old school RTS build form the ground up animations

NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
<div class="IPBDescription">spawn a floor plan as it builds it grow to become complete</div>well i as a onos as much as i love being blocekd by full errrected non functioning CC's and other large cumber some marine structures

it would be nice to get back to some old school roots think back to ya RTS games where when you build a structure the floor plan the parts get layed out then ya little peon or builders build the foundations the stucture the roofing the entirity of it all before it compelted each buildign had about 5 stages of construction a pyshical look to determin how far it was build nearly purely a astecic change but not entirly

new hive goes up it retians its ghost size but you can see the tiny snaimated seed begin to spawn and grow huge tenticals lash out hit the roof and walls creep begins to spiral up then stems, the hive brooding bubblaing liek spliting cells infestation globs falling off it to the ground and spreading the whoel area beign consumed over, till hte final hive is completed all aniamted all different stagges as it builds

samw with chambers, even sentenary guns
its just a pack of steel structures equipent pack on the ground rine pens its locks it into this osalating harness skrews on the rotating barrles stands up un folds hte tripod ataches the clip the bullets and begisn a test cycle o nthe sentry gun compelted

new CC fun at half built it should stil lbe a mess of frame work exsposed wires and cruicut boards LCd hanging out and so on

two build animations in NS2 will not be enough to quell the masses there need for a fantasic looking game with at the cost of only a few additional changes : )

i am sure it wouldnt be to hard, warcraft humans Vs orcs had like 4 build stages for each building type

Comments

  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I Second this motion !
  • EmpEmp Join Date: 2006-11-25 Member: 58705Members, Reinforced - Shadow
    <!--quoteo(post=1581893:date=Nov 29 2006, 08:55 AM:name=WorthyRival)--><div class='quotetop'>QUOTE(WorthyRival @ Nov 29 2006, 08:55 AM) [snapback]1581893[/snapback]</div><div class='quotemain'><!--quotec-->
    I Second this motion !
    <!--QuoteEnd--></div><!--QuoteEEnd-->
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    It would be interesting to see how a marine builds a phase gate from a stack of lumber on the floor.



    Build animations could definately use some work, but I think gameplay-wise the new 'ghosted structure' dealie is an adequate build system. (If a comm slaps a CC in front of the onos, the onos only touches the CC and it vanishes)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1582018:date=Nov 29 2006, 05:15 PM:name=DumbMarine)--><div class='quotetop'>QUOTE(DumbMarine @ Nov 29 2006, 05:15 PM) [snapback]1582018[/snapback]</div><div class='quotemain'><!--quotec-->
    It would be interesting to see how a marine builds a phase gate from a stack of lumber on the floor.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This is NS where all the marine materials are metals/alloys so there isn't going to be lumber but in fact metal struts and other various things. Use your head!
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    It's all nanites and bacterium, so it's built bit by bit. You don't get the constituent materials sitting there first. This is the <i>future</i>.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    I think he was meaning 'from scratch'........................needless to say aren't structures erected from nanites?

    I like the ghost structure idea, it would prevent CC laming, but even these 'ghost' structures would have some structural value since they are essentialy blue prints for the nanites to adhere to, not much mind you but a some.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Anyone remember the old Command-&-Conquer build animations?

    In that game, the actual building was done on a menu off to the side, then after it was completely ready, you dropped it into the map. Then the structure sort of pulled itself out of the ground with a brief, not too complicated animation that looked really cool. It only took about 1 second total, since the real build time came somewhere else.

    Could we do something like that? Something not unlike the current "deploy" animations that play when you finish building something (watch the Obs for a perfect example), but with another stage in the animation bringing it from a 2-D blueprint on the ground up to the "ready" stage so marines can start building it.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    The blocking issue is redundant with the ghost structure placement that's in 3.2.

    I do agree that it would be damn cool to see this hive organically growing , flicking tendrils up to the roof and hauling itself up into the air, dripping with ooze. I think the marine deploy animations are fine as-is. Have you ever looked at an obs deploying?

    --Scythe--
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I do agree that it would be damn cool to see this hive organically growing , flicking tendrils up to the roof and hauling itself up into the air, dripping with ooze. I think the marine deploy animations are fine as-is. Have you ever looked at an obs deploying?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, the deploy animation is very nice. The comm dropping things though could do with a bit more animation as it poofs into existance (instead of a bright light, having the structure's ghost appear from the bottom up over a period of one second, gameplay elements unchanged of course)
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    well i got people talking, i still want ghost structures maybe a tad more transparent, i dont know if they should disapear with a single touch maybe attack or two but form there as races hold down build a squence of build animations plays in turn progress bar / hud sprites could be turned off, as well as give visuals from a further away distance to what structure to target first instead of haveing to get right up on it to see it health/progress bars
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    I think this idea fits the source engine very good. WOuld be cool to see different building stages
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Agreed, more so with the aliens though. Man it wouldn't be boring any more to sit around the hive as a gorge while it's building, you could watch the thing build.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    Oh that thingy is already coming out of my hive...well i guess that leaves me enough time to get myself a cookie before that other thing comes out if my hive and its finished <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Alot of the marine structures should slowly deploy as your building them.

    IE, the phasegate can start expanding outwards and lights should start flickering and activating on it, the armory should start standing up with its arms slowly reaching out etc.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    edited December 2006
    Personally, I'd like to see something along the lines of the Total Annihilation structure building - the way it starts as essentially a wireframe of the structure and then is built up from there by a stream of nanites (which conveniently fits with the NS background and theme)
  • MattoMatto Join Date: 2006-12-08 Member: 58952Members
    If, alien structures can only be made on dynamic infestation, you could have a nice animation of the structures slowly growing out of the creep.
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    I would favor something that adheres to the NS background better, the fact that everything is Nanites. Basically, the ghost structure you are seeing is just like Nanite scaffold that hasn't completely built it self up yet. When it's complete, the Nanites have finished construction and the ghost becomes whole. It would be cool in NS2 to have a ghost structure arise out of the ground, as if the Nanites are extruding it from the floor. There would be some cool color affects and distortions because it isn't whole yet. As the marines begin activating the Nanites to begin construction, the building would slowly progress from ghost to whole form with random flashing of blue light. There wouldn't be any deployment animations until after the building is complete, because a building can't move if it is still in half-ghost form.

    <b>Example 1:</b>
    Ghost structure extrudes out of ground. Maybe some sort of 3D blue transparent grid that would flash up mid way that would pulsate with color. Sections of the building would randomly flash into reality. The grid would disappear after completion.

    <b>Example 2:</b>
    A ghost structure, except as you build it, you can see Nanites building it level by level. You would see the structure becoming whole from the bottom up, as if the Nanites are building a tower. Throw in a blue light where they are building for special effects.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    similar to the final stage of the protoss building build where they shimmer a bright blue, much liek the elec on the current rine rts

    if any of you managed to catch the movie special agent cody banks
    similar to this

    <a href="http://www.youtube.com/watch?v=_RoX_AfH8EU" target="_blank">http://www.youtube.com/watch?v=_RoX_AfH8EU</a>

    cheack the stair decay and the door decay
    these are ment to be nanites that are programged to consume things not construct tho

    ether that with a final deploy animation

    i would still like to see a little more raw partsbeing constructed by the nanites and then the peice being put togther by rines in old fasshioned rts but nanites buidling with cool glow effect swoud also be enough to showa visual reprisentatin of how far along it is, it woudl be equal to and prary to kharaa chambers gastating in, which might i add i PRAY blends in so well with creep you have to look and maybe test shot to see
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    <!--quoteo(post=1582242:date=Nov 30 2006, 07:34 AM:name=DumbMarine)--><div class='quotetop'>QUOTE(DumbMarine @ Nov 30 2006, 07:34 AM) [snapback]1582242[/snapback]</div><div class='quotemain'><!--quotec-->

    I agree, the deploy animation is very nice. The comm dropping things though could do with a bit more animation as it poofs into existance (instead of a bright light, having the structure's ghost appear from the bottom up over a period of one second, gameplay elements unchanged of course) <!--QuoteEnd--></div><!--QuoteEEnd-->

    Concidering Nanites, and ghost / animated (bit by bit) building of TSA "equiptment" Aliens biteing an unfinished building, removeing allready build "compoments" or buildings "fadeing away" the more damage it takes. Removeing the welder all to getter, by prolonging the buildtime by eating the compoments, so they must be rebuild.



    Two options.

    <b>1. Ghostbuildings:</b> becomeing more and more visible when build. But if damaged, fadeing away to nothingness.

    <b>2. "bit ny bit" asemply:</b> Rines putting the diferent parts together from a blueprint placed by the commander. But when damaged, the parts would fall apart or get eaten depending the attack type, and therfore the rines would need to rebuild that part again.



    Im sure the first option would be the easyest to make, but the secund one have a realy great potencial to look awsom.



    <i><b>And now to something compleatly different...</b></i>

    Kharaa Eggs, semi tranparent, so you could see the kharaa actual evolving inside the egg... (useing the same tecnologi as michael Jackson did in his and i quote; "im black im white" music video)



    <b>And finaly a Question.</b>

    Sensory chambers / infestation.

    whit a sensory chamber at a "infested area" will it be visible or not? - if would realy nerf the posibility whit hives beeing build, if it is infesting the surroundings, whit a SC neerby not covering it probaly...
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    nice suggestion there grips, but i suggest resugessting them in a whole new thread one idea per thread

    they are hella picky around here trust me
  • FlounderFlounder Join Date: 2004-09-12 Member: 31656Members
    This is a necro, I'm aware, but it's worth pointing out that people have made this suggestion many times in the past. Plans on implementing it?
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    I think just using Supreme-commander (First one, UEF) type animation for building, where it shows a 3D blueprint (more or less), and builds from the top down, becoming solid layer by layer. Depending on Building mechanics, It may or may not also reverse animation on taking damage while being built, or remain the same, depending on whether damage reverses construction progress.
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