by cdxbow » 22 Mar 2011, 01:21
Hi everyone,
Congrtatulations to Quin and the team for getting RE out. Downloading now.
This post caught my eye as it is an issue close to my heart. After one of those dangerous vision thingeys, we have spent the last 18 months working on MekArcade, which is our attempt to build a mechassault replica game with the Cube engine. Along the way we have put mechs (and cars, tanks) in to the engine as player and NPC characters. They need to be scaled down to match the engines physics, so then you have to have scaled down textures and mapmodels, and produce suitable maps. This is a lot of work, but not impossible and we have done much of it. The mechs look OK and feel Ok running around in such an environment, but there is remains a big problem.
Essentially none of the the Cube engines implement a player class that allows the players to behave in different ways or have different properties. To do a game with vehicles you need to be able to implement differents speeds, armor, weapons/slot, method of locomotion etc. The engine would need to also accomadate different the different movements/physics that the different vehicles have eg turrent rotation on a tank, torso rotation on Mecha.
If a comprehensive player class where to be implemented, not only vehicle games but classed based shooter (eg team fortress type gameplay) and also allow games with progression through the ranks, where players can gain attributes and abilities over time.
This is a 'non trivial' task and requires a good C ++ coder with a knowledge of the cube engine. Unfortunately we don't have one in the Team.
We at TeamXbow would be very happy a realistic team wishing to pursue 'Cube with Vehicles' or 'Cube with class'. We could certainly contribute at least half a doazen different player models such as mechs, tanks, battle armor etc. In addition we have some scaled down textures and map models.
If such a project where to come out of Red Eclipse, it could only be called, Red Armor
Cheers Comrades!