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Trash - RTS - Beta

Forum Index > General Games
Post a Reply
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 11 2005 04:24 GMT
#1
http://www.inhumangames.com

Trash is currently in closed beta but will have an open beta (don't know when). Anyways I'm wondering; is anyone of you people here in the closed beta?

I think there's some ideas that sound very interesting, like realistic line of sight COULD be fun provided units have good ai and won't get stuck behind obstacles.

Pipe = sounds good, the fact that you use trash to build stuff and that crashed enemies - only vehicles and buildings one would assume - turn into trash, geared for multiplayer, blabla some good stuff.

However, they said something about resources only being unloaded one at a time to 'limit the effectiveness mass production'

Unloading

With the exception of the Human Salvage Yard, all resources are unloaded one at a time. This makes unloading facilities more important. It also limit the effectiveness of mass production (aka booming). If you invest in several unloading docks in one area, they become practically useless once all the nearby resources are harvested. You can use your teammates' unloading structures, if your pipe is connected.


Not sure what this means in terms of gameplay but it could be bad The gameplay does look a litle confusing perhaps but I think it's worth a try -_-!
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
aseq
Profile Joined January 2003
Netherlands3975 Posts
May 11 2005 05:50 GMT
#2
It doesn't look great to me, very messy, but we'll wait for the final.
who thought up that name for that game anyway?
ihatett
Profile Joined January 2005
United States2289 Posts
Last Edited: 2005-05-11 08:11:09
May 11 2005 08:09 GMT
#3
I'm also working on my own rts.

Could you give me any tips on how you handled pathfinding? I assume you split the pathfinding over several frames, but more specifically how do you deal with an object who gets in the unit's path after that part of the path has been set? A prime example is when you are moving several units together, and they get in each other's way. Do you recalculate that only section of the path, or do you recalculate the whole thing? What do you do?

edit: I was looking through those images, and you look very far along. Good luck!
I love Protoss because it is tough and straight. Protoss is the race for men.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2005-05-11 08:40:48
May 11 2005 08:40 GMT
#4
sdsdsd

I didn't make this hahaha

I can't even make the most simple of java apps ;p

Actually, where on earth did you get that idea from :D?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
ihatett
Profile Joined January 2005
United States2289 Posts
Last Edited: 2005-05-11 09:20:26
May 11 2005 09:18 GMT
#5
On May 11 2005 17:40 FrozenArbiter wrote:
sdsdsd

I didn't make this hahaha

I can't even make the most simple of java apps ;p

Actually, where on earth did you get that idea from :D?



Trash is currently in closed beta but will have an open beta (don't know when). Anyways I'm wondering; is anyone of you people here in the closed beta?

I think there's some ideas that sound very interesting, like realistic line of sight COULD be fun provided units have good ai and won't get stuck behind obstacles.


The first two paragraphs made it seem like you were involved. I went immediately to the link without reading more.

And I was hoping for a goldmine of info...

Anyways, nice find, it looks interesting, but the maps look imbalanced.
I love Protoss because it is tough and straight. Protoss is the race for men.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 11 2005 09:44 GMT
#6
Haha They seem pretty friendly though, you should post at their forum :O
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 02 2005 18:25 GMT
#7
Well, the game went open beta yesterday (probably during my night time) ;o!

Gonna try it out.

http://www.inhumangames.com
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Ceril
Profile Joined April 2003
Sweden1343 Posts
June 02 2005 18:39 GMT
#8
On May 11 2005 17:09 ihatett wrote:
I'm also working on my own rts.

Could you give me any tips on how you handled pathfinding? I assume you split the pathfinding over several frames, but more specifically how do you deal with an object who gets in the unit's path after that part of the path has been set? A prime example is when you are moving several units together, and they get in each other's way. Do you recalculate that only section of the path, or do you recalculate the whole thing? What do you do?

edit: I was looking through those images, and you look very far along. Good luck!


Pathfinding... Should be some links around there that takes into account ideas how to handle pathfinding when units move in groups etc
http://www.policyalmanac.org/games/binaryHeaps.htm
Just because you can now store where everyone was and is, what they like, what they fear who they talk to and who they love. It does not mean we should so spy upon our fellow man in a dystopia far worse then 1984
pirate cod
Profile Blog Joined August 2004
810 Posts
June 03 2005 00:14 GMT
#9
I don't like the graphics - more so the color/texture - they did a pretty bad job there.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 03 2005 00:41 GMT
#10
Not had time to test it yet, if you've tested it, how is the interface? Do the units respond well? Do they do everything by themselves? How is the eco?

Is it "Okay so now that I have 2 workers mining I won't have to worry about it for the rest of the game" or is it actually a factor ?

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
smurfingchobo
Profile Joined April 2004
833 Posts
June 03 2005 01:29 GMT
#11
I played a 15 minute game vs a comp. This game was boring for me. =[ Maybe I just didn't give it enough time, but Im'a play a few more games to see if it gets funner as you understand the game more. About the map; The map is all plain. So I doubt there'll be any type of "terrain advantage" for some units. I know this is just beta, so I shouldn't be too quick to judge.

I've only played 1 game, but I do know you'll need lots of peons ( or trucks, whatever they're called ) because they mine sooo slow. There's a refinery for gas, although not sure what that did. The units have lots of HP, so it reminded me of how much I hated Warcraft 3. My computer isn't that great, so I did notice some delay in response. I was able to micro 5 range units vs 3 huge melee units. It wasn't as fun as it was annoying. For one, the units have a bundle of HP and my units only did 10 damage. The CPU's units had around 700 HP. So as you can see, you can try to micro for around 40 seconds just to kill off 1 of those units, or you can just retreat and get more units before actually attacking. The action was slow. 15 minutes and not once did the computer attack me. I'm probably not being rational as I've only played this game once. As I said earlier, I will play a few more games to test out what everything is, and what it does.

So, in conclusion, plain map = nono. Units with lots of HP = nono. Oh yeah, and the map was fucking small as well.
Teach me PvZ~
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2005-06-03 02:32:09
June 03 2005 02:31 GMT
#12
Hm, the screenshots all had GIGANTIC cliffs and shit TT I'm pretty sure most maps aren't like that :D I'll test it once my virus scan completes --~
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
NeX-HamartiA
Profile Joined May 2005
United States244 Posts
June 03 2005 03:16 GMT
#13
I'm downloading, I'll update when I test it out.
In The Arms Of.
eternalbliss
Profile Joined August 2004
United States1035 Posts
June 03 2005 09:38 GMT
#14
Umm doesn't even look interesting to me. =[ When will someone release a game as good and as balanced as Starcraft?
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 03 2005 09:42 GMT
#15
I'm hoping never since I want to play starcraft forever-,.- Other games are like relaxation to me ^_^
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
XDawn
Profile Blog Joined February 2004
Canada4040 Posts
June 03 2005 10:42 GMT
#16
looks like another WC3?
Use it or lose it
gravity
Profile Joined March 2004
Australia1847 Posts
June 03 2005 14:43 GMT
#17
On June 03 2005 18:38 eternalbliss wrote:
Umm doesn't even look interesting to me. =[ When will someone release a game as good and as balanced as Starcraft?

Probably never, all the major companies prefer to copy Warcraft 3 and Age of Empires, and minor companies can't put the polish into a game that Blizzard did :/.
SpuniasauR
Profile Joined September 2003
Australia1500 Posts
June 03 2005 18:32 GMT
#18
well as much as it might annoy some people, there are some VERY cool features they outline here.

Game design encourages coordination with teammates
Supports huge games with up to 24 players
Five types of trash resources
Unique system for sharing resources with teammates
Realistic line-of-sign, line-of-fire, and lines-of-supply
Randomly generated maps
Internet lobbies for in-game matchmaking and stat tracking

24player games? if that isnt a grint fest that coul be really cool, ranom maps an resource sharing? souns innovative
A firebat to your Zergling.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2005-06-03 21:01:34
June 03 2005 20:28 GMT
#19
My comp is too shit for this to run smoothly (The mouse isn't accurate because of this)
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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