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Re: Overgrowth mod ideas?

Posted: Sat Oct 11, 2008 2:10 am
by Derakon
I'm actually wondering what the feasibility of adding new weapons would be. Seems to me that if it were even possible in Lugaru 1 (which it isn't, to my knowledge), you'd need to create the following things:

1) Model of the weapon (including clean and bloodied textures)
2) Weapon stats (blunt/slashing, HP damage, weapon durability, etc.)
3) The following actions:
3a) Rest action
3b) Run action
3c) Standing attack
3d) Running attack
3e) Reverse/counter-reverse
3f) KO attack (on downed enemies)

Which, honestly, isn't too bad. Oh, actions are a pain to make; it's still a decent amount of work, but it's nothing insurmountable. There'd probably be some extra logic for ranged weapons, and certainly this wouldn't allow for things like guns (where the weapon remains in-hand while a projectile is fired), but if Lugaru 2 holds to this level of simplicity, which it almost certainly doesn't, then it wouldn't be too hard to make weapons expansible.

Anyway, I guess what I'm saying is that I support making weapons fully moddable.

Re: Overgrowth mod ideas?

Posted: Sat Oct 11, 2008 4:48 am
by Ozymandias
1)I'd assume that the new blood effects would apply to the wweapons too, so you wouldn't need a texture like that. A model and a texture, yes.
2)probably included with mod tolls
3)huh, you mean animations? you'd probably just use the animations already made... or the procedural animations =P

The only thing that would be hard would be the model and texture, but there are people skilled at doing that sort of thing. As for guns etc, iut would be hard unless something like a crossbow was included in the game...

Re: Overgrowth mod ideas?

Posted: Sat Oct 11, 2008 5:49 am
by invertin
If we can reuse animations and the game has a crossbow, then guns won't be a problem animation wise.

The reload might, but we could use primitive weapons and just pass the whole holding it down thing for reloading it manually.

As for chainsaws, they wouldn't animate in the way it would be expected (I.E the blades won't move down) but maybe there's a way to move around that or just ignore it entirely.

Bows seem like the hardest thing, since you need to be able to set which parts flex in the animation and which parts don't, moddling the string might interfere with the actions, etc.

Re: Overgrowth mod ideas?

Posted: Sat Oct 11, 2008 11:31 am
by zamzx zik
The gun could simply generate flying knifes that are modded to look like bullets. I'm guessing that Lugertoo is going to be advanced enough for that kind of modding.

Re: Overgrowth mod ideas?

Posted: Sat Oct 11, 2008 12:36 pm
by invertin
I'm pretty sure it'll be able to handle projectiles like arrows from bows and stuff.

Hm.. I suppose lightsabers would be awkward in the fact that they (might) not be able to retract.

Unless of course the editor allows for animations. (hinthint)

Re: Overgrowth mod ideas?

Posted: Sat Oct 11, 2008 12:44 pm
by Glabbit
invertin wrote: lightsabers
O.O

Re: Overgrowth mod ideas?

Posted: Sat Oct 11, 2008 1:55 pm
by invertin
Why not?

Hm.. That would require effects on weapons, which would be fun.

Re: Overgrowth mod ideas?

Posted: Sun Oct 12, 2008 3:26 am
by Jendraz
invertin wrote:Why not?

Hm.. That would require effects on weapons, which would be fun.
That would be awesome. Just as a mod or bonus though.. Maybe something you get once you beat the game? ;)

Re: Overgrowth mod ideas?

Posted: Sun Oct 12, 2008 4:02 am
by Chainsaw man
Why not the full Daft Vader outfit?
(Space balls Referance)

Re: Overgrowth mod ideas?

Posted: Sun Oct 12, 2008 4:20 am
by Glabbit
Certainly sounds most epic.
o.o

Re: Overgrowth mod ideas?

Posted: Sun Oct 12, 2008 12:05 pm
by invertin
Jendraz wrote:
invertin wrote:Why not?

Hm.. That would require effects on weapons, which would be fun.
That would be awesome. Just as a mod or bonus though.. Maybe something you get once you beat the game? ;)
This is a thread about mod ideas afterall. :lol:

Re: Overgrowth mod ideas?

Posted: Sun Oct 12, 2008 1:29 pm
by Glabbit
How about a can-of-awesome mod?

Speaking of which, I'm still waiting for some animations from your end, invertin! =p

Re: Overgrowth mod ideas?

Posted: Tue Oct 14, 2008 4:26 pm
by invertin
Oh no. The can of awesome is far too awesome to be possibly interpreted in game format.

That and I'm far too lazy to try. :D

My animations are good, but are still on a lower par than my older ones, so I'll just continue practicing for a bit.