[dev thread] Mad Max Fury Road

Ooh, cool. Thanks! I hope I can get enough people interested to give feedback to make sure it's playable, without any graphics. If I can get one or two of the key units to seed the process, it would be helpful. Above is a wish list; are you aware of anything related I could pull out of existing mods?

well not really anything out there fitting this seem.
I´ll have a look at some mad max II pictures and start work on units (maybe the fuel truck first).
Let me see when I have time next, I will think of a process of speeding up the art releases for this mod, while keeping a coherent and interesting style.

And one more thing... I definitely can do all the modeling and texturing, but it might be wise to look for one of the vehicle makers to do the animations... (there is no crossbow/vehicle combination I am aware of and I don´t have the time to dig into something like that)
Hopefully you can find someone to cooperate with me on that (he would have to do the animation in max or some creative nif viewer work).
I´ll start on the things which can be done using existing animations...

May I suggest that it might be wise to start with the terrain, as that is the thing a player sees most and might be good to look wasted (so, a bit more varied). Don´t know what you wanna do about it or what different types you need, but I can see some different variations of desert and wasteland, with metal and ruins and stuff lying around...

ok, how does that sound?
 
Awesome!

For the fuel truck, I made a button. I searched images.google.com for "fuel truck", and found a bunch of pictures. One website is here.

The two units the player sees most are the interceptor (fast car) and chopper (motorcycle). If you search "mad max" "interceptor" you will find a few pictures. Any mean-looking motorcycle will do for the chopper. Presently I am using chariots, which looks really lame.

For terrain, I have copied the "ruined city" improvement art, which is a small circle of ruined buildings, and made a terrain feature. This is shown in my original screen shot (post here), the set of grey circles on the right. If it is possible to convert that into tiled artwork, like the trees feature tiles, that would be really cool. Random terrain with junk on it is nice, but ruins are an important feature and getting them right is the most important to me.

Thanks in advance if you have any spare time!
 
Awesome!

For the fuel truck, I made a button. I searched images.google.com for "fuel truck", and found a bunch of pictures. One website is here.

The two units the player sees most are the interceptor (fast car) and chopper (motorcycle). If you search "mad max" "interceptor" you will find a few pictures. Any mean-looking motorcycle will do for the chopper. Presently I am using chariots, which looks really lame.

For terrain, I have copied the "ruined city" improvement art, which is a small circle of ruined buildings, and made a terrain feature. This is shown in my original screen shot (post here), the set of grey circles on the right. If it is possible to convert that into tiled artwork, like the trees feature tiles, that would be really cool. Random terrain with junk on it is nice, but ruins are an important feature and getting them right is the most important to me.

Thanks in advance if you have any spare time!

I found this site: http://www.madmaxmovies.com/
it has a lot of pictures on the cars and on the road warriors.
that leads me to the point: the bad guys in mmII, do you mean those when you say "punk".... if so, how do the guys look a player plays? any example, description, whatsoever? or are you fine with everyone looking like those guys from mmII (with improvised armor, helmets, masks, etc...)?

about Terrain, i was talking about the textures. like blue marble is a set of new terrain textures. or i did one for Fall from Heaven II (you might want to have a look ;) )
 
For terrain textures, apart from the ruined city, I don't need anything new.

For the barbarian units, I was hoping they would look just like the bad guys from Mad Max. There could be a warrior skin and a motorcycle (plus skin).

For the player units, I had not thought about UU yet, but the "survivor" good guys are the image I had in mind. More "scruffy" than "armored".

I guess I left LH out of my unit requests, but I had posted separately about that here. The LH could be the best place for punk-looking guys with different color mohawks and tattoos and so forth.
 
For terrain textures, apart from the ruined city, I don't need anything new.

For the barbarian units, I was hoping they would look just like the bad guys from Mad Max. There could be a warrior skin and a motorcycle (plus skin).

For the player units, I had not thought about UU yet, but the "survivor" good guys are the image I had in mind. More "scruffy" than "armored".

I guess I left LH out of my unit requests, but I had posted separately about that here. The LH could be the best place for punk-looking guys with different color mohawks and tattoos and so forth.

I won´t do Leaderheads.
And i had the idea, maybe you can try using the airplane mechanics for roadwar? like, replacing the planes with vehicles, sending them on ontercept and other missions?
the only thing you had to do (or get someone else to do it), make them "fly" on the ground.

lets see, just an idea.
 
I hadn't really thought of air missions on the ground. One idea I had was selective invisibility, for an ambush. A higher level motorcycle or car unit could sit on a road, invisible, and when an enemy came near it would suddenly appear and attack. But if you have some thoughts about how air missions like intercept would apply, I'd be interested to discuss more.
 
Don't make it too complicated. One thing I see about mods (and when I worked on creating a similar one to this) is that you can make it too ocmplicated with cool ideas that are hard to implement and insanely time consuming.

Its probably best to create the basic mod, with units, tech, buidlings, civivcs, etc. And then add cool "aftermarket" options like ambushes.

I also bet you will get more people to sign on to help the more of the mod you have finished and can put out. I think people stay away from helping what may become a dead mod.

Perhaps some of the additions could be optional at mod start. For example, not everyone will want to play with the limited fuel mod. I think its cool because it adds realism and adds to the desparate surivial feel, but one problem with civ is that it is abstract and adding micromanagement screws with the gameplay. Sometimes these things can become unfun and turn some people off.
 
Thanks for the feedback. If I can solve the persistent CTD problem I have, I will release version 0.2. This has "enough gameplay to be interesting". But I don't think it will catch on due to lack of graphics. My fast cars, motorcycles and fuel trucks look like knights, horse archers and chariots. Kind of hard to get into the mood :-(

Based on a few PM discussions, my current plan is to upload the game locally, and then PM anybody who has submitted art to other mods to see if I can get them interested. Once the game has decent gameplay and at least some graphics, then I can announce it in the public download thread and get a little wider audience.

I agree with avoiding undue complication, but IMHO limited fuel is a key part of the theme. Maybe what I can do is tie it to the handicap info, so on the lower levels you have "essentially" unlimited fuel. I know how to do that.
 
I agree that limited fuel AND ammo are part of the theme, I'm just suggesting that you will get a wider audience if you can opt out of that. I really like the idea of the harder the level, the less fuel and ammo. Makes it more challenging if you want it.

You know what would be interesting, a pig resource you could build a methane refinery on or if pigs were in the city cross then you could build it in a city. A la Thunderdome.
 
Current status update. I have version 0.2 ""ready"". I found a few units for trucks and jeeps and mutant animals, and the map generator is working.

The ""only"" problem is that in 8 of 10 games I run, it crashes in the first 100 turns. There are no SDK mods, and the crash happens when I keep only the xml changes. See more details in this thread. I don't see much value in releasing something with such a bad crash problem.

I have now torn down the XML completely twice and rebuilt it little bit by little bit. After one teardown, it did not crash, but all the AI cities concentrated 100% on apollo project, and if I took out apollo project then it would crash every time in the first hundred turns.

After another teardown, even with only *removals* of standard objects and nothing new added, it would crash every time in the first hundred turns. This is especially frustrating because I have only changed 8 xml files. With 7 changed, it is fine. With the 8th changed, it crashes every time.

I am going to take a break from this project for ""a while"". If anybody has any suggestions for more efficient ways to debug, I would love to know.
 
Maybe don't delete Apollo, just remove it as a victory option in the scenario editor? Or at least tell people to open the mod as a custom scenario and remove it?
 
EDIT: version 0.2 is obsolete. See the first post in the thread for the current version.

Version 0.2 is released!

This version has some new graphics, but not very many. All of the mechanics I described in the first few posts in this thread are working. I decided not to add railroads yet. I have been able to play whole games through, so I believe the stability problem is solved. The main thing was using my new checker tool to find missing references in the XML. A good playtest goal is to build tanks by putting a depot in the ruins. The civilopedia is pretty complete, but just below are some links to the posts where you can find more information.

Download it from this link. Once I get a little feedback I will put it into the main download forum.

Tech tree
Resources and improvements
Units and unit progressions
Buildings
Map
Graphical crossreference
Graphics requests
Known issues for version 0.2

Plans for version 0.3:

* I haven't gotten action buttons to work in python. See this post for details. I will try again.

* I hope some graphic artists will contribute. I feel a little bad calling this a Mad Max style game, when it doesn't have any cars, buggies or motorcycles. Fortunately I have a pickup truck and some jeeps.

* For the late game, once you start to have tanks, it would be helpful to be able to move units quickly. I wanted to do something with railroads; I may choose to do something with airlift instead.

* Fallout should have some effect besides just preventing you from putting improvements there. It should either poison units moving through, or prevent units from moving there altogether.

* I need some wonders. Thunderdome is an obvious one. Jefmart1 suggested a "Voice of the Badlands" radio based wonder, and I have some other ideas.

Credits

* jefmart1 for some good background ideas and building names. Also, as far as I know, he is the only person to have run version 0.1 :-)

* xienwolf and Dryhad for help fixing the problem with the promotion prerequisites. Comments in the xml file can change the behavior!

* Art: HUMVEE and WillyJeep by snafusmith; Pickup by asioasioasio; Spider and Werewolf from FFH (not sure who the original author is).
 
EDIT: version 0.2 is obsolete. See the first post in the thread for the current version.

1. If you build jeeps, or rebuild tanks, they will run out of fuel. The gas truck, which appears automatically in the refinery building, can refuel the gas-powered units. I haven't been able to get an action button to work. So, to refuel, hover your mouse over a fuel truck unit and press Alt-C. This will use up the fuel truck and restore all the units in the plot to a full tank of gas.

2. Survivor villages (goody huts) can give you a refugee unit. If you get this unit back to one of your cities, it will increase the population by one. This may or may not be an advantage. I haven't been able to get an action button to work. Once the refugee is in your city, hover the mouse over the refugee unit and press Alt-C. This will use up the refugee and increase your city population by one.

3. I haven't tried to create any bonus or improvement graphics, I have just renamed existing ones. For example, the aluminum graphic is used for munitions. I have no ability to do graphics, it would really help if you could contribute. See the graphical crossreferences for what's what today. See the graphical requests post for a list of what I would like.

4. The "Jeep" and "Jeep Rifle" unit models are the same. I'd like to delete the rifle from the jeep, but I can't do it in SceneViewer, which is the limit of my knowledge about 3D graphics tools.

5. The leaderhead graphics are pretty low resolution. Also, when the leaders are displayed as buttons or in the diplomatic panel, the graphics do not resize. I need to provide a second set of button graphics for them.

6. I have not updated the technology quotes.
 
I'll make motorcycle for you (in fact germans in BMW R75 with sidecars - but both riders and sidecars could be easly replaced/removed). I talked with Garret about this already.
 
@asioasioasio: Awesome! You can't have Mad Max without motorcycles. Before I released version 0.2 I had motorcycles in there using the "chariot" unit, but it really violated the "feel". So I have the XML/Python all ready for motorcycles when you get done.

Any chance you could build a jeep with the gun removed, or stick a fuel tank onto the truck? The files are mostly your files anyway, but see my post here with more details.
 
You want old truck (Zis5b) with tank fuel??

The jeep convertion would be easy one.
 
I am quiet busy these days, but if you wanna have placeholders with Mad max style... why not using a "Plane" and then add a picture out of the originial movie of that unit (with transparency etc.), you wont have a 3d model, and no animation, but at least things looking a bit mad max.
just a suggestion.
 
What do you think of this?
http://www.stamp-n-toys.com/upload/31117_lg.jpg
Probably i would make fuel trailler using this as a bluprint

and make this truck for the fuel trailer
http://www.the-blueprints.com/index.php?blueprints/trucks/peterbilt/10528/view/peterbilt_359/

I would need help with someone knows how to add civ shaders in max.

http://www.madmaxmovies.com/
resource for all the cars and stuff (no blueprint, but the style is clearly visible).
Here is the truck

For shaders and stuff, i suggest this: http://forums.civfanatics.com/showthread.php?t=240956 (and the ones he mentions)


If you want me to texture things, i think i can help out on that, (rusty, apocalyptic style). I am quiet fast in texturing ;) maybe asio can concentrate on modeling the vehicles and I can texture them, that might save some time and perhaps proof as good teamwork ;) ?

I will get some punks and basic human figures done as soon as possible ;)
 
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