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/mlp/ makes an RTS

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Thread replies: 478
Thread images: 123

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We are making an RTS (Real Time Strategy game. Some examples of RTSs are Warcraft, Civilization or Age of Empires).

This is a community project, so basically everyone can join in and work for the game! Post your ideas, suggestions or complaints. I will read them all. Currently there are 3 people working for the game:

- Me (project leader, also the main programmer of the game)

- 3dAnon (3D artist, he makes all the troops at the moment. Also main texturer and animator)

- ShipIsLove (3D artist, he makes all the buildings at the moment)

Hopefully the list will grow in the future!

Wanna help? Just post your ideas/work in this thread! Want to make a track? A 3D model? Some GUI? Just tell me first and I'll give you instructions on what you should make!

Everyone can join this project, and it's also open source! (Of course, there is some quality control done for your work before it gets in the game.)

I will post Download Links to both the game executable and the game's assets. Currently we're at build 9. We have some villagers that can gather stuff, can move around and can die by praising Applejack's statue (it won't be in the final game, I just put the statue there because currently there is no enemy model, and I needed to implement the life). There are some military troops, but we don't have assets for them, so they are just some 2D sprites of Rainbow Dash (will be changed as soon as we get some models for the Ponies-At-Arms).

Previous thread (also the first one): >>27870824 (maybe it's still alive by the time you are reading this).

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

ASSETS Download Link:
http://www.mediafire.com/download/8imlbha6atfjs13/Assets.rar
>>
Add Nyx pls
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>>27884119
>RTS
>Civilization
Nigga...
>>
>>27884148
>Not wanting a pone game

You're probabily the type that sends it to Hasbro to C&D
>>
>>27884203
im pretty sure he's commenting on OP saying Civ is a RTS, because it's not. it's a turn based strategy.
>>
>>27884119
make mod for age of empire it would be more simple
>>
Speaking of /mlp/ making things, how was that music album?
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Got bored, composed this. Low poly sunset no BG goodness.

Ok, what should I make next.
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>>27884266
Will be back in 3 - 4 hours.
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>>27884248
It was pretty shit. Just a dump of everyone's completed yet mediocre work and tossed it in. Only a few good tracks. If only it were more oriented towards a /mlp/ sings album instead of taking tracks of OC songs which watered it down for me. I do love the /mlp/ sings though even though there are way too many people that can't sing on it, still makes me proud like mom at her son's recital even though it's cringe as fuck.
>>
>>27884266
Nyx
>>
>>27884421
kys
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>>27884442
Do Nyx and I may.
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>>27884454
here's your (You)
>>
>>27884494
That's not my (Nyx)
>>
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>>27884119
>saw thread about this a few days ago

>shit actually happened

Color me impressed and now hype as fuck.
>>
>>27884221
CIV is Turn based Grand Strategy.

I still feel like RTS = Strategy for most people thought desu senpai
>>
>>27884119
At this point, what ideas do you have for factions and sides in this game?

Also, are you looking at a more civilization-building type of game (i.e., Civilizaton, Age of Empires) or a pure battling game (i.e., Command and Conquer, Warcraft)?
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>>27884266

Farm should be where harvesters return resources.

Treebrary should be where you research upgrades like starcraft / warcraft.

Rarity's boutique should be where armor is upgreaded.

Town hall should be your command center.

Houses that are requred built to increase army size, maybe a few different 3d models that are randomly placed from a list.

RD's house could be where pegasus abilities are upgraded.

Maybe try something weird, where all the houses are where you build units, but require other buildings to unlock, kinda like zerg hives.
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>>27884612
>>27884626
Alright guys, I forgot to mention that the game is set in the Equestria Divided universe. Here's a link to the deviant-art group:
http://equestria-divided.deviantart.com

I know, I know, it's an edgy 12 y/o style of universe, but damn it has lots of potential for a mlp RTS. The troops are made and written in such a nature that it literally points out the great synergy between them. The troops are very interesting, each in their own way.

I know you can get pretty lost in the group's art, and not really understand what's going on, so let me explain:

There are 6 factions/houses. The players (or player vs AIs) choose one faction (it IS possible for multiple players to choose the same faction and battle each other. Although this doesn't make any sense, it's a lot less annoying. In the end, it's just a game. Who cares about the sense it makes? (at some extents)).
There are currently 6 factions/houses:
- House Earthborn (Leader: Applejack)
- House Stormwing (Leader: Rainbow Dash)
- House Moon and Star (Leader: Twilight Sparkle)
- House Whitegold (Leader: Rarity)
- House Everfree (Leader: Fluttershy)
- Cult of Laughter (Leader: Pinkie Pie, better known as the Laughing Mare)

Each faction has ~18 different troops, 2 of them being Legendary ones (can train only one of them). There are so few because each troop is special in it's own way, only the first troop being the classic type of (deal damage - take damage)

Now we started developing Earthborn. Once we have almost all the buildings and troops used by this faction, and we have every gameplay aspect working flawlessly we'll move to the next ones.

House Earthborn's composition and details in pic-related.

House Earthborn's 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

Keep this thread alive guys, I'm going to sleep now
>>
>>27884119
While it is great to see more pony games on the work, I personally feel that this game would have had more charm in it if the graphics were like in the first two Age of Empires games.
I'm just not a big fan of 3D ponies unless it is really well done.
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>>27884890
>Equestria Divided
You had my curiosity, now you have my attention. Were you part of the threads a while back when we put together a tabletop ruleset and unit stats for ED?
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>>27884119
>rts
garbage. make a strategy game
>>
>>27884119

>tfw you want to do something for the thread
>tfw you are a lawyer
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>>27885097
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>>27885282
Start preparing for the event that Hasbro tries to sue the shit out of us because why not.
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>>27885097
>>real time strategy
>garbage. make a strategy game

you have achieved levels of pure retardation i never even knew existed
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Would there ever be some kind of campaign mode where you pick a faction and fight for Equestria?
Say alternate universe, everything has split up into civil war.
Solar Empire, New Lunar Republic, Crystal Empire, Griffon Kingdom, ect.

I'v always wanted a pony warring game.
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>>27885571

Hold on, ignore that. I'm retarded. Didn't see the post explaining the plot.
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>>27885097
what in the fuck. top fucking kek, you're literally retarded. Autism is an understatement
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>>27886111
Trips speak truth.
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>>27884890
>6 factions
>18 different troops for each
>mfw

You'd better fuck off with that bullshit. 3 (or even 6 desu) of us can't feasibly make so many buildings, units, rigs/animations, sound effects, textures, etc in any useful amount of time. I think 3 factions would make more sense - perhaps the first 3 but just double up with the main characters from the dropped factions being field buffs (fluttershy can be with RD's faction but supply health buffs), or something, but there ABSOLUTELY no fucking way we're doing all of that shit. Might as well call GG now if that's your intention. Let's start small first, hmm? I think 3 factions would work as a still fairly large goal. It'd be similar to Halo wars where everyone basically used only 2 or 3 of the 6 available teams (Cryo Bomb/Hawk rush ftw)

Also, what building would you like me to do now? I finished the trees, the barn storage, the apple cart, and the town hall 3D modeling for the earth pony faction I guess. And, I would like a list of requirements for my finished 3D models for exporting, so things like origin locations, parenting, etc. That way I can prepare a [Object]Export.blend to save you the hassle later on.
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>>27886359
3 factions sounds good, it could be Celestia's, Luna's and The Crystal empire, then pairs of mane 6 pledging allegiance to each.
>>
>AU BS
dropped.
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>>27886493
Well, I just think 3 factions are enough until we make major progress on what we currently have, but the contents of those factions is up to whatever the lore of Equestria divided says. And apparently it's headed by the mane 6 instead of 3 different alicorn empires. Either way, it's a terrible idea to do all of them.

>inb4 "you lazy cunt"
The reason I spazz out on doing all of that shit is that extreme ambition is usually the cause of game projects dying. I've seen it happen multiple times, and I'd hate for it to happen this time since we actually have a dev who knows what he's doing game development-wise + we have 3dAnon's backing, which is a huge help.

>>27886766
bye
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>>27886359
>>27886493
>>27886771
While I think the Equestria Divided world is edgy, is does work fairly well for an rts. That said, I completely agree that we need to trim our scope. While adding new factions is easy/trivial on the scripting side, each faction is vastly more work for us artists. 3 factions each with very different gameplay is usually a reasonable end goal. Just look at Starcraft or C&C generals. In our case though, we'd be lucky to get one finished. Plan for that, and if we actually make it, well, adding more might actually be possible. Until then, keep things in scope.

On top things, we are 3 people. On Ponykart, I worked with almost 20 people, most of whom were among the best at what they did out of everyone in the fandom. We had Hoppip, an experienced programmer who wrote a custom game engine for Ponykart, Knightly, who built and maintains Fimfiction, Makkon, one of the best musicians in the fandom and a great artist, modeller, etc to name a few. These people were highly motivated and competent, and we never got anything fun and playable. I'd like to say we could beat the odds and make a game, but we need a smart plan and use time effectively if we are going to.
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>>27887130
I think you can do it, the builds so far have been more than functional and the story doesn't have to be gold.
>>
>>27887130
I may be able to help with some things, once I get my gear together; Specifically texturing and sounds
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>>27885507
>real time strategy
>strategy
>no time to think
>just macro macro macro macro
kill yourself.

>>27886111
>pretending to be retarded
rts is the cowadoody of strategy games. No ammount of pretending to be superior and surprised at the retard is going to make you not the retarded one.
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>>27886359
if you listened instead of being smug assmongers you'd realize rts are shit and you are fucking your own asshole by not making it a turn based game.
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>>27887226
you can't damage control this m8, you've already proven yourself to be retarded.

unless you're merely pretending.
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>>27887130
Words of wisdom from the man himself.

>>27887237
>>27887226
You can leave now
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>>27884148
Of course it's real time. It takes thousands of years to actually finish it.
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>>27887226
>>27887237
>posting multiple times to try and seem like more than one person

Sad!
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>>27884119
wow nice!
I'm good in making textures etc but have some questions- what resolution are the best for your engine? It’s a long time ago since I make some for a 3D program-
and what are the best format?
Is .gif with movement working with the engine?
please answer jau!
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>>27887464
>durr
replying to two different posts as I thought of responses to them doesn't mean I'm trying to be two different people. Despite the fact that I am, the only thing you've done is prove your own retardedness because this attitude you have is the cancer of all cancers.

picture related

>>27887263
>damage control,
you're the retards trying to damage control and call out insults to hide the fact that you are shit, your ideas are shit, and your game will ammount to an unfinished buggy piece of shit that will never see an alpha.

>>27887304
you can leave now.
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>>27887551
>texturing
We do need someone who can do this. Do you know how to use Blender?
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>>27887574
wow, you are one angry little kid

this is pretty entertaining, if i do say so myself. please, cry more for us.
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Anything with luna gonna be in the game? Gotta get dat best princess
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>>27887593
>being baited

>>27887551
The game engine I unity I believe. From what I've seen in the last thread, most of the detail for the models they're making will be in the textures. You'd need to ask >>27884890 for specifics, but I think he's asleep. >>27887130 probably knows though
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>>27887589
blender? lol no, never hear about it o.0 I mean some image what I can produce, you guys must simply make in on the 3D models / Terrain / whatever;
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>>27887633
Ok, that's great! We can do the UV unwrapping and stuff, while I suppose you'd be able to compose the actual texture we'd be using in the program. Do you have an example of something you've made before?
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Do you think it would be better for everyone if you instead went for a 2.5 D approach? The buildings I can understand but the individual characters and animations would be easier if you were to change them into flat sprites on a 3D plane. I think it would give the game a more 'show-accurate' feel and lower the workload for both the development and the engine itself. That's what they're doing with Them's Fightin Herds I think.

Of course I know nothing about programming so I could be completely wrong.
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>>27887633
oh what I forget-
I only have worked on UnrealEditor, making some 3D objects and mapdesigning etc
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>>27887657
This may serve as a better example.
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>>27887551
Unity doesn't accept gif files, only png what whatnot. Animated sprites are done using a sprite sheet in Unity. For most textures in rts games, 256x256 or 512x512 textures combined into 2048x2048 or 4096x4096 is ideal so objects shading materials can batch, though for animated characters it doesn't matter.
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>>27887707
As much as I didn't care for Black and White's story, it had some great aesthetic.
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>>27887654
here some examples- I have more Experience the last days because some animating try's, so yeah this ones are alpha version XD
>>27887716
hm ok^^ tell me what exactly you guys need so I can begin with some :'D
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>>27886771
>>27887130
Well i'm no expert, but I'm pretty certain that you should have already all the lore and basics of each faction figured out (and maybe even some code) before you actually start modelling and shit.
>>
>>27887130
>makkon
Damn, I really, really loved his music and art. Wonder how he's doing.
>>
>>27887916
Well, somewhat representative placeholder art is very useful so you can start estimating performance and all that. Not to mention, basic pony stuff is certainly going to be in the game, so not much change for waste there. Still, we should narrow things down before too long.

>>27887903
I'm sure Moonfire knows that sort of icons and things we'll need.
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>>27884119
Which language are you writing this in, and do you need extra brogrammers?
>>
kind of wish Moonfire wasn't kill right now

>>27887903
The ones on the bottom left are nice
how old are you
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>>27884119
>completely ripped off the age of empires 2 ui
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>>27888150
21
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>>27887197
>>27887589

Also, do you perhaps have a cgtextures account? I've used their service before and it's pretty much the best shit out there, but I remember there being a limit to freeloaders like myself. It specifically has tileable textures, which are a godsend.
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>>27888289
They seem to run a thing for 15 free texture downloads a day, but if you used 10minutemail or something, you could just make a bunch of accounts and download more
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>>27888315
Strat confirmed. Just tried and it worked

Whenever I need to get textures, I'll browse for the ones I need, copy paste the links, and then go on a download spree through something like incognito (I fear they have cookies or something that could trigger a multi-free account alarm) and get what I need

Thanks anon. Are you good at texturing in Blender?
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>>27888508
Not particularly, I do texturing in photoshop, so if you export meshes to dae, 3ds or obj I can texture them up pretty nice
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>>27887633
>>27887903
Drop the emoticons.
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>>27887758
I agree. Was the only thing keeping me playing.
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>>27888566
>>
>>27888566
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>>27884890
>http://equestria-divided.deviantart.com
Anyone wanna give a summary of what's going on in this?
Is there a good story behind this or is it just pure headcannon and autism?
>>
>>27884119
11 Years veteran Starcraft Brood war player and 4 years playing AoE2, and counting.

If any of you lads are making a ponified AoE2 game, allow me to give you some of my opinions:

- AoE2 players like to see their game like in a 'overview' fashion, seeing everything from above, like some sort of watching bird, like in AoE2 and Starcraft. I don't recommend doing this game with realistic 3D point of view, like Age of Mythology. If you gonna do so, then outright do ponified AoM, not AoE2.

. Generic background characters: Avoid using important show character for regular units, for example: Don't use Applejack for villagers, use generic farming/working mares and stallions, like some sort of background ponies. Save important character for an 'Hero' unit role.

- Different kind of military should use different kind of ponies
Earth ponies: Villagers, pole-arm infantry and heavy infantry
Pegasi: 'Cavalry' and 'Heavy Cavalry'
Unicorns: Archers and Monks

I'm playing AoE2 right now so I don't have time to think, but I will have more ideas later
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>>27888891
I want to play AoE2, but the music always puts me to sleep, but to not play the music makes it less fun.
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>>27889068
>AoE2 soundtrack
>Sleepy

Given, some of them are really soothing and tranquil, but others are really good, and get me hyped everytime

https://www.youtube.com/watch?v=jadxTFqyhRM
Skip at 58:23, or go to video description
My favorite soundtrack, I always had something for the Celts, and this tickles my inner scot

HOPPEL!
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Hotwings should be a unit.
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>>27889177
All I feel is sleepy. But so much nostalgia I still have for old games like AoE2 and Diablo 2 that I still come back. I loved the feeling of mass producing thousands of knight and sending them blindly into the enemy. then it all got ruined for me when I got gud. I prefer AoM for hype, like the music cues for sieging a fortress or Town Center
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>>27889261
>then it all got ruined for me when I got gud
You can still play in low ELO matches, like 1400 and 1500 ELO

But yeah, I like AoM music because it's dynamic
But AoE2 music is still the best
>>
>>27889261
my sides
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>>27889291
It's definitely comfy, like a heavy blanket and dim orange night light
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>>27889261
>historychanneltoday.webm
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>>27889309
You nailed it
>>
Boop
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>>27884890
If you don't particularly care for Equestria Divided, couldn't you use the stuff from the other guy?
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SPEZZ MUHRINES?!
>>
I'm back. Damn, so many replies in one night. I will read all of them and reply to some now.
>>
Still impressed that this thing is actually growing
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>>27890268
Eh, call it the irregular comeback of the programmingx3danimation generals we've lost years ago
>>
So any chance of getting 3ds, obj or dae files of those models you wanted textured?
I've got nothing to do tonight, so I might as well bash out something
>>
>>27887130
If you need to limit at three faction you can finish house earthborn and after make house stormwing and moon and star so you'd have three faction with "relatively" similar unit design while having quite a diversified gameplay.
>>
>>27884890
Earth ponies: More numerical but not as effective, faster upgrades but cap out early on.
Pegasi: Pound for pound more effective than earth ponies but have less upgrade options for troops. This is supplemented by weather based attacks.
Unicorns: Most effective but least numerical, slower but better upgrades. Can dedicate teams to anti-air/anti ground and shields.
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>>27889330
my sides
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>>27890372
Nonono, pegasi are weak, but fast as shit.
>>
>>27884266
I will make you a list soon with what you should do.

>>27885071
No

>>27886359
Oy, those 6 factions will be in the FINAL game. Not even the first version. See, the game is structured in builds now, builds that lead to the FIRST version. The first version will have only 1 faction, Earthborn, and can only be controlled by the player. There will be some enemies that'll be spawned on the map and you will be able to fight them. That's all. We set small goals, and with each goal completed, we are getting closer to the final juggernaut version, that will have all that stuff I mentioned. >>27886771 I have experience on older games that died because of extreme ambition. I learned from them to have as little goals as possible, and I think we can reach the ones we've set now.

>>27887130
I agree with you. Hopefully the staff list will grow in the future, maybe in this thread. If not, I think only one faction is a realistic goal for now.

>>27887197
Alright, when you are ready tell me, and I wil give you stuff to do.

>>27887605
Well, Celestia and Luna dissappeared (and the celestial bodies continued to move, thus everyone realizing that the entire "princesses move the sun and the moon" was a lie), this causing the entire division thing.

>>27887551
I guess 1024x1024 will work. Ask 3dAnon or ShipIsLove, they work with the 3D programs, thus they know which resolutions and formats will work well for the models.

1/?
>>
>>27890757

>27887197
was me, just looking to help texture stuff f you want.

And as for sound, I can hook up some stuff if you need it, though it may not be the best
>>
>>27887657
We went for 2D sprites in the beggining, but they have some problems. The first one is the rotation. We have to draw a 2D sprite in at least 6 rotations (back, front, left, up-left and down-left. The right sided rotations can be made by flipping the sprite). Then there's the animation. The artists have to do at least 5 animations for each sprite. There are 6 sprites for a troop, so 30 different animations. Each animation has its own frames, and so on. It's hard. If we want to change something then we'll have to change hundreds of sprites. (each frame of the animation is a different sprite). Another problem is the efficiency. When you move some troops in a direction, they have to look in that direction, right? Well, with a 2D sprite with 6 different orientations, the engine will have to calculate for each troop the rotation that it should have judging by the current position and the target position. These calculations will slow down the game a bit. 3D models are a lot more healthy for this game.

>>27888069
I'm writing in C#. I'd like some extra programmers too.

>>27888150
Why? Do you want to ask me something?

>>27888182
For now, yes. Until I get someone to do a pony GUI, we will stick to the AoE one.

>>27888876
I saw they have a comic with 100 pages, that explains how Equestria became divided. They also have a fimfiction group. I didn't get to read much from the comic, but I'll have to read it soon, because I have to know the universe first.

>>27888891
Hm, why don't you recommend doing an "overview" style with a 3D point of view? Of course the villagers and warriors won't be part of the mane 6, there won't even be recognizable characters, except for the rulers, that are part of the mane 6. (maybe modified a bit, to avoid a C&D). The military forces are already set.

>>27889736
Well, the Equestria Divided troops are already balanced and all, but if I'll ever need some extra troops I might check this guy out.

2/?
>>
>>27886359
I think you can export the models now (.blend). Are they ready to be textured (I've seen that you need to do some stuff to the model so it can be textured with ease later on, but I don't know what)? If you aren't sure, then:

Here's the plan:
Export the town hall and post a download link in this thread. The texture anons will take the model, and begin texturing it. If they can't texture it because the model is missing something, they will say in the thread, and hopefully give you further instructions on what you should do to your models so they will be ready-for-texturing.

>>27890789
Well, then you can texture the models given by ShipIsLove. We don't really focus on sounds right now, but if you want to make a track now, go on! It isn't a problem, but I'd like to focus on the important stuff, like models, scripts and textures.
>>
>>27890836
>Export the town hall and post a download link in this thread. The texture anons will take the model, and begin texturing it. If they can't texture it because the model is missing something, they will say in the thread, and hopefully give you further instructions on what you should do to your models so they will be ready-for-texturing.

With the "list of instructions for exporting" thing, I'm just going to follow what I did for a different game (that failed due to the stuff I spaghettied over yesterday). So, that means I'll save as a new [Faction]_[Object]Export.blend and set the origin to 0,0,0, combine all meshes, UV unwrap all parts (probably do that first) and then parent that object to an empty at 0,0,0 with the a name like Earthborn_[Object].blend, since everything so far seems to be earthborn. I think that'll be a good naming system. I'll do the town center since that's the most important building I guess.

>>27890308
got you senpai
>>27888540
fellow PS fag is welcome.

When it comes to texturing, we may need to get a style guide for the Earthborn faction. Since they're earth ponies, perhaps it would make sense for them have their buildings made of wood and stone with very little metal. Seems simple enough. When it comes to texturing in photoshop, I guess you'll be using the 3D functions within the software to place textures easily. The problem is, I don't often use the 3D stuff in photoshop so I can't predict the exact requirements for an export .obj, if any. Nor do I know how this will translate over to Blender or Unity.
>>
How far do you think you guys could be able to go with this idea? Assuming that the adrenaline will last more than a month in terms of hype at making the game. There's been a lot of disappointment regarding past pony-related fangames, some turning into something else to avoid C&D's.
>>
>>27891031
fuck, meant to say
>Earthborn_[Object]
Objects in the software don't need a file extension.

>>27891052
>>27891064
>double post
I don't know. I'm willing to help so long as OP can prove he can make this into something. We've made some progress, but we may need a few more people. We don't need a bloated team, but I'd say maybe 7 people who know what they're doing could make decent progress on the game if we're consistent. Also, I'm not really "hyped" about the game. Not sure how to describe it, but I like doing 3D shit, but I've been slacking. This project allows me to not slack on that and also work towards something that could be fun in the end. I think that if we keep the game from being C&D'd. If we keep it in this thread, what are they going to do? Email MoonAnon's tripcode with the details? lel
>>
>>27891081
>We don't need a bloated team, but I'd say maybe 7 people
What I say, you stick to like 3 maximum 4 cores and then take as many auxilaries, as volunteers.
People will come and go. Mb go realy soon, but thats not the reason you shouldn't use their help when they are still here.
>>
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>>27884119
I was really hoping for Crusader Kings 2 with ponies. Ah well, a man can dream...
>>
>>27891202
Think someone was working on a mod for that
>>
>>27891202
This game has an awful combat part, sorry.
>>
>>27891202
Hearts of iron 4 Mlp mod?make it happen
>>
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The fruits of my labor

brb, killing self right now
>>
>>27891578
Is it a watchtower? If so, I think it should be taller, similar to the "Clash of clans" level 5 archer tower design.

Sorry if I didn't tell ya what to do. I'd like a lumbercamp now. You know, ponies cut wood too. They need to store that wood somewhere. Make a very small house with some trunks packed in a horizontal position near it.
These might come in handy:

http://vignette2.wikia.nocookie.net/ageofempires/images/9/92/All-aoe2-lumber-camp.jpg/revision/latest?cb=20130319061134

http://www.nbgsmiramichi.org/Album2/images/Repair%20Shanty%20At%20Lumber%20Camp.jpg

The trunks should look like in the first image, and the house should look like in the second image. If you have any questions don't be afraid to ask.

Quick Update: The Pathfinding algorithm is working perfectly and efficient. Ponies are able to slalom between the trunks of a forest, or to go near a building. There are some situations when they are pretty dumb by choosing a slightly longer way, but that's all. The system is oddly efficient, I will take measurements when it's really done to see how much it slows down the game.
>>
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>>27891217
I agree, the combat leaves something to be desired. Now if only they could mix the top-down campaign map mechanics of CK2 and add the RTS battles of the Total War series. That would be heaven.
>>
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>>27891657
No, I'm, trying to UV unwrap the town center right now, I just have all unnecessary objects hidden. As you can see, it is suicide inducing, but even then it would >imply that I'm even alive anymore. This is why I didn't want to do this shit m8
>>
>>27891676
Damn, good luck with this one! I hope by the time you finish it I'll successfully implement the pathfinding. And the new build should be out.
>>
>>27891691

Do you actually have a list of every single 3D model that's going to be needed in this faction, and categorizing them into what's going to be needed first game mechanics wise? I feel like I'm just making random shit. What's the second most important building besides the town hall?
>>
>>27891695
The town hall is the main building, the heart of your colony. (you can make multiple colonies by building multiple town halls).

The secondary buildings are the ones resource-centered. Gather zones (like the orchard) and Storage zones (like the warehouse or lumbercamp). Gather zones can be natural (trees, bushes) or built (farms/orchards).

There are defensive buildings (that protect your city) and military buildings (that train your troops). There's also a library that serves as the research center.

But for now let's focus on the resource-based buildings. I always give you buildings that are needed in the near future. For example, there's no need for a library or barrack when there aren't any resources implemented, but there's a need for a lumbercamp if we need to gather wood.

I erased my old post because it had some incoherency issues.
>>
>>27891771
Alright. I was just making sure there's some kind of method to what's being made so that my effort wouldn't be wasted later on.

Also, I think I'm getting somewhere. I'll probably leave it like this until later when 3dAnon can help my sorry ass. I'll get started on the next building.
>>
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>>27884119
ok I think I can begin now, when some stuff is finish I drop it in a dropbox for better downloading.
I'ts really nice something like that here happen, because my dram was since years to make some pony-CnC game, and this here would be something like it! fuck yes /)^3^(\
I think its better when we can talk via Skype or something, the progress would be faster etc-
I'm Luziferino in skype
I've made a list of ideas/stuff I make now:

Formats .png
├64×64 (Icons)
├256×256
├512×512
├1024×1024 (Buildings)
├2048×2048
└4096×4096 (Terrain)

Fraction Style
├Earthpony
│└more lines and edgy, mostly wood/stone rusty stuff;
├Pegasie
│└more circles in there, mostly blue & bright;
└Unicorn
└more Symbolic like Alchemy/Science, mostly colorful and noble;

Windowskin
├Icon
│└Recources and stuff
└Gui
└3 kind of each Button (available, while pressing, unavailable;)
Terrain
└All kind what you can see in the Equestria map

new ideas, issues, criticism whit that of any kind is welcome.
>>
I smell an obnoxious avatarfag
>>
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>>27891834
Well, it'd be nice if you could ponify these cursors first. We really need to ditch the stolen AoE 2 GUI.
>>
>>27890805
>Hm, why don't you recommend doing an "overview" style with a 3D point of view?
Like in Age of Mythology?
I'm not sure, I'd play it to be honest, but it would feel AoE2 viewed like AoM.
And I'm not saying I don't like, I'm saying it would be awkward the first time I play it, since I'm a big AoE autist.

>The military forces are already set.
Cool, mind if I take a look at them?
Can I?
>>
>>27891578
That looks like some sort of barracks
Also it reminds me off Starcraft Terran Barracks

Does it lift off?

>>27891937
You can try to change the 'hand curser' with a 'hoof cursor', whilst keeping the rest, if you want.
>>
>>27892000
Um, sure! They are posted on Equestria Divided's deviant art group. There are 2 pages for each faction. Here are the links:

Earthborn:
- http://orig04.deviantart.net/3a50/f/2014/173/1/2/earthborn_forces_by_pooryorickda__re_upload__p1_by_fujin777-d7nijtc.png
- http://equestria-divided.deviantart.com/art/Earthborn-Forces-By-PoorYorickDA-Re-Upload-P2-462759828

Moon&Star:
- 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

Whitegold:
- http://orig00.deviantart.net/701b/f/2014/173/8/9/house_whitegold_forces_by_pooryorickda__re_upload__by_fujin777-d7nhheb.jpg
- http://orig13.deviantart.net/717f/f/2013/296/4/2/equestria_divided___whitegold_proposal_units_by_bylisboa-d6rlo69.jpg

Stormwing:
- http://orig06.deviantart.net/11a3/f/2014/173/a/a/stormwing_forces_by_pooryorickda_p1__re_upload__by_fujin777-d7nhmyo.png
- http://orig14.deviantart.net/5711/f/2014/173/7/d/pooryorickda_stormwing_forces_p2__re_upload__by_fujin777-d7nhmwh.png

Everfree:
- http://orig03.deviantart.net/323c/f/2014/173/a/3/everfree_forces_by_pooryorickda__re_upload__by_fujin777-d7niu0j.png
- http://orig03.deviantart.net/2ac7/f/2014/201/7/8/more_of_house_everfree_by_pooryorrickda__re_upload_by_fujin777-d7rjyg4.jpg

Cult of Laughter (so much edge here):
- http://orig10.deviantart.net/fc24/f/2014/173/7/4/col_forces_by_pooryorickda_p1__re_upload__by_fujin777-d7nitwo.png
- http://orig03.deviantart.net/5b95/f/2014/197/b/b/col_forces_p2__re_upload__by_pooryorrickda_by_fujin777-d7qzhz5.jpg

The last troop from each page is a legendary troop, meaning that there can be only one in your army.
>>
>>27890805
>I'm writing in C#. I'd like some extra programmers too.
show us the source, b0ss
>>
>>27892062
I can already hear the artists and modellers complaining, and I completely understand them. There may be a lot of work, but all these troops will be, as I said, in the FINAL game. The one that won't require any further updates. If we focus on Earthborn now everything is gonna go according to the plan.
>>
>>27892081
what source? The entire source code? You can find it in the assets (link posted in the starting reply of the thread), spread in multiple .cs scripts. I can't post all of them here, there are thousands of lines of code.
>>
>>27892106
oh, i was hoping for a repository link or something.
>>
>>27892062
Okay, so far I checked the earthponies page.
I must admit it looks really cool, maybe a tad too many units to assimilate at the same time, but that's not much of a real issue, most of games has like 70 different units, in case of Starcraft, and God-knows how much units WoW has.

My opinion:
IF YOU TRY to do a PONY RTS game, then go ahead, all your units and ideas seem really good and original, I approve them.

BUT If you're trying to do a PONIFIED Age of Empires 2, abstain to employ 'tanks' and 'heavy machinery', in AoE2, the most advanced pieces of technology are Rams, Trebuchets, Bombard Cannons and others.
So far, I don't get to use 'Tanks' in AoE2, almost all fights are done by 'blood units', by human soldiers, and this case, it should be pony soldiers.
>>
>>27892121
Oh, sorry about that, but github won't allow me to upload more than 50 files at once, and uploading 50 by 50 files separatedly will be a pain the neck.
I will try some alternatives now, let's see if I find something better that'll allow me upload more files at once.

>>27892166
We are making a Pony RTS here, not a ponyfied AoE. I just used AoE assets as placeholder art. AoE is a really well made RTS and I take some inspiration from it, but this game won't be a ponyfied version of it. also AoE 2 is one of my favourite games of all time
>>
>>27892062
>>27892094

see

>>27886359
>>27887130

Just how long do you plan to work on this massive game, and how long do you think your helpers are going to want to help you do something that is impossible? I imagine you haven't been in this fandom very long, but large game projects always fail. Hell, even the small ones do. You're setting yourself and your other people up for failure by even thinking that such a project is doable with 3 or 4 of you guys on an anime image board.

If this is what you want to do regardless of what your own artists are saying, whom have apparently experienced such failures, why would anyone want to help? This is stupid.

>>27891202
that game was terrible.
>>
>>27884124
No fuck off.
>>
>>27892204
Why do you have to be so pessimistic, just let him do what he want, even if he fail so what it's not like the world going to end or anything, sure we will be disappointed but we will just move on with our lives and continue like nothing happened, and who knows they may actually do it, so stop being an asshole and let them do whatever they want.
>>
>>27892204
Hey, we aren't reaching for the sky here. I said that all those gorillion troops will be in the final game, that may take a few years to complete. We are setting small goals here. First, a few troops to play with, that are able to attack and gather stuff. Then upgradable stuff. Then some enemies. These are all small steps towards the first version, all versions leading to the final game. When we develop it, we don't think of the final game (although, we think of the final game only in the first days of development, when we are setting our goals). Instead, we think of the goal that we've set. When the goal is reached, we reach for the next goal, which is small too. This way we are sure that in the end we will reach there, at the final game, by completing all these small goals.

Everything is possible if you go towards it by doing small steps. We need encouragement and support. If we get these 2 things, we can do our jobs really well, and heck, everyone will have a great my little pony RTS to play with! Pessimistic replies will not get us anywhere.

We looked at the past cancelled pony games and we learned that we have to set small goals. We are setting small goals now, so we learned our lesson. No need to look into the past now, only future.
>>
>mfw I can use Blender and program in C#
>mfw I want to contribute
>mfw I suck at both

WHY DO I HAVE TO BE A TALENTLESS FAGGOT?
>>
>>27892062
So far those units give mea vibe of WoW, magic the gathering and other fantasy games

I actually like it, keep the good job.
>>
>>27892306
I believe in you, test builds have been pretty good so far, and this fanbase is dedicated as FUCK! I'd help you out if I had any artistic or coding talent, but all I can do is write, and you already have a story :/
>>
>>27892457
git gud
>>
>>27892062
If you need stuff for cannon, try looking into AoE3.
>>
>>27892457
>yfw you only get better through trying

Just do basic tutorials on modeling and stuff. It's not incredibly difficult for this kind of stuff.
>>
>>27892457
Maybe you can make some bushes? I think it isn't too hard.
>>
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>>27892831
How does this look cabin wise? The building has the ridges on the sides which will have a bark texture to resemble wood, and the pegs in the ground are to hold lumber in stacks. What should I add or remove? Also, the front geometry is fucked for some reason. I think the boolean door did it
>>
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>>27892932
The cabin is pretty nice, although:
The front side should be composed from logs too. And make the door's threshold thinner. The roof will be made of hay, so make it look like "it's made of hay". Extend it a bit, so it will cover the sides of the building. Maybe these pictures of hay roofs will come in handy:

http://images.fineartamerica.com/images-medium-large/3-traditional-thatch-roof-cottage-ireland-pierre-leclerc.jpg

http://previews.123rf.com/images/kaetana/kaetana1406/kaetana140600028/29458088-White-traditional-Ukrainian-rural-wooden-house-with-hay-roof-Luga-village-Podillya-Europe-Stock-Photo.jpg

This image might be useful for the cabin too, alongside my picture:

http://www.baragacountyhistoricalmuseum.com/photohistory/picture_skanee_1910s_dehaas_lumber_camp1.JPG
>>
hello, i are mapmaker
i make game balance and make game balanced
shitty inglish intended

where can i find your conference? skype, discord, anything?
>>
>>27893491
>>
>>27893491
The "conference" is in this thread. After all, this game is made by /mlp/.

If you guys really need a place to talk about the game more, suggest me one and I shall make one.
>>
>>27893491
I'm not a very good game designer, so I'll need someone that balances the game. Someone that decides the HP, attack damage, ability cooldowns, upgrade costs etc.

Maybe you can look at these troops and set some HP, cost (the resources are the classic Food, Wood, Stone and Gold, but some of them are renamed for each faction) and abilities/damage values?

Here:
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
>>
>>27892190
>Oh, sorry about that, but github won't allow me to upload more than 50 files at once, and uploading 50 by 50 files separatedly will be a pain the neck.
I'm fairly sure that Github doesn't have file number limits if you just commit from your local directory. Is that not the case anymore?

Besides, you don't have to upload the entire thing to Github. You can .gitignore all the non-csharp files and host only the code on the repo.
>>
For the love of god make minimap on left by default.

>>27893582
>decides the HP, attack damage, ability cooldowns, upgrade costs etc.
Yeah, i can do that. I'll start doing it right now actually.
Some people think that raw numbers is everything you need to balance things up, but map layout is a very (very) crucial part of balancing things. But I guess it's too early for that.

I'm a newcommer, can I get a recap of plans somewhere?
>>
>>27893696
>game balance
>for units and game mechanics that do not exist yet

K
>>
>>27893758
You have to start somewhere, anon. Some mechanics got build specifically for a single unit.
>>
>>27893782
>you have to start somewhere
Yes, by making those units. It doesn't make sense to consider balancing a non existent entity. I believe 3dAnon is doing the character stuff and only has a simply villager and 3 animations.
>>
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>>27892019
how about horn cursor? too lewd?
it has better visability then hoof

>>27892062
all of them looks cool but
that's a LOT of work
i'm genuinely scared
>>
Hm, the pathfinding works pretty nice. You can control 1000 troops at once without lagging, and the system isn't even optimized.

The system is very simple and effective. It generates the nodes on the go, with a critical limit of 4 nodes per troop at a given moment. The node coordinates change values when needed, thus using as little resources as possible.

A* was calculating the entire path in the frame you began moving the troops. It was calculating the path for every troop, in one frame, thus lagging the game.

My algorithm calculates the coordonates of the next obstacle the troop has. It draws a raycast from the troop's coordinates to the target's coordinates. If something is hit, it takes the minimum and maximum X and Z coordinates of the obstacle and processes them into the corners of the obstacle, the corners being placed into the 4 available nodes. The troop selects the node that is the closest to it, walks to it, and then it casts another raycast from the current position to the target position. If another obstacle is hit, the nodes change again and the process repeats. If the raycast hits the same obstacle, the troop will change the nodes (of the same obstacle) until the raycast won't hit the same obstacle. This is a pretty cheap algorithm, but it's really efficient and doesn't slow down the game in comparation to others. It also works perfectly for this game and allows me to choose which things are an obstacle and which aren't. Really useful. The plugin worked using a heightmap, which isn't really good because I can't set which items can be passable and which can't. All were thrown into the scanning grid. I also had to put lots of tiny nodes on a huge map. Not resource friendly, if you ask me.

1/2
>>
>>27894036
You aren't supposed to let all units use the A* at once. You either:

>let one unit calculate the A* path, and create "waypoints" based on directional changes
>the entire group calculates path to each waypoint and no further, thus calculating the path piecemeal

or

>let one unit calculate the A* path
>let the rest of the group follow suit using the Flocking algorithm, where minimum distance is collision radius of the unit + any arbitrary amount you want
>>
Now, that we almost got pathfinding out of the way, I might upload the build tomorrow. I'll clean the code once again and add some optimizations. The main frame of the resource gathering system is already done, so we should expect a rapid growth of the game in the next few days.

>>27893629
Okay, I will do this for the next build.

>>27893696
minimap on the left? Why? Is it better like that?
Also, it isn't too early for balancing. It can be done anytime, but it's better if it's done early, because I won't have to change the values of each troop later on.

>>27893921
>non-existing entity
Well, they exist, even if they are only concepts.

>>27893970
Hm, a horn would be interesting and practical. Although it would be pretty weird because Earthborn hates magic and unicorns. Stormwing too. I don't think it'd feel right if you'll select mutliple earth ponies, and when you hover above a gather source the cursor will become a horn. I'll think of something else. If I don't get any ideas we'll use the horn.
Don't worry about the work, we're focusing on Earthborn now.

>>27894117
Yeah, I'm pretty sure I use the A* wrong, but I still think it has lots of useless shenanigans (for this game) that slow everything down. It's pretty bad that it generates the nodes based on the height, and that can really mess up some stuff in our game. (I thought a lot about it, and some things will conflict pretty badly with the plugin in the future. I know exactly which, but they are too detailed and there's no need to say all of them). I'm sure the plugin has some sort of tag support, allowing some game objects to surpass the height testing (thus allowing the troops go thru them ignoring the height), or that will block the troop no matter the height (we need these kinds of stuff too), but it's going to take some time to find the feature and to see how it works, which isn't convenable. The current pathfinding algorithm is simple, efficient and flawless (for now). We need no plugin. (yet)

2/2
>>
>>27893970
>>27894234
I thought about the cursor again, and yes: The horn idea is good. Who cares if it doesn't make sense for Earthborn and Stormwing? It looks good, it makes sense for the other factions, the player understands what it is. It's perfect.
>>
>>27893196
This is the kind of critique I like seeing
>>
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>>27894254
I decided to go with a modular approach. I made octagonal pillars and arrayed them into stacks to replicate logs. I gotta say it looks much better now. Current number of faces is about 500. Since all of the horizontal pillars are the same, I can lower the polycount by deleting the faces of the pillars that are inside of the side pillars (basically all faces of the mesh that cannot be seen) but since they're al mirrored and arrayed I'd have to do that at the very last second for an export file so that's it's all easy to edit in the mean time.
>>
>>27894451
cute
>>
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>>27894718
not as cute as this
>>
>>27894749
Comfy snek is comfy. Cute snek is cute.
snek waifu confirmed

>>27894254
What do next bruv. I'm twiddling my fingers here.
>>
>>27894764
no, THIS is snek waifu.
>>
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>>27894851
no, THIS is snek waifu!
>>
>>27894851
>>27895220
Guys, focus
>>
>>27891826
If you want, I can do the unwrapping work. I've done a lot of it by now, so I'm pretty quick.

>>27893629
You most certainly can upload any number of files via committing locally and pushing. Github also has an example Unity .gitignore files available.
>>
>>27895429
>If you want, I can do the unwrapping work.

That would be splendid. How would you like me to give you the files?
>>
>>27895494
Just a .blend is fine
>>
>>27895571
sent
check Splat email

Also, would you happen to know of any good Blender particle system tutorials for things like asteroid fields? I'm currently doing a personal project but I can't seem to find any good information on it and I can't seem to get it to work the way I want.
>>
>>27895735
https://www.youtube.com/watch?v=o7SdmYKirLI
This is the only one I can think of. One of first tutorials I used, though a little dated.

I'll try to get that unwrap done right now.
>>
>>27895735
Also, we need a dropbox / google drive for assets or something.
>>
>>27895828
That's a good idea. A google drive seems most logical since I'm sure we all have google accounts. I believe it has a desktop folder thing, so we could just setup an asset hierarchy or something and drop whatever we make into it. How are the animations going

>>27895794
>8:30

The particle system stuff is exactly what I was looking for. Thanks famalabama. I don't know how I didn't find it.
>>
>>27895925
Working on a villager attack animation. Should be done soon. After, I''ll do an apple bucking animation. I don't know what I want to do for the building animation. I guess I'll make a hammer model or something for them to hold.
>>
>>27895968
Did MoonAnon have a list of animations needed for the characters you're creating? Why would villagers need attack animations

Also, for building, would it make sense if they held the hammer in their mouth (or clipping through their cheeks) and swing their heads?
>>
>>27884612
I would like to build the economy too. So if I can vote I would vote to the AoE type.
>>
>>27892062
Who Moon&Star here?
>>
>>27896012
Well, in plenty of rts games worker units can attack. Doesn't take much time to create, so no reason not to.
>>
>>27896195
You're probably right. I never played the RTS that this game is based on, but I think I remember others I've played where they did.

>>27896137
not me. I like the Earthborns, but I also like the Cult just because of how fucking ridiculous it all is.
>>
Don't die.
>>
goodnight thread
>>
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Will the game include cumming in rainbow dash?
>>
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>>27897578
Yes.
>>
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Progress.
>>
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>>27897752
Hyped as FUCK
>>
>>27897752
Digging how it's coming along, but I sure hope those colors aren't final. Distinctive colors such as blue and red should be used to discriminate between factions, while the rest of the structure ought to be some more 'generic' color (white/brown/gray etc.).
>>
>>27897778
The deep blue is the faction clolor in this case. The only color really is the roof piece, which is not very saturated. I can dial it back a hair though.
>>
>>27897789
I can see it work of you desaturate a tad more. Maybe try assessing how the red faction's town center would look like. If you can tell the different reds apart without much trouble, I'd say it's okay.
>>
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>>27897826
I think this works.
>>
>>27897838
lookin good.
>>
>>27897838
I'm really getting an AoE2 vibe from this
In fact, I really want to test your game when it's out

Can this 11 years Starcraft veteran and 4 years AoE2 player test your game when it's finished?
>>
>>27897922
Application denied ;p
>>
>>27897697
Lies I want sprites
>>
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>>27895828
Yeah, I'll set up one now.

>>27896012
Every troop has:
- idle animation
- walk/fly animation
- attack animation
- death animation

Villagers have:
- gather animation
- building animation

That's all.

>>27897752
Hm, to get rid of any weird colors on a pony building, let's just place a big flag on the top of it (bigger than in my image). The flag should be colored in the team's color and that's all. The flag is big, the player sees it, thus he identifies the building easily.
I really like the wood texture, but the walls seem to be way too smooth for a pony building.
Try to make the texture more abrasive, like this:
http://ammt.letmeoutdoors.com/wp-content/uploads/2014/12/Brown-Textured-Wall-Paint.jpg (the current color you made for the wall is perfect, keep it like this, just make the texture less smooth). Try to make the roof wooden too. It'd be nice if the current blue-colored parts of the building would have the wall texture too.

The flag is gonna be pretty tricky. Hm, judging by the fact that the flag is gonna have a waving animation, what if we make the flag separatedly? This way, I can place the same flag on multiple buildings, and when I need to change its color I simply go to the flag's texture, instead of going on every building's texture.

So, someone please make a 3D model of a flag. I hope the flag solution is the best one when it comes to recognizing your buildings.

>>27897922
Well, um, I post a new build whenever a new feature is implemented. You can play those anytime, you know.
>>
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>>27891937
I have working on some wall textures for buildings and found out how to make .png with transparent. when I awake I make more and some cursors.

nice buildings anon!
>>
>>27898035
>>27895828
Alright guys, I've set it up. Now I'll need your email addresses. How should you send them to me?
>>
>>27898035
>>27884119
This has so much potential. If only I could help you guys, somehow.
>>
>>27898102
give us an email to send 'em to, temp or otherwise
>>
>>27898222
[email protected]
>>
>>27898234
Sent, I'll see what I can do to help around.
>>
I'd offer to write music for the game, but I have a few other projects I'm already engaged in

Good luck to you!
>>
I wonder if the Ponycraft guy's still around and/or willing to help? I doubt it, given it's been years.
https://www.youtube.com/watch?v=43AmR6XiV80

>Post your ideas, suggestions or complaints

Will villagers/workers collect resources AoE2 style (need to return to a mine, mill, etc. to drop them off) or AoE3 style (instantly goes into stockpile as it's collected). As realistic and cool as 2 would be, 3 would probably be better since it wouldn't require as much time (building design, pathfinding, etc.) to implement.

>>27884890
>six factions
>each has 18 different units
There's a reason AoE 2 only had one or two special units per civ. Not only is there the massive time requirements for them (108 separate model designs, then there's animations...), but there's balancing issues too. How can you do the stand rock paper scissors kind of balancing if each side has totally different kinds of rocks, paper, and scissors?

I'd really suggest scaling the ambitions back, lest this get thrown into the Do or Deer pile.
>>
>>27898451
The AoE2 resource gathering is already implemented and it works flawlessly, including pathfinding. It supports hundreds of troops at once, but it'd be better if it supports 1000 troops at least. The new pathfinding system isn't optimized yet, maybe I can get some bonus FPS today, by optimizing it.

The game will take some years to complete. We stick to small goals (just Earthborn troops (18 troops (and siege units) in total (this -total- includes troop upgrades too, for example the automatic hoof cannon is a direct upgrade to the hoof cannon)), and by completing them we'll get to those 100 final troops and 6 factions. Just think about it: If we finish these troops (and the buildings) the game is done. The scripts are being optimized, reworked and written, while the artists work on the models.

I think a few years are enough if we work effectively. The important thing we must do is to never worry about the content quantity of the final game (because it's a lot). We just have to only think about the next build's content, that's all.

For example, the pathfinding is complete. Now I'll clean and optimize all the scripts. Then I'll add animated villagers. Then I'll add more ways to select troops, for example ctrl+A to select all your troops. Or double click a troop to select all the troops of that type. Stuff like that. I have all the steps required for the first version in mind, and I follow them exactly. After all these selection shenanigans are done, we can stick to the town-hall related actions. Simple.
>>
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I've left a tower shaped present in the drive, someone who's better at modelling can fix it if they are so inclined, not sure it's even any good
>>
>>27894451
It looks great! Send me your email to [email protected] so I can add you to the Drive group.
>>
>>27898913
You already did
>points to name
>>
expect earthborn stats later today
>>
>>27898955
Oh wait, you are the guy that makes all the 3D models for buildings? I thought he was ShipIsLove. Or are you ShipIsLove?

>>27898988
Great!
>>
>>27899002
Nope, I originally offered to do textures, but I got bored and made a tower model!
>>
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>>27884119
Use North Korean propaganda music, I'm pretty sure that doesn't have copyright.

https://www.youtube.com/watch?v=W7812E0VksI
>>
>>27897378

t. Alberto Zebrasa
>>
>>27894036

Periodic reminder: get it working first, and you can optimize and refactor later. Just don't write spaghetti desu sempai.
>>
>>27897838
As it looks in your pic, If I'm going to texture a building, I'm better off going into cell shading and applying basic materials to most of the faces individually with textures only on some parts? That's definitely make things easier I suppose. Having different images for lots of parts might strain some graphics cards, or something.

>>27898796
It'd probably be a good idea to wait for a set of buildings to be made through orders of Moonfire, although it is quite nice. I'll DL it and try to fix it up since I think we're going to need a watchtower anyway. If you are capable of this, your 3d skills are certainly high enough to make buildings for MoonAnon. Good job friendo, and we're certainly glad to have the help.

>>27898988
m8...

>>27899002
I'd like to have 2 buildings to do today. I have more freetime than I have things to do with it, so I'd like to produce more stuff. On another note, I think the color scheme thing is better off with larger parts of the buildings having faction/team based colors rather than a simple flag on the top. It's easier to identify at a glance. Adding in a flag as well is no issue though. I also sent the email.
>>
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>>27899154
>It'd probably be a good idea to wait for a set of buildings to be made through orders of Moonfire, although it is quite nice. I'll DL it and try to fix it up since I think we're going to need a watchtower anyway. If you are capable of this, your 3d skills are certainly high enough to make buildings for MoonAnon. Good job friendo, and we're certainly glad to have the help.

Just took a look at the model.

Follow these tutorials.

https://www.youtube.com/watch?v=h_4qAlR4gQQ

https://www.youtube.com/watch?v=FKkUOMB6Zsc

https://www.youtube.com/watch?v=t_1DHKVTlno

I tend to shill this channel quite a bit, but this guy has really good tutorials on creating nice and simply things. Once you finish these, I am 100% sure you'd be able to make great buildings for MoonAnon, or really anything of this detail level.
>>
Something I want to bring up:

Quadrupeds can't perform strong stationary attacks in the frontal direction. Humans can generate a lot of power by throwing a punch or swinging a sword or axe or hammer or thrusting a spear or polearm without getting some kind of running start. I don't see how ponies can, though: they can jab out with weak kicks if they rear up, and I know Rainbow Dash has been animated as sort-of boxing a few times, but I found it hard to take seriously.

All of their strong attacks are either based on the momentum of the bodies of the attacker and defender, or are delivered in the rear direction, while the vital areas one needs to attack to defeat the opponent are either underneath (if you manage to knock your opponent over), in the front (head and neck), or least preferably, on the sides.

Given this, what does open field combat look like in that case? It seems to me that it would look more like a reverse dogfight, in that most fighting would be in motion and would concern trying to get your opponents behind you, rather than trying to get behind them. Alternatively, a "shield wall" kind of defense which places the body of one pony defender between the head of the next pony defender and the attacker might also be used when the attackers have a clear momentum advantage.

Of course, I might also be an ultra-autist in even considering this, but it just doesn't seem right to have melee units which attack while standing still, as happens in many of the RTS which have melee combat.
>>
>>27899499
simple: just have armor with a metal horn on it or something

pegasi use wing blades

unicorns, well, everything.
>>
>>27899499
Ultra autism. it's a game. The people making it can make it however they wish since they have full control.
>>
>>27899499
As someone who has been kicked by a horse from the front, this is shit, they hurt like a motherfucker.
>>
>>27899630
>hurt

Front kick expected outcome: Anon gets a boo-boo. His waifu kisses it to make it feel better.
Rear kick expected outcome: Anon gets KTFO. His waifu's probably afraid he'll die and runs to get help.
>>
>>27899655
I was hospitalised with multiple fractures.
Sure you might expect that outcome, but the reality is even if they're a quadruped, horses are fucking strong.
>>
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>>27899655
Anon has a waifu, not his wife or significant other.
>>
>>27899154
No, the buildings should have one material and texture each. Using multiple materials is very costly.

>>27898035
I'm working finishing the building now. Adding detail to the buildings is tricky, since most image textures do not fit the show style, but I'll figure something out. I'll deal with the flags later, if it turns out we need them. I think they'll be identifiable as it is though, since most rts's are quite similar to how I've done it now.
>>
>>27899665
No shit, that's why they're trained to race because they have strong leg muscles. I'd be scared shitless at a wild horse.
>>
>>27884119
How about this? Some idea guy's ideas:

Melee: earth pony > pegasus > unicorn
Agility: pegasus > unicorn > earth pony
Utility: unicorn > pegasus > earth pony
Industriousness: earth pony > unicorn > pegasus

Mekee: self-explanatory
Agility: how fast units turn, or chance to land critical strikes or evade or dodge attacks; pegasi may overcome barriers and landmarks, but unicorns need to use a teleport with cooldown
Utility: magic for the unicorns (special units can do more than carrying arms via telepathy, like teleport or portal), pegasi may transport objects through the air and even use bombardement as an option, and earth ponies can pull bit cannons or other heavy objects
Industriousness: if the three pony races were to be divided, industriousness would mean how fast they're working or what quality their products are, like faster building or magical tomes
Alicorns: hero unit, boosts morale if near and destroys morale if slain
>>
>>27899672
Oh, so the multiple colors you have there are the shader things you talked about before?
>>
>>27899715
Yeah, for this model the trim color can be set to anything, such as
>>27897752 blue, or
>>27897838 red
for example.
>>
>>27899726
That's pretty cool. I didn't know that different colors and different materials (even if they have the same colors in the same places) have different gpu usage.

I think I'm learning.

Also, what's a quick way to quickly randomize geometry of rocks like these? I'm trying to make a low poly space scene, but sculpting and adjusting the many kinds of particles I'm going to need is getting time consuming and I'm not even halfway with what I want and the displace modifier is shite
>>
>>27899767
Well, honestly I just use the displace modifier on objects with lots of subdivision, then create a low poly object over on top of that. Then I do AO and normal map baking. Displace on low poly objects is faster, but I don't think it would work that well. Also, using proportional editing is very useful to make quick variations, though it works best for simple objects usually.
>>
>>27899767
>Also, what's a quick way to quickly randomize geometry of rocks like these?

The shape of rocks tends to be affected by what they're made of and what forces have been applied to the rock.

(If you're just looking for generic boulders, then I'd think a mostly convex shape with occasional shallow concavity works just fine.)
>>
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Here's the list with the required buildings for Earthborn. I didn't think too much of the defensive buildings, maybe you guys come up with something creative?

Maybe we can get someone that made the Equestria Divided universe to help us.
>>
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>>27899154
Alright, so I'd say that the next 2 buildings should be a House, and a Market.

House refferences:
Pic-related.
The top-left house from this link:
http://vignette2.wikia.nocookie.net/ageofempires/images/0/04/All-aoe2-house.jpg/revision/latest?cb=20130319053546

Market Refferences:
http://i61.tinypic.com/x2ug0l.jpg

If you need more refference picture I will dig further to find some.
>>
>>27884119
WHOA WHOA
>>
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Progress on non mlp thing
>inb4 >>>/3/
It's a shitty useless board


I'm trying to make a lowpoly planet destruction scene. This is first past everything, so changes to come, perhaps drastic ones. I'll get started on game stuff soon.
>>
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>>27900223
How does this look so far? Currently 370 faces.
>>
>>27884119
That's the shittiest, most hackneyed RTS I've ever seen. It's just missing the kitchen sink and you got the whole trash bin of clusterfucks set up.
>>
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>>27900825
Nice! Add some hay bales and a barrell and it's done! The stripes on the hay bales from pic-related will be added at the texturing stage, so don't worry about them.
>>
>>27900948
Alright. I'll add those things, do a progress 2 render, and then move on to the market.

Also I just played the OP build. remove music please, and just remove the UI. It's useless right now and will be fully replaced in time (Maybe I'll eventually make a mock up in photoshop or something). That is all.
>>
>>27884119
Looks like shit, great job.
>>
>>27900858
>>27900974
Literally just placeholder assets. Every game, no matter whether indie or AAA, looks lame until the end of development. I thought that was pretty obvious...
>>
>>27901021
>being offended by shitposts
take a break from this site. You need it.
>>
>>27901038
Kinda this,

but I love what I see.

How can I help?
>>
>>27901050
What can you do in relation to making things?
>>
>>27901065
Uhh... music.

Medieval one, to be exact.
>>
>>27900967
I added that 100% unfitting music because the old one was hurting my head. I added the weird funky track because I had no other, and the track itself is pretty fun (although I completely am aware of the fact that it doesn't work AT ALL with an RTS). I will change it as soon as possible, considering that I found some nice royalty free medieval tracks (no, they are not from Kevin MacLeod). What's with the GUI? I can't really take the AoE2 frame down because I take some measurements in the scripts depending on it.

>>27901050
What can you do?
>>
>>27901094
That's nice! Could you post some of the stuff you did?
>>
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>>27901119
Finished house. Moving on to the market. It looks like it'll need a fair amount of detail.
>>
>>27900223

>"Generators"

Are they generating infinite resources, or do they need "reseeding" like AoE 2 farms?

Making a wood generator is a strange choice. Have you considered the economic implications of this? Is it going to be Earthborn-exclusive? Are there any restrictions on it, like it can't be unlocked until later in the game, or having a maximum build limit?

These may be a lot of questions suddently, but you have to start thinking about it when designing the gameplay.
>>
>>27901209 meant for >>27900119
>>
>>27901143
Neat house! When working at the market you can make some simple planes instead of 3D models for the things that are hung for sale. For example instead of that 3D (bunny?) skin, you can make a plane, and a texturing anon can add a bunny skin with a transparent background on it.

>>27901209
>>27901217
Well, these "generators" need villagers to work on them. The more villagers you add, the faster it will produce resources. If you have no villagers working at a "generator", it will produce no resources.

If you want to collect some wood, you have 2 ways: You either go into the forest and cut some trees down, or you wait for the trees from an orchard to run out of apples.

Here's how it works:
You build an orchard. The ponies buck the trees, taking all the apples down. Then, the initial apple trees become normal trees. The ponies can now cut the trees down, thus creating wood. When there are no trees left in the orchard, you can replant them.

This way, an orchard can provide both food and wood. If you don't want to go into the wood gathering state of the orchard you can cut down the trees instantly, without collecting wood.
>>
>>27884119
This project looks promising but it wouldn't be easier to make a 2D RTS instead of 3d?
>>
>>27901435
Ironically no. It's harder to make it 2D.
>>
>>27889261
>HOWDOYOUTURNTHISON
Fucking kek, had so much fun with that cheat.
>>
>>27900119

>I didn't think too much of the defensive buildings, maybe you guys come up with something creative?

I'm thinking.

First of all, it seems to me that Equestria Divided is mostly unit-based, it doesn't really support massive, AoE 2 style fortifications. You have to take this into consideration when thinking about things like the role of stone in the game.

Now, I suppose the earth ponies would have one of the better defenses ingame due to their masonry skills. Some ideas:

- Walls: Several factions could have them, but the Eartborn able to build the strongest ones.

- Watchtowers: each faction should have this or some equvalient of it.

- Bombard Towers: seems logical considering that the Eartborn can use cannons. Late game, very powerful.

- Garrisonable store buildings, or houses, maybe?

>>27901417

That's... interesting. I may offer my opinion tomorrow.
>>
How much of a task would it be to make an rts in the vain of say Starcraft or Halo Wars. All balance experience and tenure aside, how expensive and human resource exntensive would it be? Could any 4chan board even hope to come close to the polish of these mid teir budgeted games, because they don't appear all too flashy in terms of graphics and A.I. mapping. Audio quality might be unattainable though.
>>
>>27901598
The chances are basically zero. You vastly underestimate the amount of work that goes into those games.
>>
>>27901631
Wel, they do take multiple years to make, with humdreds of seemingly tiny problems setting the entire production back weeks or months, but the teams aren't usually all that huge. A game that would be simple and mostly a copy paste job could probably be done if given server all years. Although FIM was probably much simpler and still took much more effort and time than what a proffesional team would take, even despite legal issues.
>>
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>>27901631
Eh, I geuss I'm just dumb. Sorry
>>
>>27884119
>>27899035
The music could use work. I've got some experience in that kind of thing, if help is needed in that department.
My FL muscles need stretching anyways.
>>
Build 10 is almost done. I'll do some testing tomorrow and it should be released.

It includes the brand new pathfinding system and a small thing that makes the troop look in the direction they are walking.
>>
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>>27902386
Hype is my fetish anon
>>
happening in turkey
>>
>>27902458
Turkey Coup is my favorate RTS
>>
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>mfw too much hype
>>
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>>27902386
Been sitting here for twenty minutes and I can't think of a way to make a marketplace themed towards earth ponies.

>>27903607
You're setting yourself up to be disappointed when the game isn't done in a timely fashion, or even at all. Reserve hype.
>>
>>27903638
Just how the fuck did I post that

meant to post this
>>
>>27901209
Aoe3 had a tree plantation that could be shipped from the indian homeland
>>
I have to agree with the guy complaining about it being RTS. RTS is just annoying/stressful and takes too much muscle memory drilling just to be on the path to becoming decent. I'd much rather have time to actually consider things instead of just having to pick a strategy to pull off from rote memory as fast as I can.
>>
>>27904073
Go ahead and make a worse game if you want, it's just a bad decision
>>
>>27904103
in your eyes, maybe.
there are different genres of games for a reason. not everyone's going to like a certain one.
>>
>>27898035
Alright, the first pass on the town center is done and in the google drive folder. I tested out adding a texture to the walls, but it didn't really match the style. Not to mention, it increased the texture size a lot as it doesn't compress well. Probably what it is now is a good level of detail to shoot for. Stylized, quick to make, and easy to get consistent.
>>
I'd love to help, but I'm not sure I'm familiar with the 3d program being used...
>>
save
>>
>>27904907
>>
i love the idea
>>
>>27903607
just chill
>>
page 9er
>>
>>27884119
Are the villagers gong to be anon?
I want the villagers to be anon.
Also easier on the modelers, unless ponies. Im happy either way
>>
>>27885282
>>27885390
what he said
>>
>>27906742
>How do I turn this thing on.
>>
Alright, I think build 10 is done. I added the new pathfinding system, optimized some stuff and added the idle, walk and death animations. Also new music. I removed the ponies-at-arms. The 2D sprites were messing with the game a bit.
>>
>>27907904
yay!
>>
>>27901417
>>27901545

So, after a good night's sleep, I'm somewhat sceptical on the issue.

Your workers switching from food collection to wood collection for a prolonged time is going to throw your economy off balance, and would require more micromanagement from the player.

A way this could work is maybe make the ponies quickly take down the trees once the apples are out, and bring in the wood, which would be a little more than the orchard's original cost. This way, the Eartborn get a nice economic bonus without being able to completely supplement normal lumberjacking.
>>
i'm still here
things just taking longer then i thought
especially with all those melee units

>>27900119
>>27901545
this helps

also, consider players abusing everything they have

i think walls are bad idea, since they deny early aggression without any effort
unless they're unreasonably expensive which make them useless and inefficient in a way, especially against flying troops
>>
>>27907953

>i think walls are bad idea, since they deny early aggression without any effort

Well we can have multiple types of walls, like in AoE 2. Palisades, that are easy to build and easy to destroy, and stone walls, which are more expensive, and only unlocked later in the game.

>against flying troops

Idea! Let's have a defensive building that lassoes (smaller) flying units, binding them to the ground.
>>
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Just my 3 cents if I want(or is capable) to be part of this.

So what kind of gamestyle are we really aiming for?
Are we going for the per-unit production, on map resource harvesting with base building and and an emphasis of going korean fast in micro similar to Blizzard RTS?
Or are we going for per-squad production with base building with map capture and resource requisition similar to Relics RTS?
Or are we going for an arranged point buy system where players will be able to buy a set amount of units/squad before going in the battle map and duke it out through large battles, trying to outsmart the other player by feints and using your own units/squads with maximum effect ala Total War style?
Or are we going for that really complicated style of warfare(that I have not gotten used too) in where every single units have limited bullets and shit like Men of war?
>>
>>27892235
I said pls
>>
>>27908033
>Well we can have multiple types of walls, like in AoE 2. Palisades, that are easy to build and easy to destroy, and stone walls, which are more expensive, and only unlocked later in the game.
that didn't fix the problem, you just added another type of wall.
players can create chokepoints using cheap supply providing building instead of walls

>Let's have a defensive building that lassoes (smaller) flying units, binding them to the ground.
way too strong
people will build those on the fly during siege or on frontline and that would completely counter earthborn air except ponycopter
>>
>>27908084

that didn't fix the problem, you just added another type of wall.
players can create chokepoints using cheap supply providing building instead of walls.

Make the maps more open then.

>people will build those on the fly during siege or on frontline and that would completely counter earthborn air except ponycopter

It's just a concept. There are million ways to balance it out. Slower rate of fire, dodgeable attack, units breaking free after a while etc.
>>
>>27904218
I agree. I like the simplistic stuff.
>>
>>27908051

Who is the bard filly, and how inappropriate is this relationship?
>>
>Make the maps more open
or just don't bother with walls

two can play this game

>>27908120
>It's just a concept.
That didn't convince me. Still don't understand why immobile version of appleloosan ranger should exist.
>>
>>27908157

>or just don't bother with walls
>two can play this game

Indeed. The dev should decide.

>Still don't understand why immobile version of appleloosan ranger should exist.

You are correct that there already is a unit for that purpose. To add a building with the same ability, you have to make it different from the unit in other ways: costing different resources, unlocked by different upgrades, perhaps giving secondary abilites and uses to each.
>>
>>27908144
Just inappropriate enough for cuddles.
>>
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After an unexpectedly long time, Build 10 is finally here!
Additions:
- The brand new pathfinding system
- Walk, idle and death animations for troops.
- Troops look into the direction they are walking
- Ponies have randomized shades of red and yellow. (I know some of them look pretty weird, the shades will get better in future builds).

Changes:
- Old movement system removed (sadly)
- Remade some of the scripts for a 1% bonus overall efficiency
- Changed the unfitting funky track

GAME Download Link:
http://www.mediafire.com/download/t876s17768mmd44/Ponays3Db10.rar

ASSETS Download Link:
http://www.mediafire.com/download/uju5wi11gbl4n2z/B10Assets.rar

>>27903638
Any ideas yet? I can help if you want.

>>27904218
Alright, I will add the new town hall in Build 11. When I think about it, the first cartoonish texture fits pretty well. A photorealistic one (what I kinda wanted first) doesn't fit too well.

>>27904446
Maybe you can watch a Blender tutorial? Or you can use your own 3D programs, as long as they have Unity/Blender compatibility.

>>27906742
?

>>27907947
Hm, okay. Tell me the plan when you are completely sure it's good! (if you think it's good then we'll let a few days for your idea to sink in, and gather feedback from other Anons, to see if it really is something good. In my opinion it's pretty overpowered that you can gather all the orchard's wood almost instantly. Hm, what if each faction has a very easy way to gather specific resources? Whitegold might gather bits very easily, Moon&Star might gather Knowledge very easily, and so on. We'll see. This might make the game a bit more interesting). Knowledge is almost like a reskined wood. You require it for some upgrades, or to build some troops. Anyway, you guys think how it's better.
>>
>>27907953
Good luck! Did you think of the troop costs too?
The resources are Food, Stone, Wood and Bits (gold. (Just wanted to make sure you know them).

>>27908033
Hm, maybe that building should be a stationary tower, with appleloosan rangers on top? It will act as a group of appleloosan rangers, but with a lot more HP and efficiency.

>>27908051
I don't really know how to cathegorize this game. Basically each faction has some really overpowered troops that can bend reality, manipulate elements, or even use celestial bodies as fuel. (if I remember correctly). You battle your troops against the enemy's troops, with the goal to conquer all their colonies. Defensive buildings will aid you in this goal. The enemy has defensive buildings too, that will make your goal harder to achieve. So, the main idea of the game is to battle troops against each other, using synergies between them to overplay the opponent. The main focus isn't building or resource gathering, it is how you use your mind to build a smart and defensive colony and army, while knowing the disadvantages of the other faction. If you don't use the advantages of the combinations between your troops, there's a 99% chance that you will lose. If you just throw random troops that don't help each other, you will die almost instantly.

>>27908206
Yeah, don't bother with the defensive buildings (including walls) too much right now.
>>
I noticed that the current loading time is pretty big. I might add a small main menu in the next build too.
>>
>>27908503
>that last image

you savage
>>
>>27908503
> Blender
Oui , capitaine.
>>
>>27908503

>Hm, okay. Tell me the plan when you are completely sure it's good! (if you think it's good then we'll let a few days for your idea to sink in, and gather feedback from other Anons, to see if it really is something good. In my opinion it's pretty overpowered that you can gather all the orchard's wood almost instantly. Hm, what if each faction has a very easy way to gather specific resources? Whitegold might gather bits very easily, Moon&Star might gather Knowledge very easily, and so on. We'll see. This might make the game a bit more interesting). Knowledge is almost like a reskined wood. You require it for some upgrades, or to build some troops. Anyway, you guys think how it's better.

You are right, my idea was not balanced. Earthborn should have the ability to generate wood, but combining this with food supplying orchards, while a creative idea, may not work in practice.

OK, new idea. A separate building, one which slowly grows trees over an area. But to keep natural trees important, it would only be available in the later game, and cost a good amount of gold. Contrast to orchards this building could work infinitely, but might have a build limit.


Anyway, how do you plan the resource system? Everyone uses the same 4? Any faction specific resources?
>>
>>27908729
Well, every faction uses 4 resources, that mainly do the same thing:
Food - Train troops
Wood - Build weaker buildings
Stone - Build stronger buildings
Gold/Bits - Combined with Food to train more advanced troops, or use it to buy the other 3 resources at the market.

60% of the buildings need both wood and stone to be built. Some even Gold/Bits.
Some upgrades require combinations between all 4 resources.

Each faction has these main resources, but renamed and retextured. Their purpose is the same, but the ways they are extracted is slightly different in some cases.

For example, one of the Stormwing's building materials are Clouds. Maybe you guys think of the second one, and how both materials are extracted. (how do you extract clouds? Maybe boil the water from a nearby lake?). Stormwing will be added much later, tho.

I was thinking about a "Knowledge" resource for Moon&Star, but I don't think it'd be necessary. The classic Food, Wood, Stone and Bits is alright for this House.

I found more details about the universe here:
http://total-war-equestria-divided.wikia.com/wiki/Total_War:_Equestria_Divided_Wiki (at first I thought there was a mod for Total War, but there isn't any. Phew).

The site has some interesting ideas like:

Earthborns build stuff faster and cheaper because the villagers are honest workers. Neat idea.

or

The Celestial Inquisition increases Repression in all of House Moon & Star's Provinces and decreases the success rate of enemy attempts at inciting rebellion.

>inciting rebellion
This sounds like an interesting concept that should be added later in the game. What do you guys think?

We really need a name for this game
>>
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>>27908542
I hope you guys have a way to balance overpowered troops by making them overpriced or one shot wonders. Check and balance is the key to most RTS and I am pretty hyped to see an RTS that lets you go exploit the enemy, reward flanking maneuvers(units per model have weaker armor at the back) and perhaps having allowing having hard counter units that are good at only putting down(or knocking down if this will be a child friendly RTS since this is still FIM) certain overpowered troops yet nothing else.

Btw from the looks of it, this appears to be looking like a fast paced RTS from what I am reading yet also resource heavy(4 resource types really seems high). How fast is unit production? How fast is upgrading your units and base? How fast is base building? What are your projection on how long does a game session against two competing players would last?
>>
>>27908893
>http://total-war-equestria-divided.wikia.com/wiki/Total_War:_Equestria_Divided_Wik
>a mod of total war with ponies.

One thing I can only say.
All of Equestrian units are cavalry from the get go and are pretty maneuverable in the battlefield.
Dayum.
>>
>>27907704
>Tbh senpai
>>
>>27908503
All of those terrain textures will be changed to make the Mlp theme a bit more concise, right? It just looks to odd at this point.
>>
>>27909811
Of course.

>>27909015
Yes, it's pretty fast paced, but only in the battles. The game is pretty calm in the other situations, it lets you gather your resources and build your colonies to efficiently help you fight the enemy troops. You'd like to have some outposts scattered across the map too, you never know when and where a battle starts, and you'll ALWAYS want an outpost nearby. It's a handy construction that allows you to heal your troops, or train some weak ones too. For example, your ponies-at-arms meat shield is going low health. You quickly dispatch some of them to the closest outpost, they get healed and you send them back to the fight, without needing to train some ponies-at-arms again. Pretty neat.
>>
>>27909905
Just noticed that when ponies are given move orders given very far away from the center of the map they don't go to the right spot. Also, letting the camera zoom out more might be nice.
>>
>>27910206
This

>>27909905
Would it be possible to have a system similar to Supreme Commander?
>>
>>27910206
Could you please be more specific with the movement problem? What exactly happens? How many ponies do you have selected? How far is the destination?

>>27910620
Which system? Could you describe a bit how you'd want the -system- to be done? What characteristics should it have? I'm guessing it's the battling system
>>
>>27910988
My mistake. I meant to say the camera view system.
>>
>>27910988
I had a couple hundred selected, and I was giving orders about half way to the edge of the map, and they walked almost to the edge after those orders.
>>
>>27911029
How is their system? I will check some gameplay videos too, but I'd like to hear the characteristics from someone that knows them.

>>27911053
Altight, I will investigate that. Thanks for the report!
>>
>>27911215
It would be easier for you to watch gameplay. It's the best RTS camera I've ever used.
>>
What if the earth ponies instead of or with having special buildings to help gather resorces, their "infantry" could also double as resource gatherers as a sort of swords into plowshares type deal or perhaps have a special unit that could do both
>>
ARE WE NOT MAN? WE ARE DEVO!
>>
>>27913330
You're more triggered and edgy than a gun that shoots knives
>>
>>27913330
Somebody shit the bed when they woke up, eh?
>>
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>>27913330
>>
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>>27913330
>>
>>27913330
Hacksaw was an interesting specimen when he was active, but he's still dead isn't he? Sounded like he was done forever when he said he was out.
>>
>>27913330
they never learn, do they..
*teleports behind you*
*unsheathes katana*
heh heh, nothing personal, kid

*slashes*
SFX: CLANG
>>
>>27913330
That's not how hacksaws work, you dumb edgy fag. You want a spike or spear like object, not a flat cutting one.
>>
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>>27913330
Don't worry anon I still love you

Hoofsies? /)
>>
>>27913330

Fuck off, /v/irgin. We are making real time strategy great again.
>>
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>>27913343
you forgot to add black and red gun that shoots the knifes that killed your sensei/father
*tips fedora*
>>
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>>27913330
>>
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>>27901143
hi!
can you test this on a building please? it's a test, I really want to know how this would displayed on a 3D wall with&without sunlight!
the .png is made with a 3bit codec (8Colours) and don't eat RAM haha^^ so we can use much more different textures on one building!
this one is a really hard test because retro as hell.
but please when you stretch it, do it on X&Y with the same value- and no blur please
>>
>>27884119
Fuck yeah
>>
>>27884119
Hey. I'm from /MLP/ Plays thread. Some of us are thinking about making music for your project. If you're interested, that is. If you are, we can talk about what do you want.
>>
>>27915328
I'd be happy to make music for the game as well

/mlp/ doing projectsgetting shit done
>>
>>27915328
This is a great idea!
>>
>>27915333
I'll give it three months before everyone forgets
>>
>>27915395
Then we'll release the next album, /b/tard
>>
OP Im a regular drawfag with no experience with 3d shit, is there anything I can do to help?
>>
- Gamesalad
- Gamemaker
- RPG Maker
- Pygame
- Stencyl
- Scratch
- Sploder
- Alice
- Phrogram
- Construct 2
- Adventure Game Studio
- Flixel

https://www.youtube.com/watch?v=d9L5_p5MyjQ

Try every game maker program.
>>
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>>27916354
Are you capable of drawing backgrounds?
Might be useful for loading screens or storymode.
>>
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>>27911363
Well, villagers can both fight and gather resources.

>>27914895
I'm kinda worried that Ship didn't say anything for 2 days. I hope he didn't give up. When he comes back we will see what we can do with your texture. Although I don't think we have to be that harsh with the memory. No need for a 3bit codec. You can use normal png-s for textures, as long as it has a healthy size like 32x32.

>>27915328
>>27915333
That's great! We need some medieval music. Check the current build's (Build 10) soundtrack (play the game, and you should hear the song). I'd like something like that. Tavern-ish and hopeful, but not too energetic. (this track should be for the Earthborns, when they are not attacking / being attacked by someone). I think every faction should have 2 tracks for now, one that's playing when you are gathering your resources, building your stuff and getting thigs done. The other plays when you are in a battle.

But now, let's focus on Calm-State Earthborns. The current track in the game (in Build 10) is a great example of how it should sound like.

>>27916354
Well, maybe you can draw the Earthborn troops? They are pretty sketchy in the original form, and I'd like to have them in high quality. I really need 2D HD images of the troops, and it's great that someone is willing to draw (I hope)! I have half of the troops in pic-related.
Also, what this guy >>27916427 said. I'll need some backgrounds, but much later, because the look of the game's world is currently not finished.

>>27916358
?
>>
>>27916427
I can do a darkest dungeon-esque thing if thats what we're aiming for.

>>27916466
what resolution are we aiming for? do you have a preferred pose? animation, etc?
>>
>>27916476
No animation. High resolution. Higher than 2000x2000 but lower than 5000x5000. Draw the ponies in a normal side-ish pony pose, like pic-related. The siege machinery can be drawn like they are shown in the schematics.
>>
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>>27916476
>I can do a darkest dungeon-esque thing
how bout this?
>>
>>27916510
More details:

The battle buckers should be shown in the normal pony side-ish pose, with the bombs near them, on the front-left side, covering the horse a bit.

The pegasi auxiliaries should have the spear in their hoof (like a human holds a spear in their hand), pointed in the front with an angle of 45 degrees with the ground. The pegasi should stay on the ground.

I will make some sketches later for you to clearly see how I'd like them done, but now let's focus on the Ponies-At-Arms.
>>
are we going to get cartoon-ish graphics at any point? with outlines n shit?
>>
>>27916556
thats well beyond my skill level
>>
>>27916741
Then git gud on your way to doing it
>>
>>27916709
Well, the models and textures are a bit cartoonish, but the game will not have show-level cartoon graphics.

>>27916741
>>27916941
There's no problem if we can't have that much detail now. After all, we just need the troops drawn in HD. For loading screens we can get a simple loading animation and a black screen or something. (for now)
>>
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>>27916972
>the game will not have show-level cartoon graphics
too bad
>>
bump

This thread is faster than the previous one, but still not fast enough.
>>
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bumperino
>>
Couldn't play AoE 2 so I went back to playing AoE 3. I hate how the difficulty between moderate and Hard are so far away.
>>
>>27908061
And I said fuck off
>>
>>27921224
>carrying on a pointless argument through days
>getting baited this hard
>being angry on 4chan
>>
Bumpbumpbumpbumpbump.
>>
>>27922200
This, checked
We're waiting for everyone to wake up
>>
>>27922200
nice fullhouse
>>
>>27922846
>>
>>27915333
Hello, the other Anon!

I am also happy to help to make some music soundtrack. Would you like to co-opperate for that glorious idea? Or rather not?
>>
>>27923377
Fapman and Andorian are working on it. Ask them
>>
How moderate will the game be in terms of visual feedback during battles?

Will it be like Company of Heroes (not the best example) in which it tries to display the horrors of war?

or

Like Red Alert 2, in which many things were actually kind of amusing and oulandish, especially for the defensive towers of the American/Russian factions respectively.
>>
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>>27922701
I woke up. I am pretty worried that Ship didn't say anything for quite a while. 3dAnon too.

I'll just continue coding, and using cubes instead of 3D models. When they return (or another 3D modeller comes) I will replace the cubes with the proper models.

So, right now I'm working on buttons that set the current formation. The first one will be the line formation, then a box formation. I don't know what else to add. Or if I should add these 2 formations.

I was thinking of a "tactical formation", where the troops would be placed judging by their priority. For example the tanks and the meatshield troops in the front, the damage dealing troops in the middle and the support troops in the back. You should be able to modify these priorities in-game with ease, in case you got a better strategy.

At first I was thinking to make all 4 AoE2 formations. Now I think those wouldn't be too helpful in this game's pace and strategy. So, let's think of new formations. The tactical formation is the first one. How about a formation that simply puts all the troops together? If you have selected troops scattered across the map it'd be nice if you'd have a handy button that will bring all of them together, right? Maybe you guys think of other handy formations!

>>27923477
I think like Red Alert 2. Even if the universe is edgy and dark, I don't want to have a depressing-looking game that shows you the horrors of Equestria. I'd like to have an optimistic atmosphere, that makes you think that killing the other factions will make Equestria a better place.

>>27910620
>>27911029
I studied Supreme Commander and Supreme Commander 2 a bit yesterday, and I must say: The camera system is really good for this game! I will implement it as soon as I can. (including those colored shapes that show on the troops when you zoom out too much, so you will be able to see the enemy's troops and your troops with ease).

We really need a name for this game.
>>
>>27923584
>Latter Day Hooves
>Equestria Divided
>Crusade Of Colts
>Extermination
>Changeling Crusade

I'm bad with names.
>>
>>27923377
Sure. Everyone is welcome to participate. Maybe we all can gather on skype or something. Add clashinwiththeiron. I'll be in studio in a couple of hours.
>>
>>27923584
How about Warhorse?
>>
>>27923662
seconding
>>
>>27923662

This.
>>
>>27923584

>I studied Supreme Commander and Supreme Commander 2 a bit yesterday, and I must say: The camera system is really good for this game! I will implement it as soon as I can. (including those colored shapes that show on the troops when you zoom out too much, so you will be able to see the enemy's troops and your troops with ease).

So there would be no standard minimap?
>>
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>>27923584
I took a break from making buildings. I'll finish the marketplace today and start making more again. After I make a few more buildings and 3dAnon gives you at least 1 fighting unit, I'll wait to see you make them work in the game. I'd like to see the basics of an RTS game as a proof of concept rather than sit here constantly making models for someone who I'm not even sure on whether or not can pull off the core aspects of this game.

Also, I fully agree on the Supreme commander thing. I honestly would rather like a game like Supreme Commander 2 which would be an all war, no bullshit kind of approach. Purely combat and support based units just for war with the major units being similar to the experimentals. No villagers or markets (meaning less stuff to make + simpler to code) and shit but I can see where the AoE appeal comes from since it's a more intricate game, even though it makes our jobs that much more difficult.
>>
>>27923584
Anoridan found a good name. Friendship Ruined.
>>
>>27923662
Thirding.
>>
>>27924736
You think it's good, i'm not.
>>
>>27924254
Supreme Commander 2 has an optional minimap in addition to the zoom out strategic view
>>
>>27884119
Applejack should have the grunt voice from Warcraft.
>>
>>27924833

I see. Haven't played with the second one.
>>
>>27925352
>haven't played the second one

You poort soul. It was fucking great.
>>
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>>27925352
>Haven't played with the second one.
Meh. Tbh, the first was better.
>>
This is very rough idea of A and B parts on one mandolin. We'll expand on that. Just, y'know, to show that we're working. Expect progress to be slow, it usually is.
>>27925306

Also, should i post the progress updates like that here? We can keep them in our thread if you'd like.
>>
>>27925352
It was a mixed bag, it was streamlined a lot, some people believe it was streamlined too much. It doesn't have as many units as supreme commander, let alone TA, it's predecessor.

QAI become a happy merchant.
>>
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Market progress. Not finished, but I tried to make it similar to a bazaar or something like that. Currently 830 faces. I had the thought to remove one of the house sections and make the entire thing a whole house shorter with a smaller market place. After this I'm going to add tarps over the stands. Yeah, I'll remove a house.

>>27925306
I really like this.
>>
>>27925558
Oh, god. It looks so lovely.
>>
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>>27925598
>that sarcasm

but this isn't even the final form
I can fix it ;(
>>
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>>27925622
>taht sarcasm
no, bro
I realy meant it, buddy. It actually looks liek a market. A pony market. To see how talented you are makes me happy, Anon. Plus, it's for the sake of the game. |And I'm even happier that you like our rough idea for the Earthborns
>>
>>27884119
REEEE

Why don't you just make a mod for Total War Warhammer?
>>
>>27925881
Because this is much cooler.
>>
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>>27925920
>>
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>>27925999
BLASPHEMY
>>
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Tarps and shiieet

Current faces: 950

I think it looks good this way, but of course OP is rip again. I now want to make 1 military building. A barracks or something.
>>
And now there's drums. It's now all march-y. Earth armies go! War! Ponies! War!
>>27926041
>>
>>27926028
Hey, that looks great! I will tell you soon what you should do next.

I will reply to all of you in a few minutes. (Btw, you music guys, Fapman and Anoridam are awesome! I will give you feedback soon.)
>>
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>>27926067
>>
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You're all doing god's work in this thread.
>>
Music guy here who posted the 8 bit stuff in the first thread. Is there a way to get in contact with the other musicians here?
>>
>>27926130
>earth pony
>not mud pony
If you're gonna start a race war, at least do it right.
>>
>>27926127
Also, is this an open source thing? I remember the OP saying that he had an in-house musician. Is he working on this as well? What's going on with the organization of all this?
>>
>>27926091
I just remembered that it should be more or less peaceful theme. Should i change percussion to less epic and more tavern-ish? We can reserve big drums for War theme. Or we can go on even more epic level percussion there. Full-blown Dawn Of War soundtrack or something like that type

>>27926127
Skype, add clashinwiththeiron
>>
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>>27926136
>mfw I got that exact same reply when I made that shit for ever ago

Maybe I should change it.
>>
>>27926067
This is wonderful. It really fits the medieval kind of feel for earth ponies.
>>
>>27923645
Well, they aren't that bad, the problem is that they don't really have a connection with the game, except for the name "Equestria Divided", which is the universe's name.

>>27923662
Hmm...I don't know why but when I've read that for the first time I thought the name was kinda silly. Now I think it's pretty good. We'll see.

>>27924254
I think I will combine the SC2 camera with the AoE2 GUI. If it doesn't work well I will ditch the AoE2 GUI, and if I ditch it, I still think I'll add a minimap somewhere (which will be an optional setting).

>>27924446
I'm glad that you are back!
Well, we kinda need some troops that gather resources, and those happen to be the villagers. These villagers make the game and your colony feel more alive, because there aren't just some war troops. There are pony that live their lives there. You feel that you control the workforce and the economy of the colony, which is a great feeling for an RTS game.

>>27924736
Hm, it sounds alright but it doesn't really sound fitting for a game. It feels more suitable for a book, I don't know why.

>>27925405
Hey, that sounds pretty good! The mandolin is kinda high pitched now. Could you please lower the notes?

>>27926067
>>27926149
The drums are perfect for the battle piece. It'd be nice if you changed the percussion to a tavern-ish one on this track, so everything will sound right. (war drums + mandolin aren't the best combination, right?)

>>27926143
Ah yes, the team from the first thread. Well, they aren't really completely involved. They just help me from time to time with the plans for the game, like "what to add", "how to add" and "what to edit".
>>
Maybe we should just name the game "Equestria Divided". The name says in which universe the game is made, it explains some of it (with the word "divided") and an overall good sounding name. The only problem is that the word "Equestria" might attract some attention from Hasbro. If we don't name/add anything from their franchises, then there's no need to C&D right? We can keep the word "Equestria" (which, in the end, I don't think it's copyrighted) and if something comes up maybe we can change the name? What do you guys think?
>>
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>>27926499
dubs confirms?
check for a copy right, please.
>>
>>27926499
I'm down with this idea.
>>
My hype has limits guys, please
>>
>>27926499

Hopefully it will be fine. Legends of Equestria hasn't gotten a C&D yet, either.

Which reminds me, what is the current state of Equestria Divided? As I understand, the original guy quit, and now the whole thing is managed by fans. Have you tried contacting the DA group or something?
>>
>>27926527
I googled for quite a while now, and I found an interesting website that could've helped us. But, unfortunately it's down: http://www.copyright.gov/records/

>>27926856
Yeah, from what I heard the original guy "PoorYorick" got his DA account taken down. Someone saved all his work and reposted it, and now the universe is maintained by the fans. I really should talk to them! It sounds kinda weird that I still didn't tell them anything about the game. but I will now. Maybe I can talk to some -official lore creators- and get their help too!

Keep thinking about the name, maybe y'all come up with something better!
>>
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>>27927092
Do it!

Yeah!
>>
>>27927092
There's still my "Divided We Stand from the last thread. I know it's douchey to keep holding on to it but I really liked it.
>>
i have been lurking this thread for some time and this is my 1st post but i got some ideas for the name, most of them are shit, but if there is something that im sure, is that great stuff often comes out by combining or digging through shitty ideas:
>Equestrian Factions
>War of Equines
>World War Horse
>World War Equestria

i know, shit but its something at least
>>
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>>27927402
>World War Horse
Ok, I kek'd.
>>
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>>27927402
>>
>>27927856
what even is this?...
>>
>>27927896
its a movie by steven spielberg
>>
>>27927092
what make next
>>
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>>27928289
what?
>>
>>27928289
A barrack, please. I saw you wanted to make a military building, so here you go.

Some refference: http://vignette4.wikia.nocookie.net/ageofempires/images/7/75/All-aoe2-barracks.jpg/revision/latest?cb=20130318190459 Try the top-left one.

Sorry for the short reply, I'm on my phone and I'm going to sleep now. If you need more information ask me and I'll reply to you as soon as I can.
>>
>>27927092
Equestria Divided:
A horse divided against itself cannot stand
>>
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what is worng with this?
i am giving orders to these units move here, but they don't go here
>>
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>>27929222
>>
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>>27929260
i think there is a bug here, because the mares are going into strange routes to collect the apples, like running around the apple tree once only then going to resume the gathering
>>
>>27929294
i seem to have that problem as well, i just thought it was part of the game.
>>
what does the mare say?
when she responds to selecting and when she responds to clickning?
>>
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some bug reports!
1. when I click over many ponys, there are all selected. it would be better that when you click that only one selected! make some blue 14% overlay when the cursor is over that one who will be selected after clicking- and of course the health-bar would displayed when the cursor is over it!

2. the textures on the trees have a mistake on this point!

3. ponys run in circle and when they go around- not all but some.
and when they run over a hill, they can't be return or stop- they are running forward endlessly.

bdw some sounds are finish and have some ideas for texturing because I only will give my best!
>>
>>27930194
>when they run over a hill, they can't be return or stop- they are running forward endlessly.
https://www.youtube.com/watch?v=prjhQcqiGQc
>"Perhaps you've seen this on /mlp/'s RTS."
>"It's a huge number of ponies, marching in a spiral. It's bizarre, and we wanted to find out what was going on."
>>
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bloomp
>>
>>27930167

The selected dialog is in Old Nahuatl (Aztec), I don't know its meaning.
The response is in Old Norse: Timbrhǫggvandi ("Lumber-chopping")

Both sound files are from Age of Empires 2.
>>
>>27929222
Well, I can see that there are only 7 selected troops on the map, and the GUI shows that there are 8 troops selected. I'm pretty sure that there is another troop that you selected earlier in the bottom left corner (where you can't see), thus the formation's center is right where you click. And because the game moves only the formation's center across the map, instead of every troop, it thinks that there's no need to move if the center's position is very close to the mouse position. I hope I've been clear.

I guarantee that the current movement and offset setup systems have no bugs nor glitches. They are both so simple and short there is nothing that can go wrong there.

>>27929260
I suppose this is the same case. If not, heck, experiment with the game more, and make sure you haven't selected bonus troops or something, and then, if the bug appears, tell me immediately (with some details) so I can fix it.

>>27929294
>>27929310
It's a cheap fix. It happens because the pathfinding system that's living inside every horse sees the tree's collider being a lot bigger in reality (as I defined it in the scene), and because of that, when they try to go around the tree, it appears glitched because of the huge collider. I will shrink it.

>>27930194
1. I thought it's better this way. It isn't a cheap fix either, because this selection behaviour is deeply rooted into the system, and I will have to make some changes that might slow down the game a little if I want to add that. I like the health-bar that displays when you hover over the troop. Will add!

2. The trees are the ones from PoniGame by 3dAnon. I will import the new ones that are made for this game soon.

3. When their target position is inside the building, the ponies will start going around it to find a way in, but they never find any, thus they keep going around it. I should add a small thing that makes them stop at some point.
>>
>>27932001
Dude, you're doing a great work, keep going!
>>
>>27932001
nope, there wasn't any pony besides them selected when that happened
>>
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pg 10 bump
>>
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have some textures finish, maybe the first texturepack is out in a couple of days!
>>
>>27925558
Are all the buildings you are working on in the google drive? I have some time to work on UV's and texture, but there isn't much in there right now.
>>
I have some structure tests and-
wtf is happening with this thing when you scroll on it O_O
lol they are some strange effects going on 0.o
>>
>>27938542
My eyes hurt...
>>
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>>27938542
i keep using my mouse and i don't see anything wrong, i use my cursor and still see nothing wrong.
>>
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>>27938542
>O_O
>0.o
>>
>>27938678
download it and zoom in and out- when nothing happens, than you have a big screen resolution and/or your pc make blur.
>>
>>27938927
after following your directions i now see what you mean, and see how this would affect the game should it be implemented.
thanks doc
>>
>>27884890
>Equestria divided
Ok, this autism surprises me because some time ago I got bored and started working on a Warcraft 3 map based on that same setting to kill time.
I'll keep an eye on this thread
>>
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>>27939087
I use this to make the texture more living, so yeah it would be in the game but of course not so strong, I make it ca. 5-14% viewable.
here some example

I have try some icons but I think I need some time for it, because they look not good enough .-.
>>
>>27937752
Stop avatarfagging. Besides being against the rules, it really is just unnecessarily annoying.
That said, good work on those textures.
>>
>>27939703
4chan is not the place for text emotes.
>>
So where is Moonfire today?
>>
>>27941964
Sleeping probably
>>
>>27940600
nice meme
>>
>>27942962
Even better meme
>>
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>>27943001
>>27942962
no more memes, i might start to puke.
>>
>>27940522
fuck off
>>>/qa/
>>
>>27941964
Here. Working on the building selection and troop training queuing.

Thread wasn't too active today, probably my fault because I didn't post anything.
>>
Quick question: how many tech levels/ages will the game have? and what will be the size of the armies, big like in age of empires, or small like in Warcraft?
>>
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>>
Bump
u
m
p
>>
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hi! what are you guys thinking about this kind of artstyle for brick-walls? its ok?
>>
>>27945613
I like it.
>>
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>>27945696
my problem with it is that it's to similar to the cement textures- have now add some tears, I think its better, I'm not sure I can leave it this way
>>
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Why.png
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>>27937752
>>27938542
>mfw
Can you please fuck off with the avatarfagging and emoticons? Jesus christ you're like an 11 year old.

>>27938354
My mistake. I added everything I finished to the folder.

I've been pretty busy these past few days with life stuff, but I'll try to get to that barracks sometime tomorrow. Ideally I can do it in the morning before my day starts but there's no promises.
>>
>>27945875
stop sperging about it, you are making yourself look worse
>>
>>27947132
this
>>
bumpiddy bump bump
>>
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Page nine bumper sticker.
I wish you all good luck.
Mammoth task, making a game.
Not something I want to get involved in until I can make stuff myself.
>>
>>27949709
Next OP image?
>>
>>27949754
That might be a bit misleading.
>>
File: Age of Empony.png (1MB, 970x1220px) Image search: [Google]
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>>27949754
Or this perhaps?
>>
>>27884119
I've been hoping for a pony RTS ever since I got addicted to this gay, little show. Best of luck, faggots.
>>
>>27949754
>>27949772
>>27949774

Let's stay with an ingame image for consistency's sake.
>>
Nice to see this thread here. In the end, though, I'd like to know how the fuck the Cult of the Laughing Mare would function as a faction in this game. I know I'm jumping a huge fucking gun here, but it's probably the faction that I'm most interested in after I've looked over all the shit about each faction.
>>
>>27950554
Maybe like the undead in Warcraft 3, with corpses being basically an additional resource to make laughing dead. The Pillar of Joy will require a good chunk of resources and, once summoned, it would require additional researching to reach its full power.
>>
>>27950607
I won't lie, after reading about the Pillar of Joy, I couldn't help but think of Dead Space or the Hive Resin from Xenomorph hives. Shit spreads and those that come across it don't usually survive.
>>
>>27950706
I had an idea of how it could work. At max tech level a building is unlocked (only one can be built at a time) then said building can begin summoning the Pillar inside the sight range of any building that the player controls. Once the Pillar is summoned, the building becomes a research facility that unlocks additional abilities.
>>
File: check 'em_ayano.gif (2MB, 366x360px) Image search: [Google]
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>>27953111
check 'em
>>
>>27950554
hint: not all of the factions will be made
>>
>>27953399
Which ones wil be taken out?
>>
>>27953574
I don't know, but I doubt they will be able to do all of that as a team of 3 people on a mandalorian dance rehearsal questionnaire.
>>
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Progress on barracks. It looks very similar to the original, but I'm having a hard time making it look really different since earth ponies already live in similar medieval houses like in AoE. But here's my attempt anyway. It's currently just the back house of it. I'll make the walls and front gate hopefully tomorrow + any additional things moonanon wants me to do with it.
>>
>>27954326
put horseshoes in everything
>>
bumpiddy bump bump
>>
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>>
>>27957972
What's wrong, AJ?

>>27950554
It'll be a bit self-destructive, being a faction where you'd like to kill some of your troops (not everytime), in order to buff others. It's a similar ideology to the Warlock class from Hearthstone. You have to deal damage to your own hero to play a more-powerful-than-usual minion. Or you have to discard some cards. You create some of your own disadvantages in order to be stronger than the enemy. Cult of Laughter should function the same way. In some situations you get rewarded by killing your army (not the case in any other faction). But you shouldn't commit mass murder in your army in the middle of the fight because that way you won't have many troops remaining, and even if they are buffed by all the carcases that surround them, they will be outnumbered by the enemy troops, thus losing.
For example, if you have an Alicorn Mockery (tank) with low health and 25 extra Corrupted Townsfolks (weak troop that on-death buffs and heals the nearby Alicorn Mockery) then there will be in your advantage to kill the townsfolks in order to heal the tank, thus being able to soak up more damage while your stronger damage-dealing troops remain protected and kill the enemies. Sounds like a good trade.

>>27950706
>>27952414
I will meet with my old team's game designer to decide how these troops will work. Right now we should focus on Earthborn.

>>27953399
>>27953574
None will be taken out. The first version will feature only the Earthborn faction. The final version will have all 6 factions.

>>27954326
It looks very nice! Add the walls, then some pony target dummies, some spears and the well-known haybales, and you are done. Great job, anon!

The new build should come pretty soon. It features stuff that isn't too hard to implement like building selection and troop training queuing. I think I will start the new thread with Build 10 though.
>>
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>>27958407
>What's wrong, AJ?
My parents are dead.

I drink to drown my sorrows.
>>
This thread needs to be bumped. Where will be next? We're coming to the limit
>>
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>>27958456
You will just have to accept this, and move on.
>>
>>27959024
Soon.
>>
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>>27958407
she hates 9
>>
New Thread:
>>27960384
>>
>>27960391
(You)
>>
page 8 bump
Thread posts: 478
Thread images: 123


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