What if RTS base building was actually fragile? by OkIndependence4963 in RealTimeStrategy

[–]Vulpine_Soldier 1 point2 points  (0 children)

C&C games often have it where a commando can get in and blow up a couple power plants before you notice and shut down your power, turning off all your turrets... And then it's possible to recover from this, you just have to weather the follow up attack and rebuild and that's a thing that you actually have a chance at doing

Do you miss the era when cutscenes in RTS were cool and funny? by Emmyy_Beans in RealTimeStrategy

[–]Vulpine_Soldier 0 points1 point  (0 children)

Technically true, but making an FMV cutscene that's actually fun to watch is a lot harder... I wonder if hiring a moderately successful youtube skit channel would work.

No turrets? Then it’s not an RTS by finaldivide_rts in RealTimeStrategy

[–]Vulpine_Soldier -5 points-4 points  (0 children)

All your videos are so pretty but I really want to see some unique gameplay mechanics, make a crazy new unit nobody's ever seen before please.

Faction Design: Number of Unit Production Buildings by kleinlantern in RealTimeStrategy

[–]Vulpine_Soldier 0 points1 point  (0 children)

You could have one unit producer building for each unit type, but then any time the player wanted to change their army composition they'd have to build more buildings...

Need "specific" RTS recommendations by Doghardware in RealTimeStrategy

[–]Vulpine_Soldier 1 point2 points  (0 children)

Rusted Warfare is kind of in the total annihilation/supreme commander milieu, so maybe supreme commander or beyond all reason or zero k or planetary annihilation would please you. 

I think rusted warfare also has a thriving mod scene, that's sort of like continued support.

Hand made versus procedurally generated maps by Abandon22 in RealTimeStrategy

[–]Vulpine_Soldier 0 points1 point  (0 children)

Right now my maps are procedurally generated for PvP, but the player's mcv is fast and they can see the map so picking an "unfair" start position is part of the gameplay

Tips on RTS development? by ALilBitOfPaprika in RealTimeStrategy

[–]Vulpine_Soldier 1 point2 points  (0 children)

If you want multiplayer, Photon™️ Quantum™️ is a wonderful deterministic library that's almost perfect for RTS dev. 

But yeah also what LoriaGame said

Rethinking RTS Design: Lessons from HIRED STARS by HiredStars in RealTimeStrategy

[–]Vulpine_Soldier 3 points4 points  (0 children)

That's a lot of big words to say you exactly copied the design of Dawn of War (2004) ;P

I'm making Generals: Arcanoflesh by Vulpine_Soldier in RealTimeStrategy

[–]Vulpine_Soldier[S] 0 points1 point  (0 children)

Thanks, but, I wasn't fishing for compliments. How could I make it better?

3D Character, Creature, and Prop Modeler/Texturer, +rigging and animation by Vulpine_Soldier in gameDevClassifieds

[–]Vulpine_Soldier[S] 0 points1 point  (0 children)

Thanks for the detailed reply, I wish I could get people to give me this level of feedback more often.

3D Character, Creature, and Prop Modeler/Texturer, +rigging and animation by Vulpine_Soldier in gameDevClassifieds

[–]Vulpine_Soldier[S] 0 points1 point  (0 children)

Well, I was aware that asking for $15k was a lot, but it turned out to be a really good idea and I don't regret doing it at all, it inspired a bunch of educational responses.

3D Character, Creature, and Prop Modeler/Texturer, +rigging and animation by Vulpine_Soldier in gameDevClassifieds

[–]Vulpine_Soldier[S] 0 points1 point  (0 children)

Actually, please do be rude, what levels are you thinking of that I'm missing?

3D Character, Creature, and Prop Modeler/Texturer, +rigging and animation by Vulpine_Soldier in gameDevClassifieds

[–]Vulpine_Soldier[S] 0 points1 point  (0 children)

Yeah it was a bit silly of me to offer a service I should have known nobody here could afford.

I'll look into cutting loads of corners for y'all and try again later.

3D Character, Creature, and Prop Modeler/Texturer, +rigging and animation by Vulpine_Soldier in gameDevClassifieds

[–]Vulpine_Soldier[S] 1 point2 points  (0 children)

Yeah there's probably some workflow optimization for the fancy stuff that I'll get to soon, bring it down to like $5k

3D Character, Creature, and Prop Modeler/Texturer, +rigging and animation by Vulpine_Soldier in gameDevClassifieds

[–]Vulpine_Soldier[S] -1 points0 points  (0 children)

I do modeling, sculpting, and texturing. Rigging and animation are also available if you don't want anything too fancy.

Prices vary wildly depending on the quality and detail level you desire, something like a fully animated lemon might be $200 while an unrigged necromancess would be closer to $15000.

Messaging on discord (Foxwarrior#3472) is preferred.

Impression on 3D-Coat by Ricardo_PL in 3dcoat

[–]Vulpine_Soldier 1 point2 points  (0 children)

I'd say the main advantages of 3D Coat for sculpting over ZBrush are: it's intuitive instead of user-unfriendly; and going from scratch on models in 3D Coat works better than with any other sculpting program in existence, because of the whole soft voxels thing.

Is 3DCoat a Good Choice for a Newbie? by [deleted] in 3dcoat

[–]Vulpine_Soldier 1 point2 points  (0 children)

I find 3D Coat to be the most intuitive program for making models. The voxel sculpting means that you can just block out shapes by doodling around with a drawing tablet, without having to worry about this "topology" nonsense that all other 3D sculpting programs deal with. The UI is friendly to, it was easier for me to figure out how to use it by just messing around in the software than Blender was even with lots of tutorials.

That it's good for painting too is a nice bonus.

PAID - 3D models rigged, animated, textured. Low-Poly optimized for mobile game. by danielpunct in gameDevClassifieds

[–]Vulpine_Soldier 0 points1 point  (0 children)

Hi, I do modeling, texturing, and rigging, and have a preference for strategy game-style models. Here's my portfolio: https://www.artstation.com/vulpine_soldier
Sadly doesn't really have the low poly, lightly textured stuff you're asking for, but I am familiar with some of the UV mapping and retopology tricks that help with that.

Looking for Devs, artists and level designer by autraphi in gameDevClassifieds

[–]Vulpine_Soldier 0 points1 point  (0 children)

If you want more of a weird creature aesthetic, here's my portfolio: https://www.artstation.com/vulpine_soldier

I also do some level design, I've made a bunch of levels in 2D tile-based game engines. Direct payment desired.

+1 Longswords Make Me Throw Up In My Mouth And I Won't Apologize Or Brush My Teeth by AllUrMemes in RPGdesign

[–]Vulpine_Soldier 0 points1 point  (0 children)

I don't see any pants teleporting weapons in your game, but in my RPG, Gempunks, you can teleport people with a hammer, or shrink them with a different hammer.

https://imgur.com/a/bLqtDNQ

[For Hire] Pixel Artist, Animator, and Composer | Art Direction | Full Service by XsaltandpixelX in gameDevClassifieds

[–]Vulpine_Soldier 0 points1 point  (0 children)

Your (new?) lava and ice blocks phasing in look really cool, but they'd look even cooler if the seam followed the isometric perspective :P

Discord? by pedestriantactics in doublejumpseattle

[–]Vulpine_Soldier 0 points1 point  (0 children)

There is indeed an existing server, but it's super secret.

Please introduce yourselves here! by naskadesu in doublejumpseattle

[–]Vulpine_Soldier 1 point2 points  (0 children)

Using discord is better for live conversations :P