Overgrowth mod ideas?

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invertin
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Overgrowth mod ideas?

Post by invertin » Sun Sep 28, 2008 5:20 pm

David did at one point say they were considering modders and customizability.

Or my memory says he did anyway.

Either way, what kind of mods would you make if you could?

Me? Well, probably Star Wars in rabbit form. That and some kind of pirate or sailing based game. Initially you get a little raft and have to maintain the whole thing yourself, until eventually you've got a whole crew which you can praise or punish as you wish.

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Ozymandias
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Re: Overgrowth mod ideas?

Post by Ozymandias » Sun Sep 28, 2008 5:59 pm

I'm not much of a modder but I'd like to see what more creative people are capable of... and if you make a WWII mod or some crap I am going to go Turner on your ass X_X nearly ever game has one of those...

Obviously I'd like to see mods that perhaps add new weapons, or weapon kinds... caltrops for example... or maybe just campaigns that use the prodecural engines and physics to make puzzles and such (I was thinking a temple of some sort, but I've just been playing another game recently X_X)

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Count Roland
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Re: Overgrowth mod ideas?

Post by Count Roland » Sun Sep 28, 2008 7:03 pm

I seem to remember that David had a rather ingenious drag and drop kind of window interface thing for editing in the phoenix engine but I don't know if that was just for development or what.

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resin
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Re: Overgrowth mod ideas?

Post by resin » Sun Sep 28, 2008 7:22 pm

To do something myself I would need to start real simple. Maybe just trying to create some new levels with the already available assets. I think having some easter eggs might be cool. Maybe a "don't throw me in the briar patch" and a "tar rabbit" level. If I could do the modeling maybe a Usagi Yojimbo (sp?) level.

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Count Roland
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Re: Overgrowth mod ideas?

Post by Count Roland » Sun Sep 28, 2008 9:04 pm

lol I remember briar rabbit.

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Jendraz
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Re: Overgrowth mod ideas?

Post by Jendraz » Sun Sep 28, 2008 9:46 pm

Dragon Ball Z-style fighting. It's my next plan for Lugaru if I ever get the desire to campaign again.

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Chainsaw man
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Re: Overgrowth mod ideas?

Post by Chainsaw man » Sun Sep 28, 2008 10:12 pm

You can all predict what im gonna say... :twisted:

I have actualy Been Preparing a Lugaru 1 Expantion Based off the Lugaru Fanfic Chainsaws :TwisteD: (Yes, the one with all the Chainsaws, Drills, and Uranium Swords)
It will be a Fairly long campain with the Fanfic as a rought plot that will be reworked.

Once that is Done for L1, I will think about Making a Continued Sequil to it. probobly Starting at the point where the Hellsblade are Mining Urainium from some Ancent Zone.

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BunnyWithStick
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Re: Overgrowth mod ideas?

Post by BunnyWithStick » Mon Sep 29, 2008 3:28 am

…and the insane god-mode addicted guy controlling the Toothed Blade faction.

Just be glad I wasn't playing my sect to the tune of the sort of things that happen when I play Master of Orion. (As psilons with a RIDICULOUS emphasis on technology, that is. The result is that I'm nearly indestructible.)

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Chainsaw man
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Re: Overgrowth mod ideas?

Post by Chainsaw man » Mon Sep 29, 2008 6:34 am

Yea, ok, I admit it, I screwed up along those lines... How ever, I did Kill of one of the main Protagonists and put the other though a depression, oh, not to forget, 2/3rds of the Toothed blade were destroyed because of that last battle. :roll:

Anyway, when I get the Mod done, I will make sure to add some where a Specal thanks to Invertin and BunnyWithStick for helping me with inspiration. :)

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BunnyWithStick
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Re: Overgrowth mod ideas?

Post by BunnyWithStick » Mon Sep 29, 2008 6:47 am

…wait, what? Two thirds of the entire faction were in that one encampment?

That's… strange…
Chainsaw man wrote:Anyway, when I get the Mod done, I will make sure to add some where a Specal thanks to Invertin and BunnyWithStick for helping me with inspiration. :)
Yay! 8)

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Chainsaw man
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Re: Overgrowth mod ideas?

Post by Chainsaw man » Mon Sep 29, 2008 7:28 am

Yea, the Population of memebers was not Huge. they did consist of something like, roughly under 500 Personal under a battle group, however, what makes them strong is there Training and there over over powering weapon, not to menation the fact some of them ate a high proteine Diet.

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Nitsua
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Re: Overgrowth mod ideas?

Post by Nitsua » Tue Sep 30, 2008 5:40 pm

I would make a map that was covered in fire, and you would fight
on a circle in th center. With max strength for every enemy .:twisted:

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Ozymandias
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Re: Overgrowth mod ideas?

Post by Ozymandias » Tue Sep 30, 2008 5:42 pm

Nitsua wrote:I would make a map that was covered in fire, and you would fight
on a circle in th center. With max strength for every enemy .:twisted:
Much fun with the chainsaw mod.

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Glabbit
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Re: Overgrowth mod ideas?

Post by Glabbit » Wed Oct 01, 2008 6:49 am

If there's gonna be a chainsaw in there at any point, there HAS to be an obtainable Jason mask! xD

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Re: Overgrowth mod ideas?

Post by Jeff » Wed Oct 01, 2008 12:28 pm

Count Roland wrote:I seem to remember that David had a rather ingenious drag and drop kind of window interface thing for editing in the phoenix engine but I don't know if that was just for development or what.
Our UI engine is going to be way more powerful. Not sure if anyone could've predicted what we did for Overgrowth.

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