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Re: The Conquerors 2

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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
16 Jan 2012 04:55 PM
I am planning on remaking The Conquerors. Over the year that it has been out, the scripts have grown inefficient since adding things that you never planned often times makes a script less efficient than it would have been if you had added it to begin with.

Things I want to add:

Navy.
I'm probably going to make a bunch of maps with water, and remove some of the current maps to make a navy actually worth something. I'm planning on making Transport Ships, Oil Ships, and Warships. I think some maps will have oil spots(for cash), while others don't. Probably the more water abundant maps.

Animation/aesthetics.
I want to make Tanks rotate their cannon barrels to face the enemy and fire, instead of having to completely move the tank around to face it, which can look unattractive when your fleeing from an enemy and your tank keeps spinning back for a second to shoot. When your tank hasn't shot at anyone for 10 seconds or so, the barrel would reset itself and face the front, so that it looks normal while it's not attacking anyone.
I also want to make soldiers look cooler. I'm probably gonna add specific weapons to each soldier(just for aesthetic purposes), and make the arms hold the gun to fire. But when there are no enemies left nearby, or when the soldiers aren't shooting, they will place the weapon on their back, and their arms will go back to being on their sides.
Most units/buildings will have cooler firing/projectile animations. Tanks will have a quick fire blast coming out of the barrels, planes will shoot two rockets(or bullets, based on the plane) from turrets on the wings, and soldier's bullets will be quick and small.

UI update.
I think the GUI needs an update, to make it compatible for more people, with larger/smaller screens, and to make it more responsive and have less glitches(not that it has many, I haven't run into one in a long time).



All of these update ideas require resources from the server. But I believe if I make the scripts of units and buildings more efficient, I will free up some of the resources required, and the game won't lag anymore. I'm also removing some unnecessary parts from units so that there are less moving parts in the game. That should help so that the game at least will look and play better, while having no extra lag.


Post suggestions.
I don't really need new unit/building suggestions, those will come before this remake. I'm just looking for upgrades on what I currently have, to make the game more appealing.

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peanutbutter49 is not online. peanutbutter49
Joined: 07 Mar 2010
Total Posts: 29981
16 Jan 2012 05:00 PM
Great!

Make small NPC villages you can battle.
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awesomojohn is not online. awesomojohn
Joined: 11 Oct 2009
Total Posts: 4343
16 Jan 2012 05:06 PM
[ Content Deleted ]
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logan21110076 is not online. logan21110076
Joined: 21 Dec 2009
Total Posts: 1
16 Jan 2012 05:16 PM
Make a sniper PLS!!!
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zankonator1 is not online. zankonator1
Joined: 27 Jun 2009
Total Posts: 1758
16 Jan 2012 05:19 PM
Ok. First of all, I love this game. Will we still be able to play while you are building the new one? And secondly, can I have the old one then since you are gonna make a new one?
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
16 Jan 2012 05:20 PM
I'll work on the second version until it's done, and then you'll get to play it.
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zankonator1 is not online. zankonator1
Joined: 27 Jun 2009
Total Posts: 1758
16 Jan 2012 05:21 PM
What you should do for the new one is something like rounds are different types of games. One is a solo, one is 2v2v2, another is 3v3, another is like start with all upgrades. You know, stuff like that.
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zankonator1 is not online. zankonator1
Joined: 27 Jun 2009
Total Posts: 1758
16 Jan 2012 05:24 PM
Give me the old one! I would love to see the scripts involved! I've looked at the other game like yours, The Little Men, and I want to compare the games.
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thecaptain97 is not online. thecaptain97
Joined: 17 Jun 2010
Total Posts: 4987
16 Jan 2012 05:29 PM
Add a Transport Truck like a M939.

Make it so You can Un-Ally People Please.
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
16 Jan 2012 05:31 PM
No more transports are needed.
Unallying will not happen.
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zankonator1 is not online. zankonator1
Joined: 27 Jun 2009
Total Posts: 1758
16 Jan 2012 05:37 PM
What do you plan on adding to the navy? And, you should add oil digging! You have to have prospecting units to find it. Then you have something that builds it like a construction tank. It doesn't just have to be oil either.
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lomarko25 is not online. lomarko25
Joined: 04 Jul 2011
Total Posts: 14
16 Jan 2012 05:39 PM
ok i want sniper team so it can shoot from far place and get more damage on an enemy i say it will cost 150 per sniper dude :P just saying my ideas
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CrazyLey is not online. CrazyLey
Joined: 12 Jul 2010
Total Posts: 4
16 Jan 2012 05:42 PM
ok i think sniper shold cost like 300 or around that if a sniper shold shoot very far away
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RoyalAngle1 is not online. RoyalAngle1
Joined: 23 Nov 2011
Total Posts: 1
16 Jan 2012 05:45 PM
Make and airstrike and make it have same controls and targeting system as nuke and planes come in and drop multaple bombs.

Also make Research center to upgrade soldier tanks and planes Ex.Speed,Armor,Damage.
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
16 Jan 2012 05:49 PM
None of you bothered reading.
I'm not listening to what you have to say.
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lokop11 is not online. lokop11
Joined: 12 Feb 2010
Total Posts: 1193
16 Jan 2012 05:51 PM
I'm always a fan of conquerors HH. Whatever you do, I'm sure people will support. Your a great game builder and don't let anyone tell you different. You take quality time into building and creating your unique games. Keep on building! ;)
-Lokop11
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zankonator1 is not online. zankonator1
Joined: 27 Jun 2009
Total Posts: 1758
16 Jan 2012 06:05 PM
What did I not read?
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prattmatt is not online. prattmatt
Joined: 04 Nov 2007
Total Posts: 2429
16 Jan 2012 06:20 PM
Great! this will be awesome. I would offer to make you a map, but it would turn out to be junk more than likely... I know you said that sugestions would be ignored, but you dont have any ideas for boats do you...? Skip the rest if you dont want any. -You may want a transport boat, maybe one that can go on land and water, and maybe a artilery-like boat, but with a longer range(Depending on if the bases are right by the water or not) maybe light/heavy boats and the likes, with a little longer range. Thanks for reading if you did.
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ClassicMobster is not online. ClassicMobster
Joined: 23 Jul 2010
Total Posts: 5920
16 Jan 2012 06:41 PM
Hello HH.

About the Navy you'll be creating, what units will be available for this?
If you haven't thought about that don't bother answering this.

Between the new animations that will come and what you said at the end of the post,

"I'm also removing some unnecessary parts from units so that there are less moving parts in the game. That should help so that the game at least will look and play better, while having no extra lag."

Won't the new animations cause just as much lag if not more?
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ShadowBoy412 is not online. ShadowBoy412
Joined: 09 Oct 2010
Total Posts: 24
16 Jan 2012 06:42 PM
Opinion:
I think this is a good idea, but it will probably take a lot of time to do. Just don't pull out all your hair doing it :3 I still think having a Navy and a Land version in one game will make extreme lag, but you are the builder and know more than me.

Ideas:
Another animation you could have is that when a soldier comes out of barracks they actually walk out, same with tanks and when you make an airplane it actually lifts off of the airport, same thing for mothership/space fighters. The same thing will go when you garrison units inside something. A door opens and they walk in a line inside. Or if its a plane, the plane lands and they get inside.

-Boy412
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
16 Jan 2012 06:58 PM
Shadowboy, that would be tough.

The extra animations shouldn't use too many resources, since the parts will be anchored.
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mfzz99 is not online. mfzz99
Joined: 17 Dec 2008
Total Posts: 129
16 Jan 2012 07:02 PM
I agree with lokop :) but what ever happend to the spy unit and the place where you could upgrade your units :P
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Talagan is not online. Talagan
Joined: 12 Jul 2009
Total Posts: 1355
16 Jan 2012 07:12 PM
I love the things you are adding! The Tank idea is the most jaw dropping for me, It will make this game much more enjoyable rather then moving 7 tanks with 3 at the end pushing them all apart causing my men to unfocus and not be able to fire at any point of veiw without causing 2 or 3 more to turn the wrong way and not fire.. The soilder Idea is also stunning for more of a difference in the soilders.

Another thing that caught my attention was the navy maps, It just seems so... Amazing that you would think up this to improve a already nearly perfect game. So please keep up the good work HH!
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rayoma is not online. rayoma
Joined: 13 Nov 2009
Total Posts: 1911
16 Jan 2012 07:53 PM
> I am planning on remaking The Conquerors. Over the year that it has been out, the scripts have grown inefficient since adding things that you never planned often times makes a script less efficient than it would have been if you had added it to begin with.


That's why you ALWAYS make it easy to add in new updates. Start scripting in an OOP style instead of the standard Lua style so that it's as easy as plugging things in when making stuff.
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
16 Jan 2012 08:05 PM
I already script like that. You can't be as efficient if you leave openings for every possible update, even ones you dont foresee.
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