Creations via the Integrated Modding Environment

I recognized the main page mentioned we'd be able to design our own creations via the Integrated Modding Environment during the beta in June.  Perhaps only Stardock can answer the below questions.

My question would be what can we do now while we're waiting?

1) Graphics?  What type of graphic modeling tool(s) would be compatible?   

2) What movements should we create for the graphic of a unit?  (Running, Walking, Blocking, Dying, etc.,)

3) What type of graphic does a unit need for the world map?

4) What statistics will be listed for each unit?   (Health_Points, Wisdom, Strength, etc.,)

 

I would love to have a complete set of graphics waiting and ready.

 

8,630 views 6 replies
Reply #1 Top

 

BUMP...    several of us are eagerly waiting to start developing the graphics  content.   A few quick answers would help.    Thanks.

Reply #2 Top

Yeah... I think you're early, months early.  They aren't finished with the engine yet, so...

Reply #3 Top

Quoting psychoak, reply 2
Yeah... I think you're early, months early.  They aren't finished with the engine yet, so...

Models for the battlefield graphics already exist as we've seen.   We also know the game has internal alpha testing at this point as well.

We just need to know what software tools are recommended and what dimensions would be compatible.

Reply #4 Top

of course I'd love to speculate.  I've been pretty busy though.   Looking at the video from GDC (I guess monday?) I'd say the different animations are pretty complex.   I guess thats why the decided not to include non-humanoid in the base-creation options.  It would be pretty tough to expect non-modders to really create their own animations.  Those that DO create their own animations could just create a mod.

I would expect a simple TGA or PNG would work for the world map.   Targas seem to be more common for game development, but they might be able to have the system able to inport PNG with little problem, and very likely TIFF, JPEG, and BMP with a certain color set to be the 'clear' or 'alpha' color.  (old worms games like Worms Armagedon had a particular shade of black be automatically transparent.   You had to outline everything in dark grey)

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Reply #5 Top

(old worms games like Worms Armagedon had a particular shade of black be automatically transparent. You had to outline everything in dark grey)
I can't not help but mention that the Stardock support team (and me very infrequently) play WA at lunch almost every day.  :)

I think the cuurrnet run of settings is sheep only.  ;)

Reply #6 Top

Quoting Zubaz, reply 5

I can't not help but mention that the Stardock support team (and me very infrequently) play WA at lunch almost every day. 

I think the cuurrnet run of settings is sheep only. 

I can't help but mention that GDC had a new worms game that looked totally awesome.   And it is apparently not out yet.   I wish I wasn't so busy networking and trying to find a job, because I didn't get a chance to play it.   (I cried, I really did)

But it looked awesome.    Since Worms 3D, I haven't much watched the worms series.   There were a few 2D installments (like one for PSP and DS), but the physics were very very bad, with cheap collission detection that obviously had clipping problems.   But this new one looked really solid with what appeared to me a return of the aformentioned picture import for level feature.