Author Topic: Custom Mech Creator concept/inspiration for MWLL  (Read 2267 times)

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Offline UncleThomy

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Custom Mech Creator concept/inspiration for MWLL
« on: August 25, 2010, 03:53:27 PM »
Hi guys,
first of all: I didn't play MWLL for some months (was ver.2 i believe) and the progress is very nice. Played yesterday again and it went visible smoother than before, everything more polished. Especially the level design is great. Awesome work from the artists and coders.

I have always been thinking about some kind of custom mech creator since the very first day I played MWLL. What I want to present below an inspiration for the team how it could possibly look like.

Unfortunately I never really worked through the structure of the Crysis code but for this concept the flowgraph system in the Sandbox 2 did just fine (also the MWLL source code is untouchable anyways). I used Cry-Vlok Flowgraph Plug-in system to be able to save the new mech loadouts as an actual new modification for the PUMA mech.
Result:
http://www.youtube.com/watch?v=i_hrsV5tP5k
(how do I integrate the video?)

In the video you can see how the mech is build up. First of all you choose the pod for the left arm and then the load-out. After that you go on modifying the front weapons etc. NOTE: Some weaponry is placed wrong. I wasn't sure about. And also the tonnage had to be calculated but heck...
You control everything with WASD.
After you finished the weaponry additional stuff like GECM and heatpipes can be configured.
With a matching HUD which displays the current price and stats this would be awesome.


The editor could be launched with the "Singleplayer Game" - it would actually get a function and everything would be integrated nicely in the mod. (Not everyone wants to make it with the vehicle editor in the SB :) )






Now come the issues:
with the Flowgraph system the editor is still very static (its only inspirational for you), and making it work with all mechs... whoo much much work. Right now you only switch some geom entities and the XML code is written consequently.
-> could be streamlined and done dynamicly with C/lua code, if for example only the XML files are changed and the mech updated regularly (right now you'd need to reload scripts for every change with the normal vehicle editor integrated into the Crysis editor)

The code I save can either be a new "custom" mech, which could be on top of the list in the buy menu. I think it's tactically quite interesting to only have one custom mech, so you can only use it at a certain time (f.ex. a good start-up or a superheavy assault)
Or it could be saved as a "custom" variant of already existing mechs, though that is harder to implement dynamically.

The biggest problem is the network compatibility (some nice challenge for your coders), so that every other player is updated with your custom mech. I guess I would try to give each player a number (already done, but I don't know if they change throughout the game.) and then make everyone download each others custom XML files (f.ex. custom25 is from player 25) and display the correspondent mechs.

Next problem:
Balance. However I think this is the smallest thing. I guess you'd just have to pay 10% more for your custom ones and it gets fair again. But I don't care for that if there was an editor ingame.

« Last Edit: August 25, 2010, 03:59:34 PM by UncleThomy »

Offline ~SJ~ Wolf

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #1 on: August 25, 2010, 04:07:51 PM »
WOW! Really man awesome work (and music taste). I especially like your choice of the word "inspiration" because that is exactly what watching that video did to me (for possible variants).  I also like your idea of one custom variant. That is really cool for clans and league matches, and adds a real strong element of choice, rather than the all you can eat mechlabs of the past.


Offline Virt

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #2 on: August 25, 2010, 04:50:24 PM »
Very nice work.

However, I always envisaged that you'd sit at a console, specify a Mech fitout, and then be able to watch it get assembled in the hangar by sparking robotic arms and gantries .

An interim animation-friendly approach would for it to be hoisted up from under the ground (where the hidden army of techs assembled it), in much the same way that VTOLs currently appear.

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Offline zephoid

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #3 on: August 25, 2010, 05:40:49 PM »
now we only have the issue of making an interface, making a link to the server your playing on to upload variants, debugging the whole process. still a LONG time till we get the mech lab, as much as i would love it.
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Offline ShdNx

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #4 on: August 25, 2010, 08:19:28 PM »
Wow. Huh. That's just... awesome!
In spite of the limitations (which are natural, since you don't have access to the developer tools), your work is outstanding, and most appreciated.

However, we already do have a concept of how the mechlab should work, and the game is already going through significant changes (internally) to make that possible.
So while we are really honored by your efforts I'm afraid we cannot actually utilize any of it (though if some lead dev corrects me I'll be the most happy person in the world).

Thank you once again!
I very much hope that our eventual release of the mechlab will earn your approval, and be assured, we'll do our very best designing and implementing it.
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Offline Seraph

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #5 on: August 25, 2010, 08:28:47 PM »
HOLY! That is most impressive work. Must the most complicated flowgraph ever made :D
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Offline (TLL)Siilk

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #6 on: August 25, 2010, 08:41:26 PM »
That's one huge flowgraph! I think you should join the dev team, UncleThomy.



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Offline UncleThomy

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #7 on: August 25, 2010, 09:25:06 PM »
thanks for the kind replys, this appreciation alone made it worth.
It's great to hear the Mechlab is making progress - after all, that's the feature I'd like to see most and I guess the rest of the community feels the same.

@MWLL|Seraph:
Just guess how complicated this one was:
 http://www.youtube.com/watch?v=aKtqV_gYx6A&feature=related
 (or older version: http://www.youtube.com/watch?v=TMK0lrquP_s  (but since then I'd been to America for a year so I talk different by now :)  )

Yeah I did scripting a long time ago for 2d games, flowgraph makes me feel very limited, but I reallly never worked into the crysis code. Bad documentation. would be nice if they'd give some examples and tutorials... too bad.

One question (though off-topic)
IF - i know thats not clarified yet - the CE3 goes CDK for indies - will you use it? (I guess kamikaze knows best about that lol)
« Last Edit: August 25, 2010, 10:07:26 PM by UncleThomy »

Offline KSerge83

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #8 on: August 25, 2010, 10:56:45 PM »
wow, UncleThorny for dev team?

Dude, you pretty much made a mechlab on your own. That's impressive as hell, and the customization process looks fairly easy to use!

I doubt it would be used by the dev team, but still, someone of your skills should definitely be on their team!
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Offline nordwars

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #9 on: October 19, 2010, 03:38:38 PM »
Excellent and exciting work UncleThomy. Would be fun to play around with!
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Offline ~SJ~ Atlessa

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #10 on: October 20, 2010, 12:08:20 AM »
How long did it take you to do this?

How long WOULD it take you to do the same for all chassis??
(just curious)


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Offline [SF]JT Kirk

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #11 on: October 20, 2010, 02:36:35 AM »
For someone whos hanging out for a mechlab, thats some impressive stuff
im excited  ;D
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Offline ~SJ~ Blhurr

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #12 on: October 20, 2010, 02:57:37 AM »
Wow.  Hope to see your application soon.  That's massive.
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Offline KingLeerUK

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #13 on: October 20, 2010, 03:37:34 AM »
Getting the parts affixed is only a small part of the equation.  Serialising this build out to all the other participants in a multiplayer session would be a larger challenge.
 
Also, the build rules for a MechLab are still under constant development.  The MechLab must be VERY carefully designed and tested to ensure that anything introduced into the game does not break the experience.
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Offline (TLL)Sky_walker

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Re: Custom Mech Creator concept/inspiration for MWLL
« Reply #14 on: October 20, 2010, 09:35:47 AM »
Holly cow!

It's probably the best user-created content I've seen on the MWLL forums ever!  :o ;D

I really love how you made all the effects, and how well it works. As said - it's far from actually working Mechlab, but still, it does work, and works really well. Better than I thought it'd with whole changing the pods system.

You plan to release it to public?

With a matching HUD which displays the current price and stats this would be awesome.
I can do this! 8) ;)
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