct 21, 2010 4:14 am

:)

some things that I'd like to see in there soon..

vehicles:
GDI Medium Tank, Nod Light Tank (should make balancing easier)
then, GDI Mammoth Tank, Nod Flame Tank

infantry:
Considering an implementation of engineers (and/or the hotwire/technician units). They were pretty major in renegade
- ability to heal own vehicle (similar how a medic can basically heal an infantry)
- ability to heal buildings? (from the outside it must happen?)
- weak-ass ability to heal infantry? (alternative: could have a medic unit? didn't exist in ren, but could here)
- obvious implementation to disarm (destroy) beacon objects when they exist

Some cool things to maybe consider in the future:
A mine layer vehicle (note: in REN, hotwires and technicians contained proximity mines, however I have no idea how that'd work in this game) -- you'd wanna find a way to limit the amount of mines on a map too

I'll note that service depots made their appearances in some fan-made rene maps. Would be awesome (didn't cost $ in renegade to repair)

About all I can think up now

Gecko
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Post by Gecko » Thu Oct 21, 2010 8:16 pm

I added an 'Engineer' on both sides, one that can heal buildings & tanks (from outside) and also infantry, but the heal is alot slower on infantry!

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hamb
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Post by hamb » Thu Oct 21, 2010 9:14 pm

Gecko wrote: I added an 'Engineer' on both sides, one that can heal buildings & tanks (from outside) and also infantry, but the heal is alot slower on infantry!
le awesome!

What are all the ways right now that teams can earn credits?

Tibs
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Post by Tibs » Fri Oct 22, 2010 8:26 am

love this, and am having withdrawal symptoms from not playing it

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Sleipnir
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Post by Sleipnir » Fri Oct 22, 2010 9:21 am

Your `RgReplaceActorOnDeath' idea is already implemented in the core code (civilian structures use this logic). Set Zombie: true on the DeadBuildingState trait to make the structure stick around, showing its `dead' sequence.

Gecko
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Post by Gecko » Fri Oct 22, 2010 10:12 am

It does more than you think ;)

In renegade, once the 'barracks' are destroyed, you cant buy advanced units anymore, but you can still build the basic ones.

On 'dead' I replace it with a 'lesser' version, only allowing a subset of the infantry to still being build ;)

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