Author: LieutenantMarky
Team: Lieutenant Colonelconstantin, Professional AdminNachtfalter
Last changed: 26.04.2014 20:04
Completion: Beta (half done)
Date of publication: probably never
User niveau: Excellent
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What is this about?
Inspired by Tyron's Golden Zap Edition I decided it was time to bring back the style of the classic Clonk games, such as Clonk Rage, to OpenClonk, while keeping the advantages of OpenClonk where it makes sense.

Concept
My goal is to expand the demo pack in small steps until the content of the basic Clonk Rage, excluding the addon packs, is completed. However, I do not want to recreate CR in all aspects, but rather improve it, so some of the CR concepts and mechanics may be scrapped in the process.

Accepted ideas
These may be implemented some time in the future.
- seasonal graphics for buildings (realized by attached meshes probably), [post v1.0]
- proper CR style trees with suitable graphics [v0.5]

Goals for the next release (v0.4)
I am waiting for feedback by the players :)

Currently in work
Nothing - v0.3 is released!

Finished work for next release
This is the stuff you are waiting for ;)


Accomplished goals
This has been done so far:
Release v0.3

- additional scenarios "Mountain Range", "Ashlands", "Valley of Kings"
- controls: changed control scheme back to default OC controls
- controls: continuous digging with the shovel
- controls: digging angle locked in 5° increments
- controls: adding materials to construction sites is possible with the interaction key
- animals: new graphics for fish
- animals: new animal piranha
- issues: material chunks do not work at the moment
- issues: removed context menu
- issues: removed attachable tools
- structures: chemical plant, pump, power plant, foundry, workshop, all 3 huts, castle, elevator, windmill

Release v0.2

- new lorry graphics
- windmill, works like OC windmill for now
- resource items in a more classic style: gold, rock, ore, ice, sand, crystal
- new/reworked control scheme, see below
- new/reworked materials, inspired by OC and GZE: loam, firestone
- new old materials: earth, sand and snow are diggable to material chunks if you press Dig while digging
- new old materials: oil, crystal
- zooming restricted between zoom factor 1 and zoom factor 2, adjustable per scenario
- some of the old animals: bird, fish and zap
- day- and night cycle for bird
- removed control scheme switcher
- hangling has a nicer movement flow
- classic buy and sell menu
- context menu with the interaction queue
- a quick port of the CR style trees
- tools such as axe and shovel attachable to clonk (spanning a bridge between the CR and OC style of item use)
- some minor UI adjustments for the new features
- inventory menu controllable by keyboard
- elevator

Release v0.1

Control Scheme
Thanks to Sven2 for the link to his classic scenario that already implements most of the classic controls. It was a real help and a good foundation for starting the work.
The controls are being reworked for release v0.2. The layout is that of CR (QWE-Block) with R being in use for the player menu. The scheme differs from OC:
- no interact key (not planned)
- hotkeys (planned, but not implemented, at the moment the OC hotkeys will not work)
- click and run
- control DownDouble grabs and releases vehicles. Switch between multiple vehicles with crew selection keys.
- use of Ctrl key for "forced" controls:
- control Ctrl+Up/Ctrl+Down enters/exits buildings. Pressing Up without Ctrl will jump in front of buildings
- control Ctrl+Crew Selection switches the crew while an object is grabbed
- context menu via Special2, contains all options that appear as interactions in the bottom of the screen
- inventory menu via Special Double. Left/Right selects items, Up/Down works like Mouse Left/Right, crew selection switches between containers.
- control Special shifts the inventory
Additionally, a tool system has been introduced that is close to the CR controls:
- a clonk can permanently attach up to two tools that he uses with Dig and DigDouble respectively
- as a default, the first tool is the shovel and the second tool is the axe (Dig digs, DigDouble chops trees)

As a result, the mouse is now only used for acessing the construction menu, everything else works via keyboard as well (which is a big prerequisite for bringing back split-screen gameplay!).

Support
A CSS for the project page would be nice, so if anyone is willing to help...

Downloads
Try it!
v0.3 from CCAN.
v0.2 from Clonk Center.
v0.1 from Clonk Center.
Eye Candy
The most important part :D
v0.2

v0.1
24.05.2014 07:58, EnsignTflk3 voted +, Influence 1
now it looks more like clonk ^^ great job!!
27.04.2014 11:37, CaptainMaddino voted +, Influence 1
I love the goal of your project. Exactly something like that need OC
28.03.2014 23:23, Professional AdminNachtfalter voted +, Influence 1
Macht Lust auf mehr!
28.03.2014 14:03, Ensignshadow of darkness voted +, Influence 1
Motivational plus!
27.03.2014 19:24, CaptainGecko voted +, Influence 1
!!!!!!!!!!!!!!!!!!!1
26.03.2014 01:10, FounderTyron voted +, Influence 1
Looks promising, looking forward to it :D



Showing 11-20 comments out of 44

21.04.2014 23:00 from LieutenantMarky  
I want to release v0.2 already, but there are still some minor time consuming things to do.

21.04.2014 20:16 from CaptainZappus  
>(which is adjusting only defcore values now, pretty cool actually)
for (var grass in FindObjects(Find_ID(Grass)))
   grass->SetObjDrawTransform(2000, 0, 0, 0, 2000);
:]

21.04.2014 19:35 from LieutenantMarky  
The grass is standard OC grass, I think I'll make it look larger (which is adjusting only defcore values now, pretty cool actually). There are snowballs, but only if there is snow ^^

21.04.2014 19:26 from MajorEnd  
The grass seems a bittle tiny, but cool anyway :O

Are there Snowballs, too?
Last change: 21.04.2014 19:27

21.04.2014 18:41 from LieutenantMarky  
A little teaser screenshot for the next version, look at the description :)

13.04.2014 14:18 from LieutenantMarky  
Oh gosh, I found the resources repository for OC (not that it was any secret). Custom clonks :D

I am starting to like OC even more now, so many possibilities...

Somehow the closing of the original forum has started a new era I think... I'll have some surprises for everyone in the next few months :D

Update: the new old controls are coming along nicely :)
Last change: 16.04.2014 22:59

13.04.2014 11:39 from LieutenantBowserkoopa  
Really intersting, looks like I did miss some good projects while I was away ;) Keep it up!

12.04.2014 16:52 from MajorEnd  
> I'll put it on github and give the link to anyone who becomes a member of the project.
There's a search function at github =P

12.04.2014 14:52 from LieutenantMarky  
I'm managing it on a private git project already by the way ^^. I'll put it on github and give the link to anyone who becomes a member of the project.

Btw, the zoom limit is implemented :D
Last change: 12.04.2014 14:52

12.04.2014 13:19 from MajorEnd  
>Git repository: Depends who wants to contribute. Apparently not many people contributed to Clonk Infinity via the git project.
But more than without it. And it's better to maintain.