Looking for modders for my space RTS game

Hello,

I am working on a freeware space RTS game and I'm desperately looking for modders (ship modelling, texturing, sounds, etc., anything). You can view some video footage here:

http://youtu.be/0hySuNNKN4s

and/or download so-so working release with a tutorial mission, trying to introduce you to game mechanics at http://soil.url.ph

I would appreciate anyone's help, with any skill level. There is no requirement on original work, anything like mod/total conversion or whatever would be great. If you would be interested, please contact me, or join the forums on my webpage.

Any help would be much appreciated.

(p.s. sorry for soiling your forums)

8,255 views 9 replies
Reply #1 Top

If you want make a free Star Wars game, you can use my stuff and I can provide you with it.

Reply #2 Top

Quoting Nomada_Firefox, reply 1

If you want make a free Star Wars game, you can use my stuff and I can provide you with it.

Thank you, that would be great!

Reply #4 Top

What kind of features does your game have?

Do you have moving turrets?

I might be interested in using the engine. As far as my skills, I do a little bit of everything in Sins. Though I'm traditionally more 2d/texture work I've learnt Sins entity coding and model conversion to be able to make Sins of the Sirius Sector.

I'm pretty interested to hear more any way! 

Reply #5 Top

Quoting Wintercross, reply 4

I'm pretty interested to hear more any way! 

What he said.

My only useful attributes are coding though I have used Audacity for numerous sound things (not that I'm good at using it, just familiar).

Reply #6 Top

TL;DR: download it from soil.url.ph/?c=downloads and play "tutorial" :)

Yes, I have moving turrets. Difference between my game and many other RTSes is that bullets/missiles/beams aren't "homing",like in Sins IIRC, where every shot is guaranteed hit, but are flying around and checking collisions with all stuff. That means that firing at front of ships is more likely to miss than from side, because targets profile is bigger. That in turn gives reason for maneuvering and positioning of your fleet.

Another prominent feature is destructible subsystems and weapon hardpoints, which allows you to for example destroy engines to immobilize ship, destroy fighterbay to stop fighters/bombers from being constructed, etc. (many more). Every subsystem and hardpoint can have different armour, so if you set higher armour for front, player will be motivated to surround it and attack it from sides to destroy it easily. Armour will degrade if it takes too much damage. Subsystem and hardpoints have "damage levels", which can have different models and spawn debris when transitioning e.g. from "intact" to "damaged". Those debris can be salvaged for resources (by special turret type). Resources can also by mined from some objects (any object you want, but standard is asteroids). Resources are returned to ships that can construct another ships or produce fighters. Resources are stored in ships, there is no global resource pool. You have two types of resources, and third is "crew", which cannot be replenished, but destroyed ships can eject escape pods to try and save one. Escape pods can be destroyed (especially by fighters) on their way back to shipyard.

Every ship has "energy" that is used to fire weapons, construct ships/fighters. Subsystems generate this energy and will cease to if destroyed or disabled. You can therefore destroy high-energy producing subsystems to starve ships of energy.

The game is more like Homeworld in a sense that you have free 3D movement, is played only on one map (like an old RTS), you can spot enemies by eye, but you will need to have them on sensors in order to attack them (sensors subsystem can spot them, or if they are close enough they will be spotted automatically).

Currently, there is no campaign mode, but it is planned. Right now there is single-player scenario and multi-player (there is no internet server running yet, but you can run your own if you really need), either fleet battles or starting with shipyard, harvesting, building, fighting (like Homeworld). You can write scripts for maps in AngelScript (syntax is like C/C++). Available functions that script can use will be gradually added.

Wow... that is really big wall of text... Anyway, I am still working on adding features like "abilities" and such, and I probably forgot about some features...

If there is feature you miss, ask. I might forgot about it or I might add it ;)

Of course, anything you can do would be super great. From hardware compatibility testing, balancing, model making, texturing, sound/music making - anything

Reply #7 Top

Quoting soil-rts, reply 6

TL;DR: download it from soil.url.ph/?c=downloads and play "tutorial" :)

Yes, I have moving turrets. Difference between my game and many other RTSes is that bullets/missiles/beams aren't "homing",like in Sins IIRC, where every shot is guaranteed hit, but are flying around and checking collisions with all stuff. That means that firing at front of ships is more likely to miss than from side, because targets profile is bigger. That in turn gives reason for maneuvering and positioning of your fleet.

Another prominent feature is destructible subsystems and weapon hardpoints, which allows you to for example destroy engines to immobilize ship, destroy fighterbay to stop fighters/bombers from being constructed, etc. (many more). Every subsystem and hardpoint can have different armour, so if you set higher armour for front, player will be motivated to surround it and attack it from sides to destroy it easily. Armour will degrade if it takes too much damage. Subsystem and hardpoints have "damage levels", which can have different models and spawn debris when transitioning e.g. from "intact" to "damaged". Those debris can be salvaged for resources (by special turret type). Resources can also by mined from some objects (any object you want, but standard is asteroids). Resources are returned to ships that can construct another ships or produce fighters. Resources are stored in ships, there is no global resource pool. You have two types of resources, and third is "crew", which cannot be replenished, but destroyed ships can eject escape pods to try and save one. Escape pods can be destroyed (especially by fighters) on their way back to shipyard.

Every ship has "energy" that is used to fire weapons, construct ships/fighters. Subsystems generate this energy and will cease to if destroyed or disabled. You can therefore destroy high-energy producing subsystems to starve ships of energy.

The game is more like Homeworld in a sense that you have free 3D movement, is played only on one map (like an old RTS), you can spot enemies by eye, but you will need to have them on sensors in order to attack them (sensors subsystem can spot them, or if they are close enough they will be spotted automatically).

Currently, there is no campaign mode, but it is planned. Right now there is single-player scenario and multi-player (there is no internet server running yet, but you can run your own if you really need), either fleet battles or starting with shipyard, harvesting, building, fighting (like Homeworld). You can write scripts for maps in AngelScript (syntax is like C/C++). Available functions that script can use will be gradually added.

Wow... that is really big wall of text... Anyway, I am still working on adding features like "abilities" and such, and I probably forgot about some features...

If there is feature you miss, ask. I might forgot about it or I might add it ;)

Of course, anything you can do would be super great. From hardware compatibility testing, balancing, model making, texturing, sound/music making - anything

 

Sounds pretty good. What are the system requirements? and what model format are you using?

It sounds interesting to me so depending on how everything runs I may start working on making a version of my Freelancer mod for your engine =P 

Reply #8 Top

Quoting Wintercross, reply 7

Sounds pretty good. What are the system requirements? and what model format are you using?

It sounds interesting to me so depending on how everything runs I may start working on making a version of my Freelancer mod for your engine =P

That would be great! Minimum requirement is graphics card supporting OpenGL 3.2. At the bottom of my download page is link to glewinfo.exe, that will create log where you can find out if it does. I assume that it won't be necessary, as I am running it on over 3 years old notebook GPU, which wasn't exceptionally good when it was new anyway (Geforce GT525m). You will also need to have installed OpenAL and MSVC 2010 runtime (links at download page). You will probably have those anyway.

Model format I'm using is collada (.dae), which is imported into editor, where you assign meshes to subsystems/hardpoints/turrets/etc. and they are converted to my format (because it loads faster in-game than collada and meshes can have names that aren't human-friendly). If you want other exchange format than collada, anything from this link can be easily added (or I think so): http://assimp.sourceforge.net/main_features_formats.html

If you'll have any problems running the game let me know so I can look into it.

Reply #9 Top

All right, I'll download it and have a look!