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Posted

I'm happy to report production on Redux 3 is winding down. It should reach beta in a few days, and then will be ready for public release a week or so after that. Also, the Redux site has been relaunched on a new host, here at dune2k.com :)

Please check out http://redux.dune2k.com/ for new info, new screenshots, and a help section for mods.

Posted

great! Will you deliver some fully-fludged-featured (finished?) game? So far i see bits and pieces of great stuff you produce. I hope you will also deliver a sort ot 'example' (product) to show the full capabilities in one ;)

but i'll wait.... anxiously :)

Posted

i've been experimenting with the unit graphics, and i've got a question: do you think a devastator should be bigger than a siege tank? or should i just keep them the same size?

Posted

that depends on your idea of a devastator. Basicly as i see it, its a slightly bigger tank but with more firepower then a siegetank. It has a totally different look compared to the siegetank to make it more distinguishable in the original Dune 2.

What is your intent? If you want to stay close to dune 2 , keep the size as it is. Else, feel free to do as you like. A bit bigger would not also make it 'feel' more powerful, but also visually 'bigger'.

Posted

I don't know, i've had other little things like the addition of a unit for house corrino, since i decided to add the empire as a playable side since the beginning. it just seems silly for them not to have a special unit when all the other houses do. i suppose i'll keep them the same size, but i might make siege tanks and devastators be slightly bigger than combat tanks and the rest of the units (except harvesters and mcv's, they are also a larger size, and always have been).

Posted

i could make it that way, but the harkonnen get troopers instead of soldiers, so i just figured corrino would get their better form of soldiers plus a unique unit that isn't quite as good as the rest. i forget, do the ordos get troopers too? or just harkonnen?

maybe i have corrino just have the sardukaur as their special unit, after all they are pretty badass now

Posted

There's still some dune 2 features that i'm missing, and probably won't make it for the first version. So far it looks like mountains wont make it in, as well as a help menu which includes info about the units and structures (like the mentat screen). Joystick/keyboard control configs wont be added till later. Also, you will not be able to save your game, but that should be one of the first things fixed after release. Don't get carried away with your imagination though, this mod is very complete. Every structure is included and works, as well as every vehicle, infantry, and aircraft. If you notice anything missing, please let me know. Of course any other comments, suggestions, or questions are very much appreciated.

I must insist that the most important change from the previous games in this series is that the vast majority of the game is modable. The dune 2 mod is fun to play but can be much much better if improved upon (especially the campaign mode). I doubt I will have time to continue work on the mod after the dust settles, so if anyone wants to take over the lead (pending approval of how good the game is of course), let me know.

Attached is one last screenshot before release, which should be tomorrow.

[attachment archived by Gobalopper]

Posted

honestly i don't see a real dune 2 game yet. The terrain is far from finished (just 1st tile indexes, no smoothed rock, sand, spice, etc). I know this is just a shot to show something, so i will wait for the finished product.

I once made an attempt to completely mod my engine, but i ended up in giving away real dune 2 features, BECAUSE it has to be modable. Then, i thought "wait a second, i create this game, modable should be 2nd place" and thus i coded some stuff in C and some things where left over to be modable, ie unit properties. I will probably extend that later, but i think, the more you give away "MOD" features, the less your game will have 'an own identity' (in the form of, own specialities, special features, etc) since it has to be 'general' in order to function properly.

Can't wait for ur version, i'd like to see it in action ;)

Posted

honestly i don't see a real dune 2 game yet. The terrain is far from finished (just 1st tile indexes, no smoothed rock, sand, spice, etc). I know this is just a shot to show something, so i will wait for the finished product.

i had a feeling that screenshot would give that idea to some. the shroud and smoothed rock were added after the shot was taken, and the spice is offscreen. i don't have different sand tiles (like dunes), but this can be added easily by modifying the terrain and map files. i have to admit, it's been difficult to get all the details in, due to the broad array of features and abilities i've had to include, many of which arent utilized by the dune 2 mod. i hope you and others agree that the general improvements made to the game engine make this a worthy successor to my line of dune clones. i'm sure most people agree that gameplay is most important, and this is my best effort yet in that regard. of course there will be bugs (as there are with all independent learning projects), and a missing feature here or there, but once again this is by far the most stable (and complete) game i've ever written.

I once made an attempt to completely mod my engine, but i ended up in giving away real dune 2 features, BECAUSE it has to be modable. Then, i thought "wait a second, i create this game, modable should be 2nd place" and thus i coded some stuff in C and some things where left over to be modable, ie unit properties. I will probably extend that later, but i think, the more you give away "MOD" features, the less your game will have 'an own identity' (in the form of, own specialities, special features, etc) since it has to be 'general' in order to function properly.

i absolutely agree with this, and i realised a long time ago that it would be difficult to keep the authenticity of the original dune 2. it's been somewhat of a pain to make every feature modable, and somewhat sad to let go of possibilites for unique features to really spicen up the game (but still retain the feeling of being in the dune universe). i think overall i've done pretty well though, considering the engine also does a good job of recreating many other popular RTS titles. perhaps this dune 2 clone will fade away like the others, but then i still have a heck of a lot of life left in the game in the form of other mods (original or otherwise). afterall, the goal was to demonstrate my abilities, and i think this path has done that much more than if i had focused on a single title

Can't wait for ur version, i'd like to see it in action ;)

I really hope you like at least some of it! I've been keeping up with your progress as well, and I too can't wait to see your creation in action. As you pointed out before, you've had a lot more time to focus on really recreating (and improving) every aspect of dune 2, and this is what makes your game so appealing to those who want a really authentic dune 2 experience. We definitally have our own unique offerings, and i think that's great because people will be able to play what is more to their liking, and the last thing i would want to do is compete.

Posted

For starters ;) I don't want to compete either. :) Actually i don't like the word here since we all just work for our own fun, and share what we like to share. Every effort made, is worth it.

As you said, the engine is grown, and this "dune 2" you will let us see will be an example of its possibilities. I find that pretty good because you turn the things upside-down. Like, i write an engine FOR dune 2. You write an ENGINE first and later write DUNE 2 for that. Its the other way around lol! :)

And thats quite something different.

This project is also an attempt to show your work to the 'game industry' right? I think you do make some impressions out there, so hopefully you will get an oppertunity. I once saw an isometric engine btw, that looks even better then C&C generals ( i know, that aint a real comparison, since C&C: Generals has 3d gfx, not isometric gfx). If i could code and gfx like that, i would even try to beat "Emperor" on all its aspects heh. But, hey, thats the big goal huh? Step by step. Who knows where we will be at Fed2k in 10 years? ;)

Posted

For starters ;) I don't want to compete either. :) Actually i don't like the word here since we all just work for our own fun, and share what we like to share. Every effort made, is worth it.

yes, if anything it's the opposite. it's more like we build extra excitement and ideas, which helps productivity and then out comes some really nice results for everyone to enjoy.

This project is also an attempt to show your work to the 'game industry' right? I think you do make some impressions out there, so hopefully you will get an oppertunity.

That's the plan. I dont know 3d yet, which is obviously what everyone wants nowadays, but I've been coding games for 7 years and programming in general for 14 years, so hopefully the rest of what I have to show makes up for it. Thanks for your support Stefan

On a side note to everyone: i've had to help my fiance move, so I lost a couple of days i needed to get the game ready for release. Please be patient, i'm working very hard to get it all finished, and it will be out soon

Posted

i'm just going to release it as a beta, and hopefully everyone can help me out by reporting bugs. it shouldn't drag on too much longer, maybe a day or two more

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