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Mods / Star Control II: The Ur-Quan Masters (0.7)
« on: June 09, 2011, 02:32:54 PM »
Download version 0.7 — Star Control II: The Ur-Quan Masters
TO DO (Global):
Ships to-do:
Planned
Utwig Jugger
Pkunk Fury
Androsynth Guardian
Umgah Drone
Supox Blade
Thraddash Torch
Ur-Quan Kohr-Ah Marauder
Syreen Penetrator
Slylandro Probe
Chenjesu Broodhome
Have Sprites
Druuge Mauler
Chmmr Avatar
Mycon Podship
Shofixti Scout
Arilou Laylee'lay Skiff
Ilwrath Avenger
Zoq-Fot-Pik Stinger
Implemented to Some Degree
Vux Intruder
Spathi Discriminator
Mmrnmhrm X-Form
Yehat Terminator
Melnorme Trader
Orz Nemesis
Earthling Cruiser
Ur-Quan Kzer-Za Dreadnought
I started with the sprites in Star Control II, tweaked the lines and then frankened bits and bobs from Starfarer ships. My hope is that the ships look like their original counterparts enough to be recognizable, but seen through the lens of the Starfarer style, scale and gameplay.
The mod adds 4 missions: Totality, Random Melee, Hierarchy vs. Alliance, and Alliance vs. Hierarchy.
The Ur-Quan Masters Project credit to this project for all their hard work
TO DO (Global):
- Provide module for any ship to transform to other sprite + bounds; armor damage will be stored per ship+transform instance; so each mode of a ship would get its own armor; actual transformation implementation via ShipAPI setSprite, getArmorGrid, CombatEntityAPI getExactBounds; add sprites to settings.json/graphics; add armor grid hashtable internal to the module;
- Set to Total Conversion; remove vanilla content; create custom title screen
- Victory Music & Special Sound FX: now possible via SoundPlayerAPI
- Zero-flux speed boost removed globally
- Custom AI support where necessary for strange weapons, especially some "missiles/drones" (Orz marine, Chenjesu DOGI, Vux Limpet)
Ships to-do:
- Slylandro Probe: EMP ship system for main weapon; "Speed" script (can't slow down)
- Chmmr Avatar: 3x ZapSats drones; Tractor Beam via scripted weapon, pulls target (weaker on heavier ships!)
- Arilou Laylee'lay Skiff: Inertialess Drive via stats, Teleport ship system
- Chenjesu Broodhome: DOGI drone (one-at-time limit)
- Ilwrath Avenger: Phasing system for cloak; Flamethrower as scripted weapon with custom sprite rendering
- Mmrnmhrm X-Form: use new transform module; use "convergeOnPoint" beam weapon spec (X-Wing); Missiles to 30 ammo, instant recharge for AI (Y-Wing).
- Orz Nemesis: Space Marines as drones or missiles, damage-over-time via scripts
- Ur-Quan Kzer-Za Dreadnought: Autonomous Fighters via drones, launched two-at-a-time with custom sound fx
- Mycon Podship: Hull/Armor Restoration via scripted ship system, fade-out of weapon via scripted rendering weapon plugin
- Androsynth Guardian: use new transform module; Acid Bubble weapon via scripted weapon
- Umgah Drone: Field Effect weapon as custom beam graphic, + script to destroy asteroids/projectiles in field; movement ability via ship system movement script
- Earthling Cruiser: Allow PD lasers to target asteroids (lowest priority but extra damage); sprite tweaks (nacelle placement)
- Druuge Mauler: sprite tweaks (conical surface rendering)
Planned
Utwig Jugger
Pkunk Fury
Androsynth Guardian
Umgah Drone
Supox Blade
Thraddash Torch
Ur-Quan Kohr-Ah Marauder
Syreen Penetrator
Slylandro Probe
Chenjesu Broodhome
Have Sprites
Druuge Mauler
Chmmr Avatar
Mycon Podship
Shofixti Scout
Arilou Laylee'lay Skiff
Ilwrath Avenger
Zoq-Fot-Pik Stinger
Implemented to Some Degree
Vux Intruder
Spathi Discriminator
Mmrnmhrm X-Form
Yehat Terminator
Melnorme Trader
Orz Nemesis
Earthling Cruiser
Ur-Quan Kzer-Za Dreadnought
I started with the sprites in Star Control II, tweaked the lines and then frankened bits and bobs from Starfarer ships. My hope is that the ships look like their original counterparts enough to be recognizable, but seen through the lens of the Starfarer style, scale and gameplay.
The mod adds 4 missions: Totality, Random Melee, Hierarchy vs. Alliance, and Alliance vs. Hierarchy.
The Ur-Quan Masters Project credit to this project for all their hard work