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Zenkai Knights

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what kind of modding system should i build

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Re: Zenkai Knights

Post by Endymion on Tue Jun 06, 2017 7:55 pm

It is better for sure. I would wipe it clean toom and that's why I always write everything out, when shit happens I'm ready.

It is good to hear most of the data is intact.

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Re: Zenkai Knights

Post by InfinitasImpetum on Wed Jun 07, 2017 2:14 pm

everything is cleaned out.  going to rewrite most of the code keeping anything that feels like it is good as is.

recoded a couple of stuff and started coding the attack tree script. also change naming of scripts


recoded stats script.
Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Mech_Status : MonoBehaviour {

    //armor value
    public float armor;
    [System.NonSerialized]
    public float maxArmor = 100f;
    //boost meter
    public float boost;
    [System.NonSerialized]
    public float maxBoost = 100f;
    //energy meter
    public float energy;
    [System.NonSerialized]
    public float maxEnergy = 100f;
    //zenkai Meter
    public float zenkai = 0;
    [System.NonSerialized]
    public float maxZenkai = 100f;

    public bool lockOn;

    GameObject[] Weapons;

    // Use this for initialization
    void Start()
    {
        armor = maxArmor;
        boost = maxBoost;
        energy = maxEnergy / 4;
    }

    public void disableAllWeapon()
    {
        for (int i = 0; i < Weapons.Length; i++)
            Weapons[i].SetActive(false);
    }

    public void disableWeapon(int id)
    {
        Weapons[id].SetActive(false);
    }

    public void enableWeapon(int id)
    {
        Weapons[id].SetActive(true);
    }

    public void fireWeapon(int id)
    {

    }

    
}

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Re: Zenkai Knights

Post by Endymion on Wed Jun 07, 2017 8:10 pm

Well, this is out from understanding for me lol.

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Re: Zenkai Knights

Post by InfinitasImpetum on Fri Jun 09, 2017 7:59 am

i am going to change the game story.

instead of taking place on 1 planet it will not take place in an entire solar system. the setting works better for getting stages with different gravity in them

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Re: Zenkai Knights

Post by Endymion on Fri Jun 09, 2017 1:55 pm

That is more logical for sure, but if you want to go with the one-planet idea you can always say it is a simulated environment in a chamber or something.
Maybe even saying those just a virtual world and the mechas are datas.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jun 10, 2017 7:24 am

Endymion wrote:That is more logical for sure, but if you want to go with the one-planet idea you can always say it is a simulated environment in a chamber or something.
Maybe even saying those just a virtual world and the mechas are datas.

I could just ditch the story and not worry about it. or not go into details about the setting making the story seem barely there.

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Re: Zenkai Knights

Post by Endymion on Sat Jun 10, 2017 8:56 am

That is a solution, Windom XP never had a story either. If your game will be popular enough then it will born fan fictions. Back then there was a separate board for the Windom XP fictions on the official site.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jun 10, 2017 10:33 am

all there will be for story will be these words:

in the beginning there was war. Then unity happen and the knights tournament was born.


basically all players will know is that its set after a war and there is a tournament. nothing else will be given.


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Re: Zenkai Knights

Post by Endymion on Sat Jun 10, 2017 7:13 pm

Much like Unreal Tournament. You know there was a war and the tournament was created to replace the genocide the sides could make. Well, there is Unreal which tells the war's tale, after finishing the two games you may make a prequel for the story too.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 11, 2017 1:30 pm

i am reconsidering the customization for zenkai knights. reason i wanted whole mechs is to allow modders more freedom. customization i fear would limit that. though that fear maybe misplaced. customization may make things easier.

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Re: Zenkai Knights

Post by Endymion on Mon Jun 12, 2017 7:18 am

It is like the custom color schemes in Windom XP. The option is there to include 10 variant but no one every used it for their mechs. If they not want to include customization for their mods in Zenkai Knight then they will not include it. I don't think this makes modding easier or harder, only makes the non-programers able to do something. Customization is still a good idea.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Jun 12, 2017 7:44 am

programming is not needed at all in any situation. the original idea would need understanding of some of the code but barely much. like what triggers certain attacks and etc. unity is a component based engine all users would do is attach already created components onto there mech and enter values. well, some understanding of unity is needed. with customization i can reduce this and make it much simpler. the full understanding animation system would be needed to know of unity. customization would remove the need to know that stuff except for backpacks. animations would be already created.

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Re: Zenkai Knights

Post by Endymion on Mon Jun 12, 2017 12:36 pm

But they can create full conversion mods if they want, that requires more knowledge. Those who not into this much modding, the customization is a simple enough task as you said, and good for what they want.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Jun 12, 2017 2:13 pm

well, guess i will be doing full customization.  weapon stealing will be add then. users won't need to know how to animate then.


parts:
head
body - if part has weapon built in will register as a useable weapon
pack - body needs to have packs built for them.
legs - if part has weapon built in will register as a useable weapon
arms - if part has weapon built in will register as a useable weapon
melee hand weapon -
ranged hand weapon -
hand mode - dual, single, shield & weapon,

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Re: Zenkai Knights

Post by Endymion on Mon Jun 12, 2017 7:09 pm

This looks cool.

However I not meant they can't do it. Modders will be able to create mods even when there is customization in the game. This in-game customization is for those who can't create advanced mechs.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue Jun 13, 2017 8:59 am

mods are just parts attached to bones.

some parts can contain extra data which is thrusters or weapon.

if part has weapon it will register in the global weapon list for the mech which is used in construction of sub attacks.




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Re: Zenkai Knights

Post by Endymion on Tue Jun 13, 2017 12:19 pm

Well, that will helps a lot.

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Re: Zenkai Knights

Post by InfinitasImpetum on Wed Jun 14, 2017 3:45 pm

i may need help making this. definitely to make this look good. i have some big ideas for this but working alone is a problem.

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Re: Zenkai Knights

Post by Endymion on Wed Jun 14, 2017 8:00 pm

Considering how popular Unity is nowdays you may look around on Steam, or on the Unity developer forum. I'm pretty sureyou find programers who can handle it.

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Re: Zenkai Knights

Post by InfinitasImpetum on Wed Jun 14, 2017 10:33 pm

Endymion wrote:Considering how popular Unity is nowdays you may look around on Steam, or on the Unity developer forum. I'm pretty sureyou find programers who can handle it.

Programming is not the issue. i am most experienced with that.  i am horrible when it comes to designing / modeling new mechs.  especially when it comes to the textures. as for animations, i am not experienced in it.

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Re: Zenkai Knights

Post by Endymion on Thu Jun 15, 2017 7:55 am

Designin the whole game's appearance and style isn't easy, I completelly forgotted that. There are a lot of custom animations about original mechs, and while most of those copies the Gundam design more or less if you can come up with a plan or sketch they may make something different. Just have to find those who made their mechs as 3D objects rather than as artwork.

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Re: Zenkai Knights

Post by InfinitasImpetum on Thu Jun 15, 2017 5:41 pm

tbh, i am afraid to work with the modders. why, i am hard to work with cause i am impatient and become annoyingly rude with it.

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Re: Zenkai Knights

Post by Endymion on Fri Jun 16, 2017 7:13 am

Can't be helped, I'm the same with video making. Everyone has a pace they work.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jun 17, 2017 4:33 pm

so i have this idea.  what if the game had a modeling system to help model mechs through use of base mesh.  i have a good understanding of models and how they are structured i could use this to make making mechs more advanced than other mech games have it with customization.

the best way to describe what i am thinking with this is something similar to fallout 4 creation system where mesh is moved but designed more for mechs.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 18, 2017 7:16 am

So much like a custom game plugin for MilkShape to make it perfectly fit the mesh used by Unreal Engine for example. Except you try to include it in the game itself. I like the idea.

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Re: Zenkai Knights

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