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Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Apr 06, 2013 9:40 pm
by Ninja_pig_pro
Downloading right now... Is there modding support?

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Apr 06, 2013 11:53 pm
by learn_more
Ninja_pig_pro wrote:
Downloading right now... Is there modding support?
your sig is annoyingly big..

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sun Apr 07, 2013 2:54 am
by matpow2
Right now, you can mod anything, even the maps (even though this will cause desynchronization between the server and client, so it won't allow cheating). In the future, the server may choose do some checks on the local client files to ensure integrity, but I think as long as e.g. the character models stay the same size, you will be fine.

I'm sorry the update is taking so long, but the work on the new map is taking some time. Here's a screenshot though, with the train just about to breach through the enemy barrier:
Image

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sun Apr 07, 2013 3:44 am
by Ninja_pig_pro
Anyone wanna play? add me on steam if so xD
http://steamcommunity.com/id/ninjapigpro
learn_more wrote:
Ninja_pig_pro wrote:
Downloading right now... Is there modding support?
your sig is annoyingly big..
I'll remove the huge miner xD

Re: Subversive Takedown (top-down voxel shooter)

Posted: Mon Apr 08, 2013 12:39 am
by StopSignal
Im gonna try this game out.
Ninja_pig_pro wrote:
Anyone wanna play? add me on steam if so xD
http://steamcommunity.com/id/ninjapigpro
learn_more wrote:
Ninja_pig_pro wrote:
Downloading right now... Is there modding support?
your sig is annoyingly big..
I'll remove the huge miner xD
Finally! Blue_Devil2
Spoiler:
EDIT (off topic): As you said my icon was good, i will make, if you want, a sig for yah. What do you think?

Re: Subversive Takedown (top-down voxel shooter)

Posted: Mon Apr 08, 2013 1:54 am
by Sponge
That map is looking amazing! Will there be any way to see once you are inside a building? Right now all you can see is your name and a wall. Other than that, I can't wait to try the new update!

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 09, 2013 7:34 pm
by TB_
Sorry if this is too off-topic. But do you think you would have still been doing this if you could do so legally?


Okay, watching that makes me a little sad for that we are stuck on .75 because of jagex..

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 10, 2013 12:01 am
by StopSignal
Continuing Off Topic: We could call it a "Mod" for 0.75, and that woulb be legal :D
EDIT: I have seen that video before, taht turret is just too overpowered in block-destroying.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 10, 2013 9:35 am
by TB_
StopSignal wrote:
Continuing Off Topic: We could call it a "Mod" for 0.75, and that woulb be legal :D
EDIT: I have seen that video before, taht turret is just too overpowered in block-destroying.

I disagree actually, you have to actually place it somewhere to do it. Which makes it more balanced imo.
It also makes bases more valuable, which is sorely needed.

Really sorry for the derailing mat, if more discussion is needed there could always be a topic about this.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Apr 11, 2013 2:42 pm
by matpow2
I've actually wanted to make Subversive Takedown for a long time, since 2009 or so. I was inspired by games like SND Online (it's abandonware by now, but was quite popular in the day) for the top-down view that worked rather well and W:ET for its cool objectives. It was only after Ace of Spades that I felt confident in the move to 3D, and I liked the voxel style, so that's why ST eventually became a voxel game.

If I have to comment on Ace of Spades, I think there's a lot more to be said in the voxel genre. When I first tried Ace of Spades, it was the first voxel game that could keep my interest, and that was quite an accomplishment. However, I think the voxel landscape needs to start deviating from MineCraft-style games and try something new. That's what I'm trying to do with Subversive Takedown, i.e. mix the creative aspects of MineCraft and Ace of Spades with tactical and objective-oriented gameplay from some of my favorite FPSs. I'm mostly interested in new ways for voxels to expand on the creative gameplay, especially in a competitive setting.

Even though Ace of Spades was a lot of fun to work on and play with, I would rather focus on new ideas in ST. Now, I hope that was an elaborate explanation that will serve for the future as well! ;)

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Apr 11, 2013 3:17 pm
by TB_
Ok, so just continue doing what makes you happy. Blue_BigSmile
The video was interesting as well, I can see you borrowed the menu style on the ace of spades openGL

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Apr 11, 2013 5:50 pm
by VladVP
TB_ wrote:
I can see you borrowed the menu style on the ace of spades openGL
...
...
...
No comment.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Apr 11, 2013 9:17 pm
by Semper
Could you add a mod editor for mobile devices it would be cool if I could mod on the go when I'm bored on my iphone.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Apr 11, 2013 10:02 pm
by learn_more
TB_ wrote:
Ok, so just continue doing what makes you happy. Blue_BigSmile
The video was interesting as well, I can see you borrowed the menu style on the ace of spades openGL
you should consider borrowing a brain.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Apr 11, 2013 11:07 pm
by Semper
learn_more wrote:
TB_ wrote:
Ok, so just continue doing what makes you happy. Blue_BigSmile
The video was interesting as well, I can see you borrowed the menu style on the ace of spades openGL
you should consider borrowing a brain.
What's wrong with his post? Is it because he doesn't know that mat made the openGL version as well?