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Making a small game

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Thread replies: 467
Thread images: 121

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I am a bored game dev. Let's make a small game in Unity, /mlp/! You post the graphics/sounds and I put all of them together, giving you the game builds as it progresses!

Now, Dubs decide the genre of the game!

No lewd/porn allowed
>>
>Unity
>No porn allowed
No thanks.
>>
srpg
>>
>>27750192
>no lewd

What's the fucking point then?
>>
>>27750192
Make it about enslaving zebras
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>>27750204
Unity is fine now. They finally put their old illumination/shading system in the trash can.
The new one is still not the Unreal engine, but its close enough if you don't half-ass it.
>>
Communism
>>
>>27750192
rts

Ponies vs Changlings
>>
>>27750440
this
>>
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>>27750192
>No lewd/porn allowed
Fucking dropped
>>
>>27750440
This is fairly interesting
>>
>>27750440
Rolling for this, since it actually seems doable
>>
>>27750440
OP here. What do you guys want? Ponies vs. Zebras or Ponies vs. Changelings?
I honestly think Ponies vs. Zebras makes a bit more sense.

Also, we need some resources like gold or friendship idk. Say how many resources would you like.

I'd say Dubs Decide but this thread is so slow we wouldn't make any progress.
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>>27750192
>no porn
>>
>>27751664
>I honestly think Ponies vs. Zebras makes a bit more sense.
GAS THE GRYPHONS
RACE WAR NOW

>Also, we need some resources like gold or friendship idk. Say how many resources would you like.
Gems, bits, apples, cloud material. You don't have to use all those, but those seem like things that might fit thematically
>>
>>27751664
>Ponies vs Zebras makes more sense

are you fucking retarded?
you fuckup want to make anything with this train of thoughts?
fuck off
>>
>>27750440
this

>>27750204
>>27750209
>>27750518
>>27751685
horny underage gtfo
>>
>>27751664
I'd go with Ponies vs Changelings, you could have them fight for control over Love or something.
In terms of resources, you can get Love, and then the traditional Wood / Rock / Food combo. I wouldn't throw in bits, because Equestrian economy is weird, and changelings don't have any money anyway.

Do we want a game like Age of Empire, or something with more drastically asymmetrical gameplay?
I'd suggest introducing Cadence vs Chrysalis, but then how would multiplayer games (3+ players) work? Then again, are we even going to get multiplayer?

Reading my own post I'm afraid the gameplay would be very limited in retrospect though. Any suggestions, anyone?
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>>27751773
>>
>>27751781
Should changelings troops disguise into your own troops? If so, what should the player do in this situation?
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>>27751781
Just going off the first couple lines, for simplicity's sake, why not have it set in Canterlot, and the goal is to rescue as many citizens spread throughout the city? Saving ponies could have gameplay benefits, like a stronger/bigger shield surrounding home base.
>>
>>27751781
What abilities should the changelings have? Or what troops, for that matter. Someone, quick! Give us ideas of troops that use the full potential of a changeling! (Shapeshifting)
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>>27751821
Should the changelings have their own base? Is the player's goal to destroy the changeling's base while they attack the player's base? Or are we getting into a tower defense-ish direction?
>>
>>27751781
>I'd suggest introducing Cadence vs Chrysalis, but then how would multiplayer games (3+ players) work? Then again, are we even going to get multiplayer?
If you want the game done, I'd recommend skipping multiplayer for now.

>Reading my own post I'm afraid the gameplay would be very limited in retrospect though. Any suggestions, anyone?
Why not focus on getting one aspect right? Instead of worrying on how a player would play on both sides, why not focus on getting the ponies' side to play right, and leave the changeling to AI only?
>>
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Should the player defend his base and kill changeling troops until he reaches a certain number of troops killed, therefore winning?
Like in
>pic-related
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>>27751964
Or should both sides defend each other from their enemy's attacks? (Like in a real RTS) The player wins when he destroys the Changeling's base (or the Changeling's base's core? What should this core be?)
>pic-related
>>
>>27751928
>>27751964
>>27752007
If we want to keep it simple, I suppose you can make it like a tower defence first, then extend it to base vs base.
>>
OP here. Because I'm 95% sure that you guys won't supply me 3D assets of detailed buildings+troops, I will make the game a 2D top-down thingy (for now), so I can make the assets personally. (I don't have experience with 3D modelling + animation).

Also, I'm a huge fan of RTS, so I'll really enjoy making this game. (I also have experience with advance-ish AI so this type of game is perfect)

Keep the thread bumped, and keep the great ideas coming!
>>
>>27752048
What if you did a bare bones RTS to fight for control of certain parts controlled by the changelings, and once you kicked them out of their base, it turned into a mini-tower defense? If you win, you get a bunch of resources to take over the next base.
>>
>>27752054
>OP here. Because I'm 95% sure that you guys won't supply me 3D assets of detailed buildings+troops
I don't know why you expected any different
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>>27752186
I did not expect any different. I'm actually impressed that you guys actually write some stuff here.
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>>27752147
>once you kicked them out of their base, it turned into a mini-tower defense? If you win, you get a bunch of resources to take over the next base.

I like this
>>
Changeling troops.
>regular fast but low life changelings
>magical changellings for support or ranged attack
>changellings that change into ponies and sneak behind your lines to attack

ponies
>ponies as regular units
>unicorns for magic stuff
>griffons as advanced stronger/faster units

Let's start simple and add to it with the time. Changelings in disguise could be discovered by clicking on them as they will be obvious when they move into weird directions.
>>
>>27752054
How you coming along, OP?
>>
>>27751664
>Also, we need some resources like gold or friendship idk. Say how many resources would you like.

What about Changelings vs Griffons with Ponies as the currency?


https://www.youtube.com/watch?v=oNZ7oto4z4A
>>
>>27752054
>>27751781

Lego somehow got away with making a blatant copy of command and conquer for a mars mission flash game.

How hard would a simplified CNC be?

Have farmer harvests fruits, and lings can all harvest love using disguises.
>>
Want some bleep bloops and bleep bloop music?
>>
>>27753645
OP here.
It's okay until now. I worked on camera movement+scrolling. Tomorrow will be a huge day (it's 3 AM here). I will send the build as soon as I can. (also a github repository with the game, for educational purposes). It's Windows only.
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>>27753777
Well, the artstyle is 8bit, so that would be nice.
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>>27753886
https://www.dropbox.com/sh/n03g18p3s2paqwn/AABOQWwMStVtDgazFJg3lQvra?dl=0

Don't worry about the file names, I planned on making these effects for another game, but I hadn't heard anything from it in a very long time
>>
>>27750192
You should make something like the "shy pony game" that some anon made for a game jam ages ago. It's basically a 2D stealth game: you try to run errands in town, but if other ponies see you, they will try to talk to you, and because you are so very shy, you will pass out from the stress of basic social interaction (and lose).

The benefit here is, the game is so simple that even when shit starts going wrong and the time to finish the project blows up by a factor of 10, it will still be reasonable. The same isn't true of a full-blown RTS (unless you're just modding ponies into an existing engine).

>>27751821
This is another option, instead of RTS do a stealth game where you rescue ponies hiding from patrolling changelings and try to escape with them to safety.

>>27752054
Take a look at these: http://urimas.deviantart.com/art/MLPonline-Sprite-Sheets-341840400
2D pony sprites for a top-down MMORPG that was discontinued. They're fairly high res (not 8 bit like you said here >>27753886) but they look pretty nice and have lots of characters and animations.

There's also some RPG Maker sprite sheets that are lower res: http://mlprpgmakerresources.deviantart.com/

You could try looking up 3Danon's pony models, but I don't think those are optimized for use in games, or rigged/animated in a way that game engines can handle.
>>
>>27750192
some lewd should be allowed
>>
page 9 bump
>>
Don't die yet
>>
Will 3DAnon ever return?
>>
Don't you die on me
>>
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After a good night's sleep, I'm back! I was thinking about making the game 2.5D (like the majority of RTSs) instead of a boring ol' top-down. For sprites I will use a trick I saw it was used in Minecraft, and it's really effective for 2D sprites in a 3D world. And it's not hard at all to implement. I will send the build soon. (With the basic camera movement, a custom cursor and a changeling that stands there, or something).

>>27754090
These sounds are amazing!

>>27754423
I think I'll search the Interweb for pony sprites, and use the ones that I find suitable (unless you guys post some sprites here for troops/buildings). Also if I don't find anything good I might make them myself. (I'm not the best artist but I did a pretty good job at the other games I worked on). The artstyle is going to be like pic-related (sorry for the small size, it's the original design and I'm now on my phone so I can't resize it). I don't think it's 8bit, more like 16bit-ish.

I will use the SLHRPG soundtrack until you guys have ideas for other tracks.

The wizard from pic-related is not going into the game or anything, it's just from an older creation of my team for a game jam.

This RTS we are making is NOT for a game jam. I just finished the last game jam and I became bored. I just wanted a project to keep me occupied (instead of playing WoW and TF2 all day long).

Gosh this message doesn't endI might get the game designer from our team to help me with further development.
>>
Think about utility (non fighting) troops. Should it be a single all-mighty Villager like in AOE2, that can farm, mine, fight and build at the same time? Or should them be divided into Builders, Farmers etc.

I think the first one would be less annoying.
>>
Bumperino
>>
b.u.m.p.
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>>27750192
Rolling for Grand strategy!
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>>27757897
The genre has already been set: RTS
>>
OP here.
Yesterday I worked on a 2D top down camera + mouse movement.
Now I remade the entire thing into a 2.5D perspective. Go check it out:

Github Repository:
https://github.com/MoonfireSeco/Ponays3D/tree/master

Download Link:
http://www.mediafire.com/download/0j4x89inhc7l713/Ponays3D.rar

Extract both Ponays3D_data and Ponays3D.exe into the same folder, then run Ponays3D.exe.

All the smooth mouse scroll + camera movement took me some time to make. In the next build you should be able to rotate the camera, all characters and buildings rotating towards you (similar to an older minecraft dropped item rendering system).
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>>27758570
Please provide feedback. Is the camera moving too fast? Should the player be able to zoom out further?

I will obviously add some camera borders, so that you can't go too far into the black void, thus losing track of the map. I will add a map too. All in build 2.

That changeling's size is a normal troop size.
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>>27758600
Mouse scroll seems good. The move speed is fine.

Max zoom-out seems like it might be a little too far, actually, but it will be easier to tell once we can play with actual units moving around.

The zoom feature is a little weird to use right now, because it doesn't keep the camera centered on the same point on the map.

Due to the perspective, the changeling looks kind of squished when it gets close to the bottom edge of the camera. You could probably fix this by screwing around with the camera angle/positioning/FOV so that you never see the sprite from a nearly top-down angle. Maybe look at how WC3 and SC2 set up their cameras? Or you could switch to an orthographic projection.

I think your vignette.png overlay is not scaling quite right for non-16:9 resolutions. I played on 1024x768 (windowed) mode and there were bands at the top and bottom of the window where the map showed up brighter than the rest of the screen.
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>>27758714
I should add, I know all this stuff is pretty minor, and probably not worth fixing this early. Adding a map, units, and basic gameplay is more important.
>>
I'm working on troop selection now. I finally got my head around the raycasts and the weird way Perspective camera works in Unity. Expect a build soon, and a controllable troop!
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>>27760224
Excellent
>>
OP here.
Build 2 is up!

I've put some changelings there that you can move (On second thought, I think they are moving too fast). Left click on them to select them. You can select multiple changelings. Right click anywhere on the map to make them move there.

I will work on a healthier troop selection system (the classic left-click drag rectangle multi-selection thingy) tomorrow. (it's 3 AM here.)

Also ignore the graphics (and the lack of walking animations). They should improve a lot in the future. I am now concentrating on the main gameplay, the basic mechanics. Hit me up with better graphic options (like that movement X. That needs to change).

I know the current left-click selection is annoying (having to click on the troup again to deselect it), but I temporarly did it this way so you guys can test the multi-troop movement.

Also, should the right-click movement be continuous? Like, you can hold right-click and the guy follows you (like in League of Legends or something). Or should it be like the good ol' classic AoE2, where you can't hold the right click button (thus repeatedly clicking it to make the guy move)?

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-2/Ponays3D.rar

I was thinking: Should the player play as Cadence or Chrysalis? Should he be by the changelings's side, or by the ponies's side? (In the end, the player will be able to choose this, but for now? Which mode should we make first?)
>>
>>27761907
I just have a weird principle of which ever is there first. So the player should start as Chrysalis here to me.
And continuous right click moving sounds nicer to me in my opinion.
>>
>>27761907
You should post a screenshot along with your progress updates. You'd probably get more people testing out your builds that way.

>Should the player play as Cadence or Chrysalis?
I vote Chrysalis. Pressing an attack through the streets of Canterlot seems like a lot more fun than defending.

>Also, should the right-click movement be continuous? Like, you can hold right-click and the guy follows you (like in League of Legends or something).
I don't think that would be useful for an RTS. It works in dota because you only ever give orders to the one unit. But in an RTS you're often managing multiple groups of army units (or units + building stuff back at the base), which requires using the traditional click-to-move.
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>>27761907
Don't know much about RTS games, but the controls on this one seem fine
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>>27761907
Can you make a simple map editor with a grid based tile set?

Like old school RTSs came with.
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>>27757030
Thanks. I'll actually have a track for you in the future.
>>
I can help with various forms of sound, if needed.
>>
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OP here. (more like Cpt. Obvious)
Build 3 is up!
We have a healthy troop selection! Yay! It includes both clicking and multiple selection. That rectangle selection system was kinda hard to make, but hey! It works! I googled a lot today and yesterday's night on how to make a rectangle selection in Unity. I saw lots of weird tutorials with tons of lines of code, and the result was totally not what I wanted. So I started from scratch with my own method. It's kinda weird but it works nicely and efficiently. It basically takes the changeling hitbox and it calculates the coordinates of the hitbox ON THE SCREEN. (Not in the world). Weird, right? Then it calculates using some mathematical-ish formulas (I think that's how they are called) to see if the hitbox is INSIDE the selection. (or if it barely touches the selection). Phew. It took me some time.

Now, enough talking. Here's the build:

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-3/Ponays3D.rar

Reminder: If you want to see the game's code you can check the GitHub repository! Select the Branch with the current build and download the "Assets" folder.

Github Repository Link:
https://github.com/MoonfireSeco/Ponays3D

Oh! I almost forgot! I fixed the camera zoom. Now it keeps the camera centered, thus being able to keep an object in the middle of the screen while zooming in and out.

>>27761974
Yeah, I think that starting as Chrysalis would be a bit more interesting. Having an army of shapeshifting Changelings is awesome. Hm, maybe you should be able to shapeshift a changeling into being a different troop? Like, from a sneaky spy to a kick-ass beastmaster? You guys decide what'd be better,

>>27762072
I posted a screenshot (not the best one, but still) now, thanks for the advice! I agree with you with that click-to-move method. It is suitable and it still plays nicely.

>>27764272
Sure! But later. Now we need to focus on the main aspects of the game.
>>
>>27764873
Thank you!

>>27765038
That would be awesome.
>>
>>27757113
Let's focus on combat troops first, like Uncle Sam mode.

>>27758570
Looking good for mouse control but for some reason I couldn't move using the keyboard.
>>27761907
I like the hold-right-cklick system.
>>27766002
Good work dude!
>>
>>27766002
Box selection works fine. If at all possible, why not build a bigger world with some terrain, and see if the selection/moving works on a bigger scale without any hangups?
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>>27766002
more when
>>
>>27768796
OP here. Big update incoming.
>>
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>>27768814
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>>27768814
>>
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>>27768814
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OP here!
Build. 4. Phew! This one's a bummer. It is not a HUGE update but it is bigger than what he had before.

Additions:

+ Individual Troop Health
+ Health Actually Drops and Changelings actually die
+ Interactionable Items (You can select changelings to go and do -something- to that imte (e.g. gathering resources or building a thing there).
+ MUSIC! yay. And some sound effects for the changelings too! (Selection, Death and another sound they make when you put them do something).
+ Different cursors that change depending on the thing you point at (if you have at least a changeling selected and you point towards a place they can interact with, the cursor changes.)
+ A green square that flashes at the base of an interactionable object when you put some changelings do something with it.
+ A GUI frame (taken from age of empires). Will be useful in the future updates (and it will be modified too, for copyright purposes).

Changes:

* COMPLETELY REMADE both selection systems and canvas scaling system. The first one is because the previous system was getting a bit too cluttered and messy. The new one supports multiple troops/buildings and it's more flexible. The scaling system tho...Unity is completely DOGSHIT when it comes to automatic canvas scaling! Lots of glitches with multiple resolutions and weird stuff that happens. I remade that thing to suit this game A LOT BETTER. The formula is incredibly simple (and it doesn't really work for ALL games, but it works on 65% of them flawlessly, including this one).

* Changed the camera movement control. Now it's similar to Age of Empire's (You can still zoom!). In my opinion it's less annoying now. You guys decide.

* The map is now rotated, (amazing feature) like in Age of Empires 2.

* The selection circle below a selected changeling is now less quirky.

Now, enough talking. I will do some explanations and I will give links in the next post.

1/2
>>
>>27770601
First of all, let me explain what you have in the map now. There are multiple changelings that you can play with, no surprise.
BUT! There is a vine-ish cyan thingy there. If you select multiple changelings and right click on the vine-ish thingy, the changelings will start gathering vines or something, thus taking damage. (IT IS COMPLETELY ILLOGICAL, but I made it because we have to test the damage, health and interactionable objects system!)

Let me say it again: That vine is there just to deal damage to any changeling that dares to gather its resources. It is there to test the damage, and will NOT be in the next builds (where we will have proper damage-dealing stuff, like enemy troops/towers).

I know I took so much stuff from Age Of Empires 2, but it's my favourite RTS, and a really good one too. I will use AoE2's Assets till we have some mlp ones (I don't see any changeling hoof cursors, do I?).

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-4/Ponays3D.rar

Dammit! I forgot to add WASD and arrow keys camera movement, like this guy >>27766547 suggested (nice suggestion, it should've been obvious to add this but I forgot). You will see it in the next build.

>>27767187
I will focus on terrain in the next build.

I actually deleted the hold right-click movement system (it created some conflicts with interactionable objects). I'll add it again if you guys really want.

Now, what should we do next? (Aside from terrain).
Resources? Buildings? Troops? Enemy Troops? A working GUI that shows our position on the map?

I think the resources should be our next priority.
Think about what resources the changelings should have.
Think about where these resources should be extracted from!

2/2
>>
>>27770601
Also, by
>COMPLETELY REMADE
I mean I remade the implementation. Not the system itself. The selection system is exactly, like before, only the code is different.

Also I'm sorry for these Build 4 messages incoherence. It's very late here and I am deadly tired.

Remade = The control is the same, the code is different
Changed = The control is different, the code is different
>>
>>27770820
>>27770948
The only things I can imagine at the moment is that normal changelings and ponies like the changelings we have to mess with at the moment should be weaker... rather lose more health anyways, and in return have the ability to have a ton of them.

This is all assuming there are distinguishable different troops on each side anyways. otherwise, dismiss me.
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>>27750440
Whit king sombra and chrysalis :^)
>>
wowza, this OP actually delivers content
and delivers content fast!
>>
>>27771888
somehow i can still order changelings to move after they are deceased
>>
>>27770601
>>27770820
>>27770948
Awesome, it's really amazing to see a game being build right in front of you, i don't know much about game making but i do love RTS and AOE2 is my favourite too, i want to help in any way i can.
>>
Bump?
>>
>>27771932
Hm, I thought I solved that. Now I re-solved it. I hope this glitch won't happen again.

>>27772227
Thank you for wanting to help! Could you please think of some resources these changelings can have? And where to gather them.
>>
>>27771453
Of course there will be distinguishable troops on each side! The problem is that currently I don't have any assets for them, but I can make them.

Guys, think of the troops changelings should have!

Changelings that tame animals and use them in the fight?
Changelings that maneuvre siege machinery
Changelings that perform air attacks
Changelings that disguies into ponies so that they can go behind enemy lines to break havoc?
The more creative we are, the better the game will be!
>>
Bump. Guys, think of some troops/builidngs!
>>
>>27775401
There needs to be some tank changelings; slow moving, huge, and stronger than normal changelings.
>>
>>27775401
obviously, there should be a kind of royal guard on the pone side

pegasi have less health but are fast, unicorns cant really do CQC, but can hit things long distance with a normal amount of health, and earth pones may be a bit slower, but can do buncha damage up close, with more health, but are more damaged by magic, maybe
>>
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>>27775908
Hm, that's nice. How about Chrysalis's side?
I was thinking about taking some inspiration from Equestria Divided troops.

Do you guys find anything interesting?

Also, I got the terrain working. Expect an update soon. Now I'm reworking the movement code.

pic-related Some troops that I find interesting. A bit reworking to make them changelings (and eliminate some) and we can add them. Equestria Divided has lots of interesting troops I can inspire from. I know it has the edgy 12 y/o look but damn they are nice.
>>
>>27776042
The Spike thing actually looks like it could be a fun thing, but should be rare and do a ton of... I would best say area of effect damage. Like, have him rampage through and damage everything he comes across, but he doesn't focus on a target, and he shouldn't stick around long.

Those other troops I actually like a few of. The Shape-shifter though feels like it should be made into a changeling troop. it just vaguely reminds me of King Sombra. The Cristal Berserker should be a result of the changelings that turn into ponies. like, they get into the ponies territories and maybe jack a few, and have them fight as slaves or something. I dunno. That's all I can make outta this at the moment.
>>
>>27776042
maybe there could be some kind of assassin or something for the changelings

they can hide in with your troops, and at this point is when you should remember who you've appointed in what squad and such

they dont attack for a few minutes, but when they do, they take down the most powerful or highest rank on the squad they infiltrated
>>
>>27776201
That actually sounds really cool.
>>
>>27753684
shame that game got cancelled looked like it might have been fun
>>
>>27750192
https://youtu.be/EZG1K1-2omo
>>
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>>27776675
heh, that's kinda hard to make. Maybe next time we do this! (Or there won't be a next time if this RTS is going to evolve too much (it surely will if you guys keep me pumped with ideas and support)).

>build 5 hype.

The new movement system is kinda giving me headaches. Lots of game breaking glitches, but it promises a non-annoying multi-troop movement. The build should be out this night (8 PM here), or, at worst, tomorrow morning.

I actually played some AoE2 Demo just to remind myself of RTS mechanics. Yup. Refreshed. I actually screenshotted every frame of the movement X thing (when you right click somewhere for a troop to go), removed the grass background (so I'll have only those red arrows).and put them into the game. Now we have an actual good looking movement red X! yay!

Also, terrain is working flawlessly. The changelings don't look so squished now. I don't really like the terrain photorealistic texture (it doesn't fit at all), but I couldn't find anything else that fits better.
>>
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>>27776725
>>
>>27776725
honestly, this is bad ass.

don't you dare stop on us

but since you're the only one that knows what's happening, good luck, and god speed
>>
>>27776725
How can we help you with the interface thingy?

I could try and create some mouse cursors or maybe even a GUI frame. Just give me some ideas how you want it done and what I actually have to do so that you can use it?
>>
OP here. I met with my other colleagues from our game dev team. We actually want to make this game a bit bigger that I initially wanted. But this comes to a cost.

First of all, we found a HUGE database of troops and factions 100% mlp-related. It's called Equestria Divided. An amazingly interesting universe with lots of gameplay possibilities from each faction. We were reading each troop's description and we were like "We have to make this a reality!". I am the only brony from the team and when I told them a while ago that I started a small MLP game and they were all like "Okay dude, we can help you with the game but we don't want our name appearing in the credits". But now everyone is more motivated than ever!

Second of all, this game won't be all about "Changelings vs Ponies". It will be about battling the 6 factions of the new Divided Equestria. The player will be able to choose a faction, and the AI chooses another faction. There can be multiple factions on a map, each agains each other. (Only one is controlled by the player). We will start making Earthborn because it has more basic stuff than the other factions.

Earthborn troops:
http://equestria-divided.deviantart.com/art/Earthborn-Forces-By-PoorYorickDA-Re-Upload-P1-462759888

http://equestria-divided.deviantart.com/art/Earthborn-Forces-By-PoorYorickDA-Re-Upload-P2-462759828

Don't worry, we need you too! A lot, actually. Come with ideas, suggestions and game testing.

>>27777799
We'd love some custom GUI. If you can make some cursors it'd be highly appreciated. You can ponify pic-related, the cursors that will be used in the game.

The game will no longer be "Changelings vs Ponies" because it was not giving us too many options. Also copyright issues. We won't even use the word "Equestria". We will use something else, I don't know what. Maybe you guys come up with something good!

1/2
>>
>>27778908 (You)
I know this all sounds so enthusiastic and possible-failure but I assure you it's not. We will finish this if you guys support us. We worked at way harder things like this, and we also don't really have a project to focus on these years. This Equestria divided thingy is perfect for us.

I have kept you waiting long enough for this Build 5. It should be out soon because I just found a really efficient way to implement the new movement system. We need clean and efficient code, because in the end this game won't be too small...

I hope you guys don't mind the drastic direction change.

2/2
>>
>>27778908
>>27778956
Now I'm thinking of boring and generic game names... Don't worry, I'll keep at work there. Earthborn kept sounding good to me because I wasn't seeing that it was a faction name.

As a whole, the idea is infinitely more interesting and offers more possibilities than straight changeling vs pony. I figure I could at least try my hardest to be some help when the next build comes along.
>>
>>27778956
ideas for the UI?
>>
>>27778908
>>27778956
6 factions, my god dude are you making a full game here that's awesome, those Earthborn troops looks amazing they look more like deafness type of army, maybe you should make every faction has it's own style of play, like it's better to sit and wait with the Earthborn because they have a lot of supplies but they are very slow, while the Changelings are very mobile and have a lot of numbers but need a lot of supplies.
>>
>>27778908
>Second of all, this game won't be all about "Changelings vs Ponies". It will be about battling the 6 factions of the new Divided Equestria.
I hope you will pick one or two factions, and build a complete game with just those to start with. Otherwise, building all 6 at once, it seems like it will be easy to get bogged down and have this project die slowly, like most of the big ambitious MLP games before it.

Also, have you considered building this as a total conversion on top of an existing RTS engine? There's a free open-source one called "0 A.D." which I believe was originally based on Age of Empires II.
Link: https://play0ad.com/
Since it's open-source, you'd be able to modify everything, even down to the core engine code, if it's needed to make your ideas work.
>>
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>>27779462
Try to make it similar to Age of Empire 2's style. (The current one, with resources on top- left, map on bottom-right.) Like pic-related, except the map should be a square, not a rhombus.

>>27779554
Earthborn is actually a faction. It is the one we start developing

>>27779610
We will build only one faction at a time. We start with earthborn because it includes all the basics. Area effects, ranged, melee and air attacks. Then we will build the second one. The player will be able to choose which faction he wants.

After we built the first 2 factions, we optimize and polish the game, and then we get to the other 4.

We will use only Unity because we have lots of experience with this engine, and we don't really like the fact that we have to start learning a new engine. I know it'd be better to use an engine optimized for RTSes, but we want to use what we know best.
>>
https://soundcloud.com/hipopotomonstros/mulp-project
OP, guy here who did the sound effects and promised some music. I got an old little blurb from way back. If I extended it, would you like this as one of the level themes?
>>
>>27750192
Character action
>>
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>>27779764
>>
>>27779764
OP here. Hm, that's pretty nice! Would you mind if our musician would take the melody and edit it to make it "more suitable" (according to him)?

Also, I finished the new movement system. I will modify the way changelings surround an interactionable object, and the Build should be out.
>>
>>27779877
Go for it. He can do whatever he wants with it. Just so long as I get to keep my name on it.
>>
>>27780016
Don't worry. Everyone in this thread will be put in the credits for his respective work (even if it's only support).
>>
>>27779877
I feel both names are dumb, but so far are the best I can seem to come up with. I don't expect much to come of them obviously.

The first name(The dumber of the two dumbs) was simply Division. The other name(way better in my opinion) is Faction 6: Divided We Stand. Or just Divided We Stand. I dunno. It's just been stuck on my mind so why not put it out there.
>>
>>27780147
"Division" sounds too much like "The Division" which is a totally different type of game. "Divided We Stand" could work though.
>>
>>27780453
I didn't even remember The Division existed... wow I should play Tom Clancy sometime.
>>
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OP here!
Guess what! Build 5 has come!

Additions:
+ Terrain!
+ Non-Dumb Changelings that now look in the direction they walk, and stay in the same formation when they are multi-selected!
+ WASD and Arrow Keys camera movement!

Changes:
* Camera now doesn't go into orbit when zooming out.
* Lots of tweaks in the code: reworked both selection system and movement system.

Known Issues:
- Game MAY crash if you make a changeling go outside the map.
- Camera is zooming out way too little (and zooming in way too much). It's a cheap fix tho.
- There is a small chance a changeling won't obey the formation and will move rebeliously outside the formation (NOT WANTED, kinda annoying).
- Those damage dealing vines are still there...and we have to keep them there until we get some damage dealing enemy troops/builidngs.

I think this might be the final build that contains changelings. We will move to Earthborn troops/villagers in the next ones.

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-5/Ponays3D.rar
>>
>>27780583
still working on the interface, OP.

should deliver soon...
>>
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>>27778908
>>27778956
>>27780583
i want to hype this, but is it going to be worth it?
isn't OP ditiching us when the game gets a lot of progress and then abandon it?
he is doing it for free...
for free...
>>
wtf op was actually serious with it

you go, anon!
>>
>>27780647
yeah, I wish op and the thread luck
>>
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>>27780583
here u go, OP. its pretty basic yet.
anny suggestions?
>>
can OP add the function to add units to the selection without losing the previous selection by pressing shift?
>>
>>27780861
Blizzard style control buttons?
>>
>>27780583
age of poners
>>
>>27781059
maybe, got a lot of reference from Warcraft and tried to mix with parto of AoE
>>
>>27780861
since i still dont know how many resources or menu buttons this shit will have i left all kinda blank
>>
>>27781818
>>27782537
>>
>>27783242
>>
>>27780583
The Camera is fine a bit slow, but when i move the mouse up and down it doesn't move only left and right, however the WASD and Arrow Keys works amazing, if the mouse moves as smooth as WASD and Arrow Keys it will be perfect.

The Changelings works great and their speed are just fine i really like how i can select them and zoom in on them , the zooming is works just great, the damage seem a bit slow for changeling though.

I suggest you make the changelings move faster than the Earthborn when you make them but the Earthborn should be a lot stronger and a lot of hit to die.

Some problems i had was the mouse lagging and stopping for a bit before moving again but that may be just me, and once while zooming in i zoomed out of the map and into the darkness blow, but that only happened once, and one changelings i couldn't select with the rest is there a troop selecting limit in this game, because i really hate this feature in AOE2.

Other then that the build is fine keep doing a good job.
>>
>>27781818
>>27782537
>>27783242
>>27783663
Thanks for keeping the thread alive while I sleep!

>>27780633
I won't ditch you. Actually, WE won't ditch you, because I got my team working on this too. We already love the concept of the game and we want to make it a reality. The simple fact that we get more experience by making an untouched genre by us and that we have a game universe so interesting gets us going.

The problem with people giving money is that there is a risk of disappoinment. If you give money and the final product isn't what you expected you get disappointed. We don't want that. We worked on no-budget games before, and it was pretty good. The thing that gets our team working is the joy of seeing people enjoy our games.

I will open a Patreon if you guys want

In Build 6 I will enhance the movement system, being able to do what this guy >>27781034 said and a few other things, like making the selected troops go in box formation.

>>27780861
Nice! I hope there isn't a problem if we modify it a bit.
>>27781095
I will tell you how many (and what) resources we will have for this faction. (Each faction has different resources (not completely different, tho. For example every faction will have Gold/Bits)). Could you make the cursors please?

>>27784038
I will rework the camera mouse movement, thanks for the feedback! (I disliked the movement too).
The damage on the vines is tiny (1 dps). That's why they take so little damage. A changeling has 10 HP. A big and expensive tank should have 6500 HP. The legendary troop (The Headbutter) of Earthborn has 10000 HP, and upgraded it has 15000 HP.

Hm, I know the "camera that zooms into the darkness" glitch. It should be fixed in the future builds. The mouse problems are a bit worrying (it may indicate faulty code that loops somewhere), I had none while I was testing. Hit us up if the problem persists,

There is NO troop selection limit! Rejoice!
>>
>>27784114
If this game gets completed it will be the greatest thing ever, thanks OP you're the best, keep doing what you're doing, but if you want to open a Patreon you will need to show it to more people you won't get much support on this thread. i suggest you do it, maybe do a youtube trailer.
>>
>>27784172
Of course I will share the game with more people, but when it has a bit more content. It might help if you guys share it too! This is the game made by /mlp/.
>>
>Pony rts in my lifeime
Yes, this is good.
I know it's too early but I'd rather write it down now before I forget.
You guys remember Shining's forcefield from the weeding two-parter? If those poners are to be a defensive race such ability would be great. A magic wall that changelings (and other evil creatures) can't pass but ponies can. It would be available as a spell casted by a special building where you would have to garrison few unicorns before being able to cast it. It would drain mana from garrisoned unicorns and last as long as there's a unicorn inside the building to drain mana from. I don't know how hard to code it would be though, so it's perfectly ok if you choose to ignore it.

Good luck op you and your buttbuddies are the real mvp's.
>>
>>27784604
Will mana even be a resource in the game.
>>
>>27784773
I assumed so, it's a high fantasy setting, but perhaps love or friendship would be more fitting as long as they will not be a currency for units or buildings.
>>
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>>27784604
Thanks for the support and encouragement!

>>27784773
Yes, but as a troop specific resource. Like, every troop has health. But how about they have something else? Mana is mandatory for unicorns. We were thinking about a Threat Level each unity should have. If your accumulated Threat Level is too small and the enemy's accumulated Threat Level is too high, your troops kinda run away in fear. (If the difference is HUGE. And about 45% of them run, the others don't, but get debuffed. That's why we will add some of those Support things like pic-related (Some support troops of the Sun and Moon faction)).

Some beasts will have some taming level or something. If your army controls a huge beast (beasts are generally stronger than ponies), it might stop obeying you. That's why you'll need to train some Beastmasters to control it and keep it under control. The more the better.

Does it sound hard to code? Absolutely not. There's only one thing hard in game programming: Finding an efficient method (FPS-wise) to do. Now I'm polishing the troop selection system (the Ctrl/Shift selection system (suggested by >>27781034) works flawlessly). The changelings should be a bit smarter too. Expect a build 6 soon.
>>
>>27781074
I like this name
>>
>>27784114
Modify whatever you guys need.
Going for the cursors now. Will deliver as soon as possible
>>
>>27785292
what do you have on mind for cursors?
>>
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>>27785803
See >>27778908 post's image

Sneak Peek for Build 6. Ignore the top right statistics. If you click on a changeling's icon it will select that changeling. Woo!
>>
>>27785803
Since AoE had a single cursor I though on makin a basic metalic or wooden cursor. I don't know if you plan on make different interfaces based on wich faction the player uses, but for now I'll on work with a basic spear head. Something generic and simple
>>
Im excited for this game
>>
>>27785852
Actually AOE has multiple cursors. It'd be great if you ponyfied at least the hand and spear (they are both currently used in the game).
>>
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>>27785847
jesus, this game is actually progressing at a really fast rate

you and your team are extremely based, i hope you all know that!
>>
>>27785865
I'll try, the hand will be the problem. I'm thinking of a horseshoe or or something similar to the stable building icon.
>>
Build 6 is in testing phase now. In Build 7 we will have different troop types: Villagers and Infantery.
It's taking pretty long because in Build 6 I actually rewrite the Troop Selection code and the changeling movement system code to make it even more efficient.

We need to optimize this game so hard because it's going to have lots of stuff going on. We need to make the most basic and used systems (movement and selection) as efficient as possible. I made the selection system twice as fast as before (it was fast before too, but now it's twice as fast! You won't even notice now, but in the future this optimization will be life saving).
>>
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>>27786622
you're all great
>>
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>>27786622
>>
>>27786622
will base building be a thing, like age of empires?
>>
>>27786873
Of course! It's one thing we all love in our team. But we will add that a bit later, once we are finished with troop selection, movement and creation.
>>
>>27786931
awesome. I didnt mean to come across as impatient or anything, just curious what's planned.

im thinking traditional ponyville style buildings for the pones and obsidian towers with holes for the changelings or something? Just aethstetics wise.
>>
>>27786944
Don't worry. It would've been an idea if the game would've still been Changelings vs Ponies. Now it's based in the Equestria Divided universe because it provides infinite possibilites of gameplay and it isn't a big difference of implementation.

I see some huge FPS drops when selecting multiple troops (100 FPS to 12 FPS). Currently investigating the problem, and I think I found the solution. Sadly I am the only programmer in the team, and the only one that works directly with Unity too...But hey! The game develops smoothly doesn't it?
>>
Sorry OP. The cursors will be delayed, Pc is messed up.
will deliver tomorrow, also I think I'll remake the interface more ponified
>>
>>27778908
mak the icon to make pones walk to somewhere 2 horseshoes with a little arrow
>>
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Damn, Build 6 has lots of bugs. Expect it tomorrow morning while I solve them. I kinda added and remade too many things for one day.

I added the following:
- Left Ctrl or Left Shift selection. Used to add a troop to the selection without deselecting the other troops.
How much it works now: Flawlessly

- GUI Functionality. The icons of selected characters appear on the bottom paper thing. Like in AoE.
How much it works now: Icons go outside the paper thing. It's because this system is still not fully implemented.

- More GUI Functionality. Life bar under each character's icon. The lifebar updates accordingly.
How it works now: Flawlessly

- Even More GUI Functionality, If you click on a character icon on the paper thingy it will select that character.
How it works now: Flawlessly

Remade/Modified:
- Selection System
- Movement System
- Camera Movement (now it changes speed depending on the altitude. No longer Lighning-like zipping at 2m from the ground!)

Everything works perfectly except for the icon arrangement. I'd like to give you guys the build but I did not get that much time to test it. Remember when I said that Build 6 is in testing phase? Well that was before all these icons on the paper thing were in the game. I decided to add them because I thought Build 6 was kinda lacking features. It just had a reworked and polished movement system and camera. That's all. I wanted to give more. Now I'll fight with the bugs. You guys might come up with good ideas until I release the build! For example, what resources should the Earthborn faction have? They are 80% Earth Ponies.

Also, Thanks a lot for putting this much work into the project:
>>27787297 guy. You'll get a special place in the credits.

What do you get instead of the build 6 this night? A screenshot of the entire Unity project (that also includes the troop icons)! Watch in awe!
>>
>>27787658
Ohoho, you slay me with your screenshot OP! So close yet so far!

In all seriousness though, great work so far, and may there be smooth sailings at this goes!
>>
>>27787658
Dreaming to become a game artist or designer or something like that.
Just wanted to help you guys the best I can.
>>
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>>27787658
Can you add Swastika formation.

Looking great so far.
>>
>>27789021
Anon NO!
>>
>>27785852
why not a changeling horn?
and a unicorn horn?

then it could be more related
>>
hey OP, what do you whink about Age of Empires 3 compared to the previous AOE games?
>>
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Ok. I'm following this thread and the game development now. This is some top qulity work and great content.

Do you have any ise for a sketch artist? Any requests of things to draw?
>>
>>27789740
can i get a drawling of a changeling dressed as snake from metal gear solid?
>>
>>
bamph
>>
Holy shit we're finally getting our very own pony RTS game and how is no one talking about this
>>
Aaand, Build 6 is done! Well, it needs even more optimizations.
Everything works 60+ FPS if you select and play with less than 200 changelings. If you choose more, then FPS begins to drop.
I had 500 changelings and I had 20 FPS. Kinda bad. I think I have a solution too. But it will come in Build 7. I don't want to delay this update too much.
>>
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The long awaited (~1 day and a half) Build 6 is here!

Additions:
+ GUI Avatars of selected troops. If you click on an avatar, it will select that troop only.
+ Camera Moves accordingly to the altitude.
+ (Debug feature): Hold Space to spawn changelings.
+ The Selection Box now stops at the GUI Frame.

Changes:
* Remade so many things I won't even write them here. I remade 60% of the project's code. And it still needs optimization.

Known Issues:
- If you spawn more than 200 troops it will start lagging.

Download Link: (this time Mediafire because GitHub won't allow me upload files larger than 25MB)
http://www.mediafire.com/download/5hjb4c2olq7zv56/Ponays3D.rar


Replying time!

>>27787707
>>27788217
Thank you!

>>27789021
The formation wouldn't be effective in combat. You can arrange them like that if you want.

>>27789676
Hm, this one's interesting. Even tho the troops may not be unicorns, it might still work. After all, it's just a cursor that indicates that the object is interactionable.

>>27789693
I personally didn't like AoE3. It feels like something is missing.

>>27789740
Is that image your art? Damn, you are impressive, dude! I'd love to have a Ponies-At-Arms troop sprite from the Earthborn faction. I will give ya the sketch in the next reply. >>27790082 is not me.
>>
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>>27789740
In the next build there is a huge chance I will use Ponies-At-Arms instead of changelings. Also some villagers. The Ponies-At-Arms will be able to arrange in strategical formations, like a Box Formation. If you could make a sprite of them (pic-related), it'd be perfect. For villagers I'd like a tired-looking earth pony, dressed poorly.
>>
>>27792266
Everyone's busy shitposting or avoiding oc because that's reddit.
>>
>>27792673
Quick Update: You can now have 300 troops at 60 FPS. (Raised from 200)
>>
>>27792673
>No skills whatsoever to help in the project
I'll be cheering for you from the couch.
>>
>>27792742
You don't have to be skilled to come up with good ideas. By getting help from so many people I have a larger database of assets. A less skilled person might do something better than a more skilled person. You never know.

Also, this game is made by /mlp/. I am the developer, that's true, but the assets and ideas are given by /mlp/.

The fact that everyone can contribute with anything they want makes this a community project, which is a lot better than a personal project. I may filter some assets, but still, this game is made by us.
>>
Guys. I think we need to have a total troop limit. I was thinking about 500 (in AoE2 it was 75). It's a reasonable number because I don't think a normal human can keep track of more troops.
>>
>>27793080
as long as OP can optimize the game for potentially more than 1000 troops on the map.
>>27792753
That's a good spirit
>>
>>27792728
Another Quick Update: You can now have 400 troops at 60 FPS. I don't think I can optimize much further tho.
The FPS problem is caused mainly by Unity's Rendering system. I can't modify that. When I disabled the AI and selection system completely I was able to break 60 FPS at ~720 troops.

I have a medium computer. 2 GB AMD video card and a 3.4 ghz quad core processor. The video card is the main problem here. Maybe the game will work at 60+ FPS with even more troops, on better video cards.
>>
>>27792673
>The long awaited
Dude it's only been a day, take your time no need for these day by day builds.
>>
Bumperino
>>
>>27792266
i say, give it time.

when it hits equestria daily, expect this to become a general.

i stumbled on this thread by chance. i don't even browse /mlp~/ anymore, the day i go here, i see this thread
>>
Tuturu-bump!
>>
>>27796130
>>
>>27796130
what is tuturu?
>>
>>27797600
Steins;Gate reference.
>>
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hey OP, there is something i found for changeling as a resource.

i can do animation, but i do it on flash, are you only going on pixelated sprites only route?

there is a thing i learned from animating Bronycon Promo is that you could export the frames as a transparent pngs to include them on a 3D enviromment

i think could contribute with changeling walk patterns
>>
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>>27797709
better .gif
>>
>>27797742
>>27799401
????
>>
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This is what I call heavy optimization (and it might go even further). Although I don't recommend making all 800 troops go do the same thing at once because the FPS may go below from 60 FPS.

There's one problem. When I say 800 troops I mean 800 entities on the map. This includes your troops and enemy's troops. Also the buildings.

I think 200 troops for every faction is more than enough.

- 50 villagers that gather resources. Can be more if you are in a battle.
- 50 medium/weak fighters that fight in a crowd and don't have special abilities.
- 10 support troops
- 5 tank troops
- 30 flying troops
- 1 legendary unit (that is shown at the bottom of any troop list on Equestria Divided's Deviant-Art page).
- 20 siege units
- 10 stealth units
- 10 summoners
- 14 boats/ships/balloons for transportation, defense or attack.

This is more of an end-game army layout, where you already have unlocked the legendary troops (you can only have 1 of those. Other troops don't have a limit (when I said 5 tanks I didn't mean that is the maximum you can have. You can have as many tanks as you wish (if you have less than 200 of course). The numbers of troops I said above are the ideal amount of each troop, You can customize the army as much as you want).

Plus, we still needed a troop limit that increases by the amount of houses you have built. I think 200 troops for each faction is alright (+10 max troops per house built).

I will reply to y'all and give more details in the next posts.
>>
>>27800181
http://orig04.deviantart.net/3a50/f/2014/173/1/2/earthborn_forces_by_pooryorickda__re_upload__p1_by_fujin777-d7nijtc.png

http://orig09.deviantart.net/7b9c/f/2014/173/e/e/earthborn_forces_by_pooryorickda__re_upload__p2_by_fujin777-d7nijro.png

These are the Earthborn troops. There aren't many because they have lots of synergy between them and you need to know what they do, and how you can combine them in order to be successful in battle.

For example, the Cult of Laughter faction has a troop called Corrupted Townsfolk. When it dies, it becomes a Laughing Dead. There is another tank troop called Alicorn Mockery that restores health by absorbing nearby Laughing Deads. There is another troop that summons laughing deads. You can combine the summoner and the Alicorn Mockery to create a tank that regenerates itself continuously. Used separatedly, the tank would die very fast and the summoner's spawns and the summoner itself would die almost instantly. (very low health). You can also send a swarm of Corrupted Townsfolks ahead with an Alicorn Mockery. The alicorn mockery protects the other troops and when a Corrupted Townsfolk dies and becomes a Laughing Dead, it will regenerate the Alicorn Mockery's life. This is not the only combo. There are ~12 for each faction.
>>
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>>27796130
Weeb detected.
>>
>>27800227
The buffalo totem unit gives me the vibe of a land-borne equivalent to the Terran Science Vessels from StarCraft. Maybe you guys could do something similar.

For example, as a passive trait, it could be used as, for lack of a better word or analogue, a detector unit that enables you to see "cloaked" units in a radius around it.

With that passive trait in place, maybe have some active abilities as well. Area of Effect damage, "magic inhibition", et cetera, with each of these abilities having a "magic requirement".
>>
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>>27794222
Okay, okay.

>>27797709
The game is no longer Changelings vs Ponies tho. We use the troops from Equestria Divided. The first troop will be the Ponies-At-Arms. The average Earthborn villager will look like a tired earth pony.

I am still not sure what method should I use for troop rendering.
Should it be a 2D sprite that just flips?
Should it be a collection of 2D sprites for each orientation (like in age of empires, where you had 8 sprites for each unit: front, back, left, right and all diagonals)?
Should it be just a 3D model? But then I won't be able to tweak the model/animation in case of anything. If there's a 3D model in the game then when you'll have 800 troops I think it might cause lag. Then we'll need some 3D modellers and animators, which is pretty hard if we have no budget.

If you can animate/draw this image it would be great. I'll decide if the troops/buildings will have a 2D sprite or a 3D model.
>>
I am working on a Linked List system of troop selection (for keeping the same troop formation). If this will work it should speed up the game astronomically.
>>
Page 9 bump
>>
>>27800440
I'd say we start with simple 2d sprites that just flip. Shouldn't be too much of a problem to change it later on? This also depends on the Anons that will draw the images as 2D for every orientation takes longer to create.
>>
>>27802097
It isn't a problem to change it later at all. I think the game would become a resource hog if it has to calculate the orientation of every troop on the battlefield (> 400)
>>
>>27800440
So no changelings at all then? It'd still be neat if they make an appearance somewhere in the game.
>>
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>>27803259
There are some guys from the Moon & Star Faction that can shapeshift due to changeling research, (pic-related)

Real changelings may appear but only as mercenaries that can go from a faction to another to accomplish missions like assassinations. This might be included in late game development.

Also, update: I am working on heavy (and when I say heavy they are exaggeratedly HEAVY) optimizations. These things are very hard to successfuly implement them without lots of glitches. You can now have ~800 troops but it lags when you make all of them do something at once. The new system I have in mind might allow up to 1000 troops without lag. Expect it to come out tomorrow/over 2 days.
>>
>>27803349
Changeling mercenaries. All I can think of now is a deadpool changeling. beautiful.

But now I'm just overall interested in how the next build turns out. The hype is real.
>>
Holy shit that is amazing. As a suggestion, you shoukd be able to click-and-drag, as well as Shift-click, the unit icons in the GUI to select multiple troops (provided you can't already - on mobile atm so can't test).
>>
>>27803349
Ok, that sounds neat.
>>
boop
>>
hi
>>
9 bump
>>
850 troops. A lot less lag when moving ALL of them at once.
>>
>>27803349
Can we just get some hype in the chat for OP actually delivering!
>>
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I think I'll make a new thread when build 7 comes out. Build 7 basically wraps everything up, while solving all possible glitches (I saw many in Build 6's selection and movement systems) and making everything as efficient as possible.

When Build 7 comes out we will finally be able to start the gathering system. In Build 7 I also clean the code. It begins to look extremely cluttered and that will be a huge problem when I'll try to modify it later. I had lots of bad experiences before with uncommented/cluttered code.

Also, these are the resources used by Earthborn:

- Apples (classic food in RTS)
- Wood (building material #1)
- Stone (building material #2)
- Bits (classic gold in RTS)

Simple. I talked to a game designer from my former team about the resources used by the Stormwing Faction (it might be the second faction I'll make, but this is not 100% sure.)

Stormwing might use the following:

- Food (no special name, I guess)
- Clouds/Cloud Material/Cloud (Building Material #1)
- Bits
- Water (a resource that's Stormwing-speciffic. It's like a second building material). You get water by putting ~20 pegasi (to achieve a certain Wingpower number) to lift water to your city from a nearby lake. You can get water from clouds too (in case you don't have >20 pegasi), but pretty slow. Water should drain slowly,

Pic-related: until I get better ideas, I will use 2D sprites of buildings. I used Twilight's castle because I had no other ideas. Does it look alright? It certainly feels like it's made of paper, but is it bad?
>>
Quick Update: If I turn off the troop sprites (and keep all the scripts) the game hits the 60 FPS limit at. Guess what. 2240 troop! Sweet merry mother of Joseph, that's a lot! Maybe I find a magic setting in the unity engine to enchance the sprite rendering system? So we can hit these numbers with the sprites active?
>>
>>27802551
So is this an engine problem or why wouldn't it work too well. AoE3 worked quite well.
>>
>>27809028
>It certainly feels like it's made of paper, but is it bad?
Not at all, maybe a little confusing when you later place the buildings on the map.
>>
>>27809091
maybe a line of code that says
If this unit is not currently on screen
then do not render
>>
>>27756279
>Implying I've ever left.

>>27754423
Those pony models were based off of the ponykart models I made, which are suitable for a game.They'd need some tweaks and more animations obviously, but could be a useful starting point. You can get all the ponykart assets here:
https://www.dropbox.com/s/oqrhi4vtub5if7t/Models.zip?dl=0

There is some more assets I made for a game I was working on a year ago,
https://github.com/3dAnon/PoniGame
That are more suitable. If you guys want I could package one character up.

>>27809028
Since you seem to be making some decent progress, and I like rts games, I would be willing to help out if you need/want 3d assets. I've done a lot of game art, and I know my way around Unity well.
>>
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>>27809153
Well, calculating the orientation for hundreds of troops might be a bit of a hassle for the computer. With some advanced optimizations it shouldn't reduce the FPS too much, but then the only problem left is finding someone that's willing to draw a sprite in 4 phases (idle, walk/fly, attack, death) in 5 orientations (front, back, left, top-left and bottom-left (for right orientations we can flip the sprite)). Then, if we don't like a sprite we'll have to change it in all its 5 orientations. Pretty hard.

>>27809216
That line of code would be pretty bad because it has to check often if the sprite is on the screen. If we have hundreds of troops then we have hundreds of scripts that check every few frames if the sprite is on the screen. We don't want that.

>>27809175
Pic-Related. I tried to put a 2.5D sprite of a Town Center and it looks pretty good. The only problem is when you zoom in it'll start to look a bit weird. (Ignore the fact that the building is cutted).
>>
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>>27809264
Oh, hello there! It'd be nice if you could make a 3D model of a Ponies-At-Arms troop (pic-related). That way I can work with real 3D optimization as soon as possible. Also, we would get rid of any problem caused by orientation.

Every basic troop (including Ponies-At-Arms) will have 4 animations: Idle, Walk, Attack and Death. If you can make those too, then it'd be perfect!

Another important thing for now would be a villager 3D model. A normal earth pony that looks tired should do the job. They also have 4 animations (maybe 5, if they can gather and attack too). Thanks again for willing to help!
>>
>>27809091
but why do we need 2k troops?
isn't 200 just enough?
>>
>>27809319
oh no no no i didn't mean on each troop i meant like as attached to the players view window like have it be a cone with co ordinates and it checks to see if anything is between these four coordinates and renders that but nothing else
>>
>>27809435
It is, but when I'll add AI, animations and path finding the troop limit will go a lot lower (to keep the 60 FPS limit).

That's why I try to optimize the basic systems as much as possible. By every new thing added, the maximum entity count on the map will drop. If we have 2000 troops now, in the end (after developing the AI) we may have only 300 entities. You never know. It's best to have as big numbers of entities as possible, because then the game will work on slower computers too. If a powerful computer supports 2000 entities, then maybe a slow computer will support 300 entities. It's good to think of slower devices than yours when developing a game (mine is medium-ish, so it's not too hard).

>>27809465
Well, that'd be great if I knew how to do it. I did a bit of research now and I found some nice stuff. I might give them a shot. Damn, I should google possible optimizations more often.
>>
>>27809523
>>27809465
Quick Update: This thing is actually only for Unity Pro. I don't have a bought version of the engine, so we won't be able to do this occlusion culling. Welp, it isn't a problem if I am able to pull of a render optimization I have in mind.
>>
Hey OP I was just wondering. If you offered your skills to work on another game then how much would you like to be paid for monthly? peanuts or peanut butter jelly sandwiches?
>>
>>27809933
I don't know, I see how much he wants to pay me and then I decide. I am not the most skilled programmer, I only know 2 languages (C++ and C#).
>>
>>27809028
I'm not the one to complain about free stuff and I hate to be this person, but personally I think it doesn't look good.
>>
>>27810099
Yeah, it does look kind of odd with the building stretched to the side like that.

OP, can you switch the camera to an orthographic projection, and post another screenshot for comparison? I bet it will look better that way.
>>
>>27809591
No, unity personal, assuming you use unity 5 use fully featured and has frustum culling. As well, frustum culling is automatic.

>>27809523
Just curious, how much unity experience do you have?

>>27810099
Placeholder art. You never, ever inverter in the art until you have actual gameplay. Developers that worry about that this early in development are making an amateur mistake.
>>
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>>27810099
It's just placeholder art, as >>27810143 said. The actual art should be 3D.

>>27810134
Pic-related. The problems with an ortographic camera are:

First, you can no longer zoom in / zoom out the traditional way. You have to scale the entire world, Not a big problem.

Second, you can no longer see the terrain correctly. You simply won't understand what is going on.

Third: When we'll add 3D models we won't have the graphic advantage that they offer. The 3D stuff will look exactly like 2D ones that were made to look like 3D.

>>27810143
Yes, I use Unity 5, frustrum culling being enabled from default.
I don't have that much Unity experience. I completed the first 2 tutorials a year ago, and then got halfway into the third one. I went a few months ago to a multi-phase Game Jam where I recklessly took my role as a programmer in the team (a team of 3), although I had little to none experience with Unity (just those tutorials). In the first few days I was watching only tutorials on how to do stuff. Then I began to learn the way engine works and began doing stuff myself. I learned it in a few days and then I learned more and more. I'd say the Game Jam went pretty good, because we were the smallest team and we still qualified to the finale, which is pretty nice.

Also, I just finished the new selection and movement system. It is pretty efficient and it's glitch-proof. Build 6 had lots of movement glitches. Now there are none.

I'm now working on this: >>27803807. I tested it in AoE now and it seems that if you ctrl/shift click a GUI avatar it deselects that troop. As long as nothing supernatural happens, this should be easy to make.
>>
OP here. Build 7 has new glitches. I am currently fixing them. Some shedule here:

When I'll fix everything I'll continue cleaning the code. After the code is clean and maybe a little more optimized, I will release the build. After that, I will work on rendering-related optimizations. When I will be done with all the optimizations, I will then add new stuff. It should happen in a few days. Keep the threads bumped and keep supporting! This is one thing that keeps the project going.

The new thread will be made when Build 7 is released. I will make a small announcement here with the thread in it.
>>
one of the best project I have ever seen here !

If I was a little bit les useless, I could have created low poly models for you.
But I will not have any free time...

So, go anon, go ! Follow your dreams !
>>
page 9 bump
>>
bump-a-dump
>>
>>27810407
>he needs a 3d art
>theres 0 3d fags around

welp
>>
>>27811726
>>
do you need an announcer for the game?
>>
>>27792673
I think you need to make sprites facing not the camera point but an invisible plane (make them coplanar to) that is facing the cam.
>>
>>27816221
Something like this is already implemented.
>>
>>27750192
Bump 8 page
>>
bumperino
>>
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Build 7 is up! (More like 6.5, because it doesn't really add anything, it just fixes all bugs and glitches, while making everything optimized).

Here is the aftermath:
You can play above 60 FPS with around 400-500 troops, all selected and gathering something/attacking something (or walking somewhere). That's pretty neat. It still needs a bit more optimization because if you right click too many times with many troops selected (>350) it begins to lag (the lag disappears when the troops reach their destination). It's a cheap fix.

When you look at all the entities at once, the maximum entity limit is around 900.

But here's the awesome thing: If you look at a few troops (< 20) (you can also continue playing with these few troops) the game runs at 60 FPS with a number of, brace yourselves: 1700 TROOPS!.

Yes, you heard me right! You can play 60+ FPS on a medium computer with 1700 entities on the map! Further optimization might increase this number, but I think that's enough optimizations for now.

>>27814256
See >>27809264

>>27815256
I think we can move to announcements when the game is a bit more polished and advanced.

Download Link: http://www.mediafire.com/download/zl42az0rh92evoa/Ponays3D.rar
>>
>>27817443
whenever it happens if you need a male announcer then I can help out
>>
>>27817443
>See >>27809264
i'm blind ^:)
bump
>>
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>2d sprites on 3d map
It looks sort of Dominions-esque.
>>
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>Page 8
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>>27809356
when you mean a "normal earth pony that looks tired" you mean a pony like big mackintosh?
>>
>>27820617
where can i play this game?
the link gives dns error
>>
>>27817443
Great job on the build so far, I'm glad you managed to work out the optimization bugs
>>
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Bump
>>
boop
>>
>>27820822
Both servers are down for a unknown amount of time. Hopefully one of them will be up by tomorrow. Beware reddit, facebook, tumblr, and derpibooru have found out about the game. So expect high levels of autism
>>
>>27823620
What game?
>>
>>27823708
Not much to do in it so far besides chat or interact with grass. Game is being worked on by 3 or 4 people at the moment
>>27821681
>>
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Build 8's first feature has been added:
More GUI functionality. If you have only a troop selected you'll see some of its details. Currently there is only Health and Name, but Threat Level and Attack Value should be added soon. When I'll have some 3D troop models I'll make the model to spin nicely on the right side of the paper. (we need to fill up that space with something).

I also fixed a glitch where you could've selected a troop when it was outside the screen. (weird, right?).

Also, a nice optimization was implemented: Now the game no longer lags when you right-click many times with lots of troops (>300) selected. However, the game begins to lag if you put these hundreds of troops do something at once.

Also, the camera angle was changed from 45 degrees to 30 degrees. I think now it's a bit less annoying because you can see the battlefield a lot better (pic-related).
>>
bumpo
>>
Bump
Just bought AoE II HD due to hyp. Thanks guys.
>>
>>27750192

Go clean up your disgusting hair!
>>
>>27824794
no
>>
>>27824026
was i the only one spamming actions with the selected troops just to hear the changeling noise?
>>
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>>27824911
yes
>>
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>>27809264
Fucking christ, this is my twelfth time trying to post, because of the fucking spam filter fucking up
>>
>>27809264
Now knowing I'm not IP blocked or some stupid shit, where are you on the 4CC animated logos? I know in Winter Ved hardly made the deadline for a hype video, but what about your end?
>>
>>27825116
Thing were reasonable busy for me then, so I didn't have time to finish them off. Anyways, there should be cool things this summer.

>>27817443
I'll have some time to work at some models today.
>>
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>>27825132
>there should be cool things this summer
ABSOLUTELY HYP'D
>>
>>27825132
We have one problem. I took one AJ model from your ponygame github, just to test the performance. I turned off all the shadow receiving and the game lags pretty badly when I put more troops. For example, at only 100 troops it has 20 FPS.

I will try to decrease the polycount and tweak it a little, but what if we'll still have lag with it? Should we have 3D models only for buidlings? I don't think that'd be a big problem (you don't have hundreds of buildings on the screen at the same time).
>>
bump. waiting for build 8, OP
>>
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>>27826414
Expect it tomorrow. Some interesting stuff added, including an Applejack Statue and a Ponies-At-Arms troop (the sprite is something I found on the interweb because I don't have any Ponies-At-Arms official sprite at the moment).

Now if you ctrl/shift click on a GUI avatar it will deselect that troop.

Instead of a nonsense vine now you take damage by praising Applejack's statue! How exciting!
>>
>>27826896
>Instead of a nonsense vine now you take damage by praising Applejack's statue! How exciting!

Your measly praying will not save you, you PEASANTS!!
>>
OP here. Keep the thread alive until tomorrow, when I'll release the next build (with a new thread).
>>
boop
>>
>>27827413
>with a new thread
Why? This one's still got 200 posts until bump limit (the limit is 500 on this board)
>>
>>27825665
That model is far to detailed for an rts game, and there are too many bones in the rig. As well, the shader can use some optimization. The one I'll make should have far better performance. As well, making careful use of LODs might help. I'll try to read up on how rts's optimize animations for large groups of units to see what other do to achieve a good result.
>>
page 10 bump. I don't even care about the game
>>
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Working on pony bump. This one is just 483 triangles, which is comparable with most modern rts games.
>>
>>27831260
woah damn, you're doing god's work here anon
>>
>>27757030
>SLHRPG
>you didn't wait for dubs

Fucking dropped
>>
>>27831260
>>27826896
oh shit I did not expect this.

>>27817443
with this many units moving around, is the pathfinding any good? I remember that was a big issue with Supreme Commander 1
>>
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Build 8 is here! Fixed some bugs, optimized some stuff, added an eerie Applejack statue that deals damage if you praise it (of course it will not be in the final game).

I added a Ponies-At-Arms troop too. The model is temporary, something I found by googling "mlp warrior". This troop is military so you won't be able to praise Applejack with it.

DOWNLOAD LINK:
http://www.mediafire.com/download/qey6637v8emk707/Ponays3Db8.rar

>>27828212
True, I will make a new thread with the next build.

>>27825132
>>27829060
>>27831260
Nice! I can't wait to see them on the field!

>>27832656
Hm, I think we can cheat with the pathfinding a little (at least for now). The troops should be able to go through a forest, so no need to avoid the forest. If the buildings have archways and empty spaces inside them (for example the town center from AoE 2), then there's an excuse for troops to go through them. I think these tricks won't last forever tho. I think in the end I will work on a tiling system and I'll combine it with Lee's algorithm. This will mess with the current (and heavily optimized) mass migration algorithm. After I will implement resource gathering and a building system, I think I will start implementing an effective pathfinding system.
>>
>>27832741
have you considered a squad system like Dawn of War 1?
>>
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>>
>>27826896
Ponies-at-arms?

Game is Age of Empires 2 clone confirmed?

[Spoiler]No offense[/spoiler]
>>
>>27835350
Not really, it's the first troop from House Earthborn.
>>
bump
>>
>>27832741
sometimes when i click to order chanelings to praise applejack's statue, they wont obey the command
guess they are afraid of dying now
>>
>>27750192

Wow, how the fuck did I miss this thread, I fucking love AoE2
>>
>>27837475
too many shitty generals on /mlp/
>>
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Got a first pass of the unit and shader done. Still needs animation and rigging, but I'll do that next.
https://www.mediafire.com/folder/8qpp1c0dy50vz/PonyRTS

I'd recommend making sure that you set the color space to linear instead of gamma under the player settings.
>>
>>27832741
>>27838502

Nice work
>>
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>>27832856
Glory, to the first man to die!
*Proceeds to press r on keyboard as fast as possible*
>>
What if each race and tribe was a seperate faction, with the game taking place in the pre-Celestia era? Could even have the other races still as factions.

> Earth ponies have strong units with few gimmicks. They specialise in melee combat, using war machines to make up for what infantry cannot do. Generally, their units have stronger stats than the other factions' equivalents, but are less versatile in that they really don't have any abilities or anything special, and are melee to boot. Mass these guys for one big victory push.

> Unicorns are the exact opposite. Units are the most expensive out of all the factions, but carry much more use per-unit. Strongest support units of any faction. Nearly all units have active abilities. All ranged attacks can be used against Pegasi. Different forms of magic specialty form different units; a Pyromancer might have a powerful short-range attack effective against buildings and an area-denial ability. A teleportation specialist could have a sniper-like offensive teleportation primary attack, with an ability allowing them to teleport nearby units a short distance away for flanking maneuvers, or bring enemies into traps. Use creative tactics and micromanagement to win.

> Pegasi are fast as shit, and many of their units are safe from enemy attack in the air, or can at least avoid much of it. In return, their health is piss poor and their DPS-for-money value is the worst out of all factions. Hit and run tactics are necessary, and Pegasus structures can be uprooted and moved, slowly. Not all pegasus soldiers can attack air units, only air-air combat specialists. Pegasus scouts have the furthest vision range. Notably, pegasi totally lack any high-health tanks, relying on lightning-fast tactics to skirt such needs. Pegasi are armed with light crossbows for ground attack and wingblades for air combat. Higher tier units gain better weapons. Pegasi harass expansion and stall until they have the upper hand to win.
>>
Bumpo
>>
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bump
>>
>>27839936
Check Equestria Divided's troops too. Those are where OP takes inspiration from.
>>
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>>
>>27840768
>>
>>27839936
How the fuck is a pony supposed to use a crossbow?
>>
>>27844948
this
>>
>>27844948
I think part of the fun about pones is figuring out how they'd get around the issue of not having hands, but this does sometimes require you to invent brand new devices built for pone hooves.

A crossbow is a BIT tricky for a thought exercise like that hough. A ballista I can imagine, but a crossbow is too small.
>>
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>>27844948
actually, pinkie pie used a crossbow in season 5.
>>
>>27838502
hey OP dev, if you are going to use earth ponies as the "villager" equivalent from aoe series, what colors they will be?
they will have mane/tail as team color or coat as team color?
or they will be random colors and only by clicking them you will be able to see wich team is?
>>
>>27846981
fallout equestria has all that mouth handle things for firearms and battle saddles for 2 handed firearms, except for sniper rifles, wich its still the same way
>>
>>27847144
Pinkie is not a normal pony, though, She's more of a chaotic, pony princess.
>>
>>27847165
>or they will be random colors and only by clicking them you will be able to see wich team is?
That would make managing battles a pain in the ass. Though you could still partially randomize the colors if you give one team random shades of red/orange and the other random shades of green/blue.
>>
>>27847184
Actually, I have a better description of what that pink dog is.
If life is a game, then she's that one super OP glitch that will never go away and just loves to fuck around with everything.
>>
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>>27847244
>pink dog
lets play the, 'guess which shitty pone anon thinks is superior to others' game!
>>
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So Earth ponies Terran
Unicorns Protoss
Pegasi Zerg?
>>
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>>27838502
Dude, you are amazing! The new model is perfect! The game doesn't lag even if I have 1000+ models on the map! This is amazing, excellent job!

>>27837265
Heh, I know that glitch, it should be solved soon, with a new movement system. (I have to make another one, because of pathfinding).

>>27839936
I've read your comment entirely and I think you didn't really follow the Equestria Divided shenanigans from this thread. Your ideas would be top-notch if we wouldn't already have 6 factions that are mainly combinations of what you said. A shame that you had to write this much.

>>27844948
There's no need for crossbows when you have these (pic-related)

>>27847165
Each House will have a different villager look. Earthborn should have villagers that are mainly red-orange-yellow-brown alternations (like the Apple Family). You will be able to distinguish them very well on the battlefield, believe me.

>>27848959
?
>>
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>>27849381
I really shouldn't have to post this...
>>
>>27849381
Well, fuck.

I can still help with balancing and shit, though, right?

... I'll get caught up.
>>
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>>27849498
Sure! I'm not a good game designer, so I need your help to balance stuff so it won't be too OP/underpowered.

Right now I'm working on resource gathering. After everything is cleaned up, I will implement the pathfinding. (Better do this stuff at the beginning).

The villager icon will change
>>
>>27849555
... What if the different factions each had unique ways to gather resources? Standard gatherers, high-yield but expensive and slow gatherers (akin to C&C's harvesters), static extractors (Think Mass Extractors), etc
>>
What if you used a heightmap for terrain and allowed really powerful shit to deform it in-game?

Someone managed to do it in a Supreme Commander mod. Ergo, it should be possible to transfer. Just something to think about when it comes to eventual maps.

And you know, Cities: Skylines has a realistic water system based on heightmaps, flowing water and shit would be the shit man, I know you can do it. Besides that, I can code a little myself (Mostly Python and gLua, but that shit transfers well)
>>
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Holy shit. I come back to mlp after a few months and I find this.

Old 3D-thread faggot reporting for duty. I've been procrastinating on my 3D shit, but I'd like to help and make a few simple 3D models if people need them. Preferably non-living stuff. I'm best at Blender btw
>>
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Resource Gathering Hype. The lines won't be in the official build

>>27850019
Great! Another 3D modeller! It'd be great if you could make a town center 3D model. Like the Age of Empires one (http://vignette4.wikia.nocookie.net/ageofempires/images/6/67/TownCenter_ImperialAge.png/revision/latest?cb=20120805155701), but ponyfied.

Try to google "Age of empires 2 town center" and try to recreate something similar, but not identical (try to make it suitable for an Earth Pony faction too). If it's too complicated for now, try to make a 3D apple tree model (with textures) + a normal tree model (without textures).
>>
>>27850434
Ok, what polycount should I aim for? How lowpoly does the town center need to be?
>>
>>27850469
Keep the polycount as low as possible. I'm not a 3D artist so I don't really know a sane polycount for a building. I hope <500 is alright.
>>
Bamp
>>
bomp
>>
>>27852236
_______________bump_____________
>>
>>27852236
What is it? I can't really understand what you have to do in it, judging by the screenshots.
>>
>>27850019
Ship?
>>
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>>27852810
Yes___
>>
Is the project closed source now? Can't find anything on the git for build 8
>>
>>27855921

>>27832741
>http://www.mediafire.com/download/qey6637v8emk707/Ponays3Db8.rar

Here's the download link for build 8 OP gave.
>>
>>27750440
I'd rather like a age of empires pone Edition.
>>
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Build 9 is here. In Build 10 I think the resource gathering will be finished.

Additions:
+ Villagers can now gather food from Apple trees.
+ A weird stone thing where the troops go to leave their carried resources (future mill)
+ A GUI thing that shows how much food a villager carries at the moment
+ New Villager model + Sounds

Changes:
- No more changelings


Sorry if the screenshots aren't very clear. That 4MB limit is kinda a pain. The current villager model doesn't rotate in the direction it walks. It will be solved soon, when the pathfinding will be implemented.
Ignore the new music. The old one became really haunting for me and I needed to change it. I know the new track is not fitting AT ALL.

GAME Download Link:
http://www.mediafire.com/download/3djsu91q13ty23a/Ponays3Db89.rar

ASSETS Download Link:
http://www.mediafire.com/download/8imlbha6atfjs13/Assets.rar

>>27855921
Nope, still Open Source. The github repo is almost empty now because I saw no one was really paying attention to it, so I began storing the assets on Mediafire. The link to the Build 9 Assets is in this post now, as you can see.
>>
>>27857605
Dude, you should REALLY take up a trip. Searching for your posts is already a bitch, and it's only bound to get worse.

>>27854957
>3d-mlp fags coming back together
Color me hype.
>>
>>27857642
Don't get too hype. As with almost all other mlp game projects, I wouldn't assume it's going to be followed through to the end considering the amount of work it takes. Other than this I may not be doing anything else pony.

Also, a name for the project lead is enough. Like GameAnon or something. No trip needed desu since nobody can really impersonate a content creator.
>>
>>27750192

that's one gnarly battlestation, dude.
>>
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>>27857605
also, what the fuck. I need a larger image of (http://vignette4.wikia.nocookie.net/ageofempires/images/6/67/TownCenter_ImperialAge.png/revision/latest?cb=20120805155701) and even then, I don't know what you mean by "ponified". Or, I wanted to know if I could make a different town center from the one posted there since I think a few of these seem more "ponified" (whatever you mean by that) or simply more horse-friendly.
>>
>>27857931
There is no reason for a contentfag not to use a trip (same as Scott does). A name alone is liable to be impersonated, unlike a trip.

I am also sadly aware that I should moderate my hype. I have seen many a project start so promisingly, just to be discontinued shortly after, PoniGame being a somewhat recent example.
>>
test
>>
>>27857962
Yeah, you can make one of those town centers. Just don't copy them 100% (copyright issues. I know the current GUI is literally the AoE2 one, but it won't be like that in the finished game. Instead, your building will be in the final game.)

By ponyfied I mean horse-friendly. Try to make a town center that looks like it was made by earth ponies. Hay bales, ropes, stuff like that.

>>27857642
>>27857931
I will now use my """famous""" fandom name.
>>
OP, you absolute madman. As an Age of Empires 2 fan, who has been waiting for a pony RTS for a long time, all I can say is good luck!
>>
>>27857605
you never responded when I asked if you had considered a DoW-esque squad system to help figure out pathfinding.
>>
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>>27858395
Ok, I started working on it and thought that maybe a good Earth pony town center would make sense to be similar to the ponyville town hall since it appears that earth ponies run the place anyway.

No copyright bullshit + it's MLP related. Should I pursue this idea?
>>
>>27859307
>>27858395
need confirmation m8
>>
>>27859307
yes, it's great! Sorry for the delay.
>>
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>>27859307
hey anon, why didn't you sketch something out before starting to make a 3D object?
>>
>>27860649
Maybe he sketched something but he didn't show it
>>
>>27860725
Wait, are you that /g/fag for the phone app?
>>
>>27860434
Alrighty

>>27860649
I'm bad at drawing and I'm better at just going in and getting a rough model out. If I could draw i would, but this is what I'm currently capable of.
>>
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>>27858395

Progress I suppose. I tried making the place seem like a fort, but I want to know what kind of stuff you want in these blank spaces I left. I had ideas maybe for windows or a balcony for the large space and some kind of ledge for the thinner, top space Current polycount is 1,326. What do you think would fit?

Also, does anyone here play Overwatch competitive? I've never been so frustrated playing a game before.
>>
can you use this music to the game build next time?
https://www.youtube.com/watch?v=ib9699feydI
>>
bump before bed
>>
hello darkness my old friend
>>
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Got some animation and rigging done. Also, tested the performance impact of animated models, and I get 60 fps with 600 ponies using the legacy animation system

Anybody wanting the test scene for whatever reason can grab a build here.
http://www.mediafire.com/download/x5k86ncocbq2cfp/PonyWanderSim.zip
>>
>>27863992
woah
thats a lot of poni
>>
>>27863992

jeesus christ that's not longer a game, that's an infestation. how about you code up a giant can of bug spray?
>>
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>>27864050
son, you can never have too much poni.
>>
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>>27864299
It is true.
>>
boop
>>
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>>27750192
resemblance found
>>
>>27861746
I was thinking about the classic L shape that these town hall buidlings seem to have. This way, those extentions will cover the 2 flat sides that we wish to decorate.
Also, try to lower the polycount a bit, there isn't a problem if the triangles are visible if you look closer. If you can't lower the number without making the building look weird, leave it this way, it isn't a big problem.

>>27862567
Okay

>>27863992
Nice! I will include the animations in Build 10!

>>27858778
Sorry, I wanted to answer your post long ago, but I forgot. I will read more about the DoW squad system, but I think I will use A* Pathfinding for now.
>>
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I am now making a new terrain (pic-related-ish, not finished), one that fits the new upcoming fathfinding system. I am trying to build some access points that advantage each House's troop (and you also have to protect them), but here's a tiny "problem". What should be the second faction. Of course, in the official game both sides (AI or Players) will be able to choose their factions, but for now, we will only have 2 factions. One is Earthborn, but the other one? The one that the AI will play with? I was thinking about Sun & Moon because they have interesting stuff (magic users). I will post some of the concept art Equestria Divided offers about this House in the future replies. You guys can browse Equestria Divided's houses and see what you like there. (and no, not Cult of Laughter. That House is really weird to add at the beggining (people will get a bad opinion about the game)).
>>
>>27866029

I think it wouldn't be a problem if both factions were Earthborn for now. At this point, isn't making the basic game concepts work a higher priority?
>>
>>27866029
Just throwing my 2 cents here, and please feel free to disregard me, but wouldn't it be advisable to only have 1 faction at first?
Sure, with both the player and the AI playing Earthbound it will be less interesting, but at least you could have something of an alpha version out sooner and focus on the game's core problems without the trouble of having different factions to develop.
>>
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>>27866029
Dammit, the House is actually called "Moon&Star". I ALWAYS forget its name. Anyway, pic-related, top 3 troops from this House.

Full troop links:

http://orig05.deviantart.net/6dde/f/2014/173/b/f/moon_and_star_forces_by_pooryorickda__re_upload__by_fujin777-d7niu38.png

http://orig09.deviantart.net/4eb5/f/2013/296/1/6/equestria_divided___moon_and_star_proposal_units__by_bylisboa-d6rlndo.jpg


>>27866056
That is very true, but I won't start working on the second faction until the first one (Earthborn) is COMPLETELY done. I was just making the terrain now, and thinking of terrain stuff that advantages each faction. I needed to know the factions to be able to know how to make the terrain, right? I'm making a new terrain because the old one doesn't support the new pathfinding. (actually it does, but the game runs at 5 FPS).

>>27866066
Hm, you are right, but I'd do this if both teams could play with both factions.

Wait a second... What if we DO let both "teams" (Players/ Player vs AI) pick the same houses? It wouldn't really make sense. At all. But, in the end, who cares about the game actually making sense? I think some players might get annoyed by the fact that they can't play with a certain faction because the opponent plays with it.

Until now I was thinking that both players will have different factions (this way you could've differentiate the troops and buidlings too). But now I think it's way more fun to let the player choose which faction he wants. Hm, if we are doing this now, how will the player differentiate his troops by the enemy's troops? A GUI thing? A green circle under the troop? How about buildings? Different colored troops won't work, and it's harded to develop.
Hit me up with ideas!
>>
>>27866105

It should definitely have the option to pick the same faction for multiple players.

You really need to have some kind of coloring to make it work. People should be able to identify their units with just a quick glance.
I was thinking about the ponies' fur, mane, and tail picking up a pattern based on the player's color, but it would probably look terrible.
>>
>>27865871
This was only the main building. I hid the boxes for the side attachments since I wanted to focus on the main part. I'll try to make those in a similar fashion. To lower the polycount I'll try and have the dome part be less detailed. I can lower the polycount quite a bit if I could make lots of the flat surfaces Ngons, but I feel like this would make texturing tricky and more difficult. It also might fuck with the normals.

I'll leave the main part as it is and move on the the sides of the building. I'll try to keep the polycount for the who construct below 1.8k. Although to be fair, I highly doubt the town centers from that game are below 500 polys anyway.
>>
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>>27866195
I think it might work fine. If the unit has armor or some kind of attire whatsoever, make it the faction's color, like AoE and basically any other RTS ever. If there is no attire (I'm thinking the villagers), make the fur a certain hue. So long as the number of allowed colors is not too high (AoE2 capped at 8 players), you should be able to differentiate the units at a glance.
Needless to say, same goes with the buildings.
>>
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>>27866105
oi m8, made the side buildings. It's currently at 1.9k polys. I'm trying my best to keep it low, but if you don't want simply a traingular box, it'll need some detail. I expect most of the detail to come from the textures, but once again when I look at the pictures I used for reference those buildings used way more than what you were aiming for. You wanted it to feel like a horse place, but I think that adding things like ropes and such would be better off as 2d images with alphas. Having those small details would greatly increase the amount of polygons I'd need to add.

Will wait for further instructions.
>>
>>27866560

Also, there are non-pony units which will require coloring.

A good example for unit coloring that I would recommend is Warcraft 3, which features a wide variety of units, but still makes their variable hues feel rather natural.
>>
Wha, what, ah wake me up the game is finished.
>>
bump. Also does anyone know of any decent tutorial for blender?
>>
>>27866691
When you make the textures, if you create a black/white mask for the team color should be blended in, I can make a shader where that color can be dynamically set in unity, like I make for the ponies.
>>
>>27867442
Hey, if it's a static object, should I convert a lot of the faces with edge loops into ngons? Would this affect texturing or anything like that? I'd like to get the polycount down but I currently have no way of doing that without sacrificing what little detail there is in the geometry.
>>
>>27867323
Watch Alimayo Arango. He has good tutorials. Blenderguru, Gleb Alexandrov, or really any other tutorial for blender versions past 2.6. The UI is mostly recognizable past that version.
>>
>>27867754
Ngons do not reduce the real poly count, since is practice they are just made up of a bunch of smaller, hidden triangles. Really, you want to export your model with only quads and tris, never ngons.
>>
>>27867828
>they are just made up of a bunch of smaller, hidden triangles.

Never knew this. Thanks. I converted some of the surfaces to ngons to see if it reduced the number at the top right, and it did. I guess that's not necessarily true, but I undid it anyway just in case.

Is MoonAnon going to need 3 town center variations, or is he sticking with the one town center until everything else is setup?
>>
>>27863992
awwn, makes me wanna pet everypony...

WAIT
are there going to be voice in the game?
are there going to be voice acting, voice actors...

in warcraft 3 units made different sound responses if you keep clicking and selecting them long enough, maybe this could happen in your pony game too?

i prefer cute lines over lewd lines after the common response
>>
>>27866105
age of empires series had a part of the unit available to have different colors according to player

like: your units blue
allied units: yellow
enemy units: red

but you could also choose any color to have
in aoe 1 villager had the pants to color code.
what if the ponies have the mane/tail to color code, and have the coat color in random?
>>
>>27868334
I think you're asking too much m8.
>>
>>27868334
I think there would be plenty of Anons willing to lend their voice.
>>
>>27868405
>>27868425
>>27868452

That would really require a lot of work with all those different units.
>>
>>27866691
It looks great! Could you please add a square fountain in the middle? That'd be like the final touch.

There will actually be multiple ages, each age having a different town hall look. But we will think about that later, after we're all set up with troop training, gathering, pathfinding, building and upgrading.

So, Anon, add a fountain, lower the polycount if you can, and it's ready to export!

>>27868334
Well, we are gonna need voice lines for troops sometime. But not now.

>>27868574
There aren't that many units. Some of them have more -interesting- sounds (Elemental Ponies, Golems, Sunray cannons) that will require some work to get them sound good.

>>27866195
>>27866560
>>27866792
>>27868405
Hm, maybe each pony should have some sort of clothing (just a texture) that it's colored in your team's color. Maybe some will have their mane/tail colored in your team's color. I don't know. What if we combine colored clothing with a GUI thing near the life bar? Some text that represents the team's name, colored in their color?
>>
>>27867764
>
Thanks a lot. I've googled some tutorials but most of them where shit not worth the time.
>>
>>27869452
No problem family

>>27869096
>lower the polycount
ok, what exactly would you like me to remove? It would be better if you pointed out what parts of the object you want flattened with maybe some drawings over the test render I posted.
>add a square fountain
Will do. I'll make it look like the one on the building in the bottom far left of >>27857962


Another question, what kind of object limitations are your engine giving you? Does it have terrible fps when objects exceed certain polycounts? And if so, what would that be? It's a little difficult to decide what level of geometry detail to add if I don't know what the hard limits are.
>>
>>27869096
>sound

If you're interested, I have the entirety of Video Copilot's Motion Pulse sound pack. It has a Sound Toolkit with tons of stuff if you're interested. I myself am not a sound mixer (or whatever you call them) but I'd be willing to give the material to someone who can do what you need them to. The toolkit is 1.38 GB, and the whole Motion Pulse pack is 6 GB divided in 5 folders.
>>
>>27869690
In practice, polycounts are far less of an issue than they used to be. >>27863992 has ~300,000 actual tris, (in practice more like ~1 million with shadows enabled because fancy stuff), and my mid-range gpu was not even sweating.

What is far more important is that multiple objects share a common texture/material. That reduced draw calls, which is often a larger bottleneck on low end systems these days. I think ~2k tris for that building is a perfectly reasonable budget myself.

Modern pc games often target 1-2 million triangles, and we'd need 500-1000 town centers all in view at once to hit that, which we certainly won't.

>>27869096
I'll be working on finishing the animations today so I can get them to you.
>>
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>>27869096
Progress.

I got the faces down to 1.7k with a few changes and made a fountain. At least that's what I think the fountains are supposed to be. Currently I have the dome, the dome windows, the top arrow, the side buildings, and the fountain as separate objects. The Windows up top are using an array modifier with a 2 empties. I assume that, if you want me to give you a usable file, you would want all objects with names with Origin points being at 0 , 0 , 0, all of which would be children of a single empty with a name like EarthPon_TownCenter, and all modifiers applied (although I think Unity applies modifiers anyway)

If this is all true, I'd need a way of emailing the file to you and before that confirmation that everything I mentioned is what you need lol. Also, I'd need any changes that you think should be made now.

>>27870778
Thanks bruv. When MoonAnon wants me to texture it which I'm shit at TeeBeeAyche I'll be sure to keep that in mind.
>>
>>27870824
You'll also want combine the meshes before export so the town hall is a single object. It is not easy to combine the objects in game, and there is better performance if they are combined. Also, I'd imagine the origin should be at the center of the ground level to make it easy to place.
>>
le bump
>>
360 420xXxXtRiCk-zhotszz off the Sin(45) coterminal angle from the titty/shadow nac combo with a blitz disruption quintuple ricochet wallbang with the reload off-map tomanade suicide.
>>
bumperino
>>
>>27871942
No, you bump the thread when it's at page 9 which can take about an hour and a half.
>>
http://www.mediafire.com/download/1o1p1u3m1k8ge13/PonyAnimation.unitypackage

This has the walking, idle, and death animation. I'm still working on the build, harvest, and fighting animations.
>>
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BUMB BA BUMP BA BUMPITY BUUUUMP!
>>
>>27871794
Whoa so randumb hahaha :D can I add u on AOL?
>>
>>27869096

>Hm, maybe each pony should have some sort of clothing (just a texture) that it's colored in your team's color. Maybe some will have their mane/tail colored in your team's color. I don't know. What if we combine colored clothing with a GUI thing near the life bar? Some text that represents the team's name, colored in their color?

That should be tried.
Upon further thinking, I don't think you should mess with the pony units' fur or mane/tail. It would be best if all units of the same type had the same pattern, and different types of units would have different, easily distinguishable patterns, This would also help the player.

The thread will die soon. You should try to make a general out of it. I recommend using an ingame screenshot as the OP pic to attract people's attention.
>>
>>27872843
Wow that's some cozy snake.
>>
>>27872885

Villagers could wear saddlebags or hats.
>>
>>27872843
That snake is comfy as FUCK. Also, why is snek so cute :3

>>27872885
>General

Keep the word "General" out of the OP. It should just say something along the lines of "Help me make a game" or something basic like that with a list of requirements with a current state of the game. There are people who bypass any thread with the word General in it.
>>
where is Moonfire
>>
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>>27874552
Here, working on the terrain. Unity glitches pretty badly when it comes to raycasts and mesh colliders.
>>
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>>27874581
>>27870824

what do now. Should I give you the .blend file with everything in this post? And if so, what would you want me to work on next? I like doing these buildings because I'm a scrub
>>
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>>27872206
>death animation
>>
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How many people are working on this game?
>>
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>>27874647
Not the dev, but I guess we're going to need a mill next?
>>
>>27874647
>>27875672
Um, yes, I guess. I think I'll need some texturing for the town hall model first. If you aren't too good at texturing maybe 3dAnon might lend a helping hand? I hope so.
I don't know if a mill is really fitting because Earthborn villagers gather food from trees (apples). Maybe a small storehouse/shed should do the job?

>>27874505
That's a nice idea. Although I don't think 3dAnon wants to remodel/re-rig and re-animate the villager model to add saddlebags.

>>27875575
Mainly 3. Me, 3dAnon and the 3D modeller without a name (Sorry if you said it, I don't remember seeing it anywhere in the thread)..
Actually, almost everyone who posted in this thread works/worked at the game. Excellent ideas and support, mainly.

Now I'm really struggling with the fact that Unity can't detect a raycast hit on a concave mesh collider. I've seen some assets in the store that might help but they cost 45$, and I don't think they will help with anything in the end, really.
>>
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>>27875798
finally. A reply with instructions.

>I think I'll need some texturing for the town hall model first. If you aren't too good at texturing maybe 3dAnon might lend a helping hand?

Sadly I'm shit at texturing and had no idea what 3dAnon meant in >>27867442. So it might be best if someone else could handle that. I hate to put extra work on others but I have no confidence in my texturing skills in Blender. I'll do whatever 3dAnon (or a textureAnon?) needs to get them models that are easily texture-able. I do have an intermediate knowledge of PS, if that's any help.

>Maybe a small storehouse/shed should do the job?
May need references similar to the town center. I'd like to get started *immediately*.
>>
>>27875867
Here you go, pic related. Here's a link to the site too, maybe you find something interesting there:
https://sailts.artstation.com/portfolio/celt-warehouse-l3?album_id=12718

But for now, I think the building in my image is pretty fitting for an Apple Storage House.

Quick update: Everyone rejoice! I have finally solved the deadly bugs with a "stolen" script from the Unity wiki. Now, off to pathfiding implementation!
>>
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Can you demigods tell me, whats the way to finally lift ones ass and start doing something? 4th course at uni, IT-engeneeringThey say its your fault never achieving something. They are right.
>>
>>27876102
Just a question, why does it need to be lifted above the ground by the piles? What was the original intent?
>>
>>27876116
>whats the way to finally lift ones ass and start doing something?

Lift your ass and get started. Don't overwhelm yourself, know and work past your limits, take breaks, and enjoy what it is you're doing. Getting started is the second hardest, keeping motivated is the first hardest.

>>27876102
thanks. Now I guess I just have to make something similar, but for an earth pony kind of setting?
>>
>>27876184
It looks nice
>>
>>27876184
More efficiency I guess. These ponies don't really know how to build multiple floors, so they basically lift the building with some pillars. This allows them to store stuff inside the building and under it too, while only using a building's space (and being able to store double amounts of stuff).
Hm, should this be an upgrade to the warehouse? At level 1, the building is on the ground. At level 2, it's lifted by some pillars, the building being able to store double amounts of stuff.

>>27876197
Yeah! Try to make it without pillars first (you know, it's level 1). If you already started working on the model (I saw that you really want to work on something, and that's great!), it's alright.
>>
>>27876589
I did not start on the model yet. I just finished watching Re:Zero and I'm on a mental cooldown from the tremendous levels of mindfuck. I'll start on the model a little later today when I finish shilling on /a/.

Also, I lack any knowledge of the game that inspired the creation of this one, so filling in the gaps of knowledge on these constructs is impossible for me, hence why I constantly need guidance on if the models live up to what you AOE experienced people would expect in a game like this.
>>
This starting to look really good. Do you guys need help with audio (music, editing/cleaning up, sfx, etc)?
>>
>>27877252
No, we don't need you.
No, srsly, what answer do you expect? Don't you see there are like 3[!] guys involved, overstaffed already, no room for more.
>>
Also, if you ever will need a codemonkey to do some braindead repetative coding, tell me, because I realy would like to help, yet I'm... well, I'm a just a fucking monkey, indeed.
Also I've coded A* implementation program once (pathfinding) on C# as my courses project, mb it might be useful.
>>
>>27877285
the fuck is your problem? Considering where we are, I don't know if this is satire or not.

>>27877252
I'm not sure if MoonAnon is concerned with things like audio right now, but I'm sure eventually he will need some help on that end. He responds to posts about 5 hours apart, so check back maybe tonight and he'd have a response.
>>
>>27877285
I smell some sarcasm there.

>>27877252
We need some help with the audio, yes. Maybe ya could make some medieval tracks?
Something like this: https://youtu.be/zriYlA7o3sc . It's not an extremely important thing that has to be done now, but it'd be nice if you started working on it so in a few months we'll have a finished and polished track.

>>27877368
It'd be nice if you could give me some of the source code for the A* implementation in C#.

>>27877420
True, I'm not concerned with audio now. Sorry again for the long response time, I hate when I can't offer information quickly to people that want to work on the project. It's GMT +2 here so when some of you guys (with harsh time differences) write a reply when I sleep, I can only answer when I wake up, which usually creates a 6/7 hours delay. Other times, when it's afternoon here, I either work on the game and not check the thread too much, or when I check the thread I think "ok, I will finish this small thing I'm working on and then begin replying to these people", but that "small thing I work on" takes a few hours to complete and I get so lost in it that I forget to reply. (Then after a few hours I remember that I have to reply, and so I begin writing).

Now I'm thinking if I should make my own A* implementation or if I should just use the free plugin from the Asset Store.

##The advantages##

Own implementation:
- I completely understand the code and I can modify anything I want (if something doesn't work as desired)
- Maximum stability

Plugin:
- Lots of time saved
- Performance and efficiency guaranteed
- No in-game glitches

##The disadvantages##

Own implementation:
- Time spent on implementation
- Lots of time spent on optimizations
- The current thing I have in mind has a very weird node management that may glitch a lot

Plugin:
- Unstable (The game actually crashed for the first time because of it)
- Might have lots of useless stuff that slows down the game

What should I use, guys?
>>
>>27877619
I'd go with plugin. Note: I'm 100% inexperienced in this kind of thing and have no idea how the crashes can be fixed or how to make the game faster through the use of code.
>>
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>>27877619
I'd probably stick with the plugin. At least until there is more gameplay and it is apparent or not that we need a custom solution.

Also, I should have time to finish up the rest of the animations for the ponies tomorrow I think.

>>27875867
You can probably make the color texture, and I can process the model a little to keep it consistent and create the masks and stuff.

On a side note, yesterday I made a quick little mini-game to test the pony animations and shader, as well as load test. It places a bunch of ponies, and simulates a spreading virus based on proximity and whatnot. You can help your ponies by feeding them pills, increasing their resistance. You win if your ponies survive the longest. 8 minutes and 2 seconds here!
http://www.mediafire.com/download/v579nn1vso3qgkl/Ponedemic.zip
>>
>>27878409
>8 minutes 2 seconds
>thinks he's allowed to have a valid opinion

Git gud you fucking scrub

gg no re 1v1 Dust II
Also,
>vunerability
heh HIGH WUALITY
>>
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>>27878409
>>27878590
Fucking plebs
>>
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>>27878905
HOW THE FUCK

you edited the source files, didn't you
>>
>>27878409
>leave pill
>vulnerability goes up slowly

>use pill
>vulnerability jumps by 25

what kind of sorcery is this? I'm being jewed out of my goddamn digital ponies.
>>
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Finished my shilling on /a/ and fucking around with infected poniis.

I got the idea that a nice warehouse style building for an earth pony faction would be none other than a barn kind of building. With that, I made this little thing here to represent that. It's basic for now, but I had to ideas for entryways into the building as you can see with the render here. I decided to model the larger side entrance simply because I think it makes more sense for a larger opening, but some may prefer the normal way of entering a barn through the front. Although, if the buildings are tiered, I do not know how a barn would look on stilts like the reference picture I was given from the game.

>>27877619
what say you to all of this? Did you have a different kind of storage building in mind? And, if you agree to all of this, what in particular would you like me to add to this before I get to it again?

will wait until further notice
>>
>>27879207
looks cute
>>
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>>27878905
You
That's not possible
You're not possible
>>
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BUUUUUUUMP GODS! BUMP THIS THREAD!
>>
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>>27880566
>>
God i wish i could actually help. Have you considered adding in a hero system like in warcraft 3? How it worked was that each faction got..3 out was it 4 can't remember heroes who gained levels and could use items, with each level their stats increased and they could learn a new spell or upgrade an existing ones ( if you have ever seen a moba game it's basicly that) the level capped at 10. Or have you considered giving the changelings creep like in starcraft?
>>
>>27880888
it was 3 heroes in the base game, 4 in the expansion with a new one for each faction
>>
>>27880898
Oh right, couldn't you also buy ones from the tavern instead of the base ones too?
>>
>>27880888
gr8 trips m8, I r8 88/8
>>
>>27878983
Actually, I've calculated that a roughly optimal run could do considerably better.

>>27879032
Missing the button when clicking causes an increase in vulnerability.
>>
>>27877619
>It'd be nice if you could give me some of the source code for the A* implementation in C#.
My code was an ugly mess which couldn't be reused anywhere else as it is.
To make it usable for you I need to know what data structure unity uses for It's scene map (you are using unity, right?) and where does it keep the data about terrain (passability, value of path). Because in my project, I had map that was just a 2d array of cells with coordinates and terrain info as their fields.
>>
>>27881591
Okay, sorry, hadn't read you post up to the end before answering.

I see you are just looking for an advice.
I didn't see that plugin, yet I may say that it's probably better written then your own implementation will be. There is just to much to wrap your head around once you start coding that nightmare - open lists, closed list, better empirical methods for estimated path left (simply subtract A and B coords doesn't work as expected all the time, trust me).
Are you shure you are using api/intefaces or-dafuq-is-there-never-worked-in-unity correctly and it's plugins fault?
>>
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>>27877660
>>27878409
Okay, I will use the plugin.

>>27879207
It looks really nice! Add some cubes (that will be textured as hay bales and boxes in the end) and you are done! Maybe a barrell too.

>>27880888
I didn't play Warcraft, but I'll read more about their hero system to see if there's something inspiring there.

>>27881591
>>27881621
The game crashed only once, but if it will crash again I'll start to take measures.

Pic-related: The plugin-generated graph that shows valid/non-valid walk points. It's pretty mesmerizing
>>
>>27881665
As an avid Warcraft III player, lemme warn you. While heroes are an awesome addition to gameplay imo, they nevertheless:
a) will shift the gameplay itself drastically compared to an AoE-like RTS, and
b) will be a BITCH to implement, design, balance, etc.

I would strongly advise against implementing a hero system in your game, at least for the time being.
>>
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>>27881737
Hm, okay. We have a legendary troop tho. Each faction has two (or, in Earthborn's case, three). You can train only one of them, and they are the strongest troop in your army.

Pic-related, House Stormwing's (Mainly pegasi) second legendary troop.
>>
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Alright, I fully implemented the plugin and I am deeply disappointed. It works well with 2-3 troops. But if I try to move ~50 at once the game will run at 1 FPS. This is terrible. Now, now, I'm pretty sure if I do some workarounds with the plugin it will produce less lag, but I don't think it will allow me to move 500 troops at 60 FPS. So, here's what I'm gonna do: I'm gonna make my own pathfinding system that will create and delete nodes on the go. It should be really easy to implement (I have the implementation in mind). Although this is a cheap implementation, it works only for this game (it is a very limited pathfinding system but it is exactly what we need for the final game).
>>
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>>27878905
Got bored
>>
>>27881910
Does that plugin use a* or mb some shut like "wide-search" (not shure how it will be in eng)? If so its strange.
I suggest you just try to code pure a* without crazy ideas, because it pretty sufficient on it own. It operates with less number of nodes than all the others algorythms anyway, I dont see how you can make that number even lower.
>>
>>27881955
I'm pretty sure it uses pure A*. Here's the plugin;s site if you want to check it out:
http://arongranberg.com/astar/
>>
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>>27882125
Added a few small things. Currently 650 faces and it looks done. Is this too much for a storage house, or should I just move onto something else? And if so, what would that be
>>
>>27882203
Maybe move onto a guard tower?
>>
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>>27882203
Yeah, it looks like it's done. Good job! Maybe now you could make a farm/small orchard? Hm, we need a "building" that will serve as a food gather source. For example, in AoE 2 you had farms. You built them and put some villagers to work on them. The villagers were harvesting stuff on the farm, thus generating food. When the farm was exhausted (farms had limited amounts of food that could be generated from them), you were able to replant the seeds on it, thus rebuilding a farm on top of the old one. Pic-related, some farms in different states.

So, basically, in AoE 2, farms were some square things with no height that were built over the terrain directly (they are more like a texture). But I don't really want that in this game, the main reason being the fact that Earthborn's food are apples. And apples don't get harvested in farms. They grow in orchards.
So, I was thinking: Maybe a small, square shaped orchard that is surrounded by a fence should do the job? Some trees inside it and that's all. To "reload" the orchard when it's exhausted (when there are no apples in the trees) ponies will simply replant the trees.

TL;DR I'd like a square shaped small orchard (~the size of the apple warehouse. Yes, really small) surrounded by a fence. Some wheelbarrows filled with apples in some places would be nice too.

Hm, maybe ditch the fence? It'd look nicer if the player would be able to build 100 of these orchards near each other so it will look like a huge orchard. If each orchard had a fence, then it would look weird.

So, make some apple trees (the apples can be textures later, so no need to make apple 3D models on the trees) in a square formation, with some apple wheelbarrows. Remember: the orchard should be as small as an apple warehouse.
>>
>>27882431
I don't think I understand. You want me to make a sqaure formation of trees about the same size of >>27882203? So, the trees inside of the square would be small. Really small, and the branches would have to also not go over the edges of their square, but not intersect? What kind of tiny tree are we talking here. it's basically going to become an apple bush.
>>
>>27882431
>>27882458
Another thing. I can get a Blender tree generator add-on to make some lowpoly trees to save time and all, but you also want me to make an apple storage house? I thought that's what >>27882203 was for.

I are much very confuse.
>>
>>27882431
>>27882458

Maybe a larger orchard, but with multiple ponies able work on it?
>>
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>>27882458
>>27882526
I don't know the actual size of the warehouse, but I suppose it's 10x10 meters? I now realize I wasn't too clear in my post, so I'll try to be clear in this one:

So, I'd like 4-5 trees planted in a small area. Pic-related may be of some help? Some wheelbarrows near them and that's all. Ponies will buck apples from these trees and will store those apples in the warehouse. Maybe this image might come in help:
http://ageofempires.wikia.com/wiki/Cherry_Orchard

If I still wasn't clear just ask me again what you didn't really understand.
>>
>>27882663
>just ask me again what you didn't really understand

NO
>>
>>27882733
So...um, did you get what I was trying to say?
>>
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>>27882756
That's not me. I see what you mean. I had the idea to generate trees with the addon (that I'm trying to re-find) and place them on the parts you see here that are raised. They would each have 2 blocks of space from within the plots of trees, and would have 1 block of space from unused land on the sides. Does this match your vision for farming?
>>
>>27882782
Yup, it's perfect!
>>
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>>27882793
Me on the right

The left is a result from the generator. The right is my shitty half-attempt. I think the generated tree is better, but it's 320 faces. I think that's a considerable amount since you may have hundreds of these.
>>
>>27882931
Maybe if you draw just a trunk and the leaves? Actually, 3dAnon has made a 3D model of a tree in an older game. Here's the link, maybe you can edit the tree a little (if it has too many poly's maybe you could lower the number a little?):
https://github.com/3dAnon/PoniGame/blob/master/PonyGame/Assets/Imports/AppleTrees.blend

He also made an apple cart model:
https://github.com/3dAnon/PoniGame/blob/master/PonyGame/Assets/Imports/AppleCart.blend
>>
>>27882968
Okay sure. I'll try to use decimation on the trees to get them really low, and I can try to make the cart lower poly, but it looks like It'd be easier to make an original cart. I'll see.
>>
>>27883002
Decimation did pretty well. Pic related. How many variations do you need?
>>
>>27883025
Um, 2 I guess. We can rotate the model in Unity too, thus creating some variation while using the same model.

Damn, this thread is so close to the bump limit. Build 10 is far from over and has lots of glitches. Should I just make a new thread using Build 9? I think I'll wait until it hits 500 replies, maybe I can make Build 10 playable until then.
>>
>>27883057
don't worry. We have time. Post with sage to save some thread time for today. We can squeeze out maybe another 16 hours from this thread in optimal conditions. Post without it when the thread is on page 9.
>>
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>>27883086
Actually, nevermind. Just make a new thread (without the word "general" anywhere in it) with whatever build is playable when we reach page 10 of this thread past bump limit.

Here is new cart. Currently 130 faces.
>>
>>27882125
Fuck, man, it says "Fully multithreaded".
I don't know how advanced you are at coding but, as for me, this very two words make myself tremble in awe.
>>
>>27883244
So yeah, forgot to make the actuall point, I'm pretty shure that plugin is more than capable at operating with RTS load levels, and thats just you using it kinda wrong.
The code also look "refactored" to the the levels of shining, at least to me.
>>
>>27882968
I'm pretty sure ShipIsLove modeled that apple cart (although 3dAnon did port it into Unity). That would be the very anon you are conversing with.
>>
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>>27883440
Naw m80, I modeled the one in pic related. They look similar, but they aren't the same model. I checked myself because it looked pretty close. I believe these models are from ponycart a long time ago as set pieces.
>>
>>27883490
Oh, sorry, should have checked before posting.
It's nice to know even after all these years those PonyKart assets can still find their use despite the project having bit the dust. ;_;7.
>>
>>27883542
It would have been so much fun

rip in rip game that never was ;_;7

>>27883057
what do next
I just want to sit here and shit out tons of 3D models for you Maybe even a basic animation or 2 later on
>>
WHERES DA NEW THREAD
>>
>>27883707
in a few hours
>>
>>27883707
New thread:
>>27884119

>>27883631
We'll talk in the new thread!
Thread posts: 467
Thread images: 121


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