Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


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PostPosted: Mon Sep 08, 2014 3:59 pm 
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Some of you might have heard that I'm working (albeit slowly) on making Cruiser Command into its own game, completely separate from SC2 and rebuilt from scratch. This means that we potentially have the possibility to redesign everything from scratch. All those suggestions that got scrapped because the SC2 engine is limited or because I would have to redesign the entire system, time to bring it back!

So, by all means, post your suggestions and discuss the new ideas and designs we come up with!

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 Post subject: Re: Information
PostPosted: Tue Sep 09, 2014 9:06 pm 
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So which is the correct github for this project?

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 Post subject: Re: Information
PostPosted: Wed Sep 10, 2014 6:19 pm 
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What if I told you it's private to prevent people from complaining about my horrible coding?

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 Post subject: Re: Information
PostPosted: Wed Sep 10, 2014 11:32 pm 
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Siretu wrote:
What if I told you it's private to prevent people from complaining about my horrible coding?


We are just very enthusiastic testers

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Oh its not orders I'm giving, but rather... "aggressive suggestions".


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 Post subject: Re: Information
PostPosted: Fri Sep 12, 2014 1:16 pm 
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If I had my hands on the sourcecode for this game, I would contribute lots of dev time to it, bad sourcecode or not!

I work as a developer for my day job...

Proof:
http://i.imgur.com/UcegVtt.png


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 Post subject: Re: Information
PostPosted: Fri Sep 12, 2014 2:29 pm 
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bbot wrote:
If I had my hands on the sourcecode for this game, I would contribute lots of dev time to it, bad sourcecode or not!

I work as a developer for my day job...

Proof:
http://i.imgur.com/UcegVtt.png


hel prolly turn you into an 'intern' (unpaid-hes cheap like that! :lol: )
and jeez, i have a ways to go if i want to try programming O.o

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 Post subject: Re: Information
PostPosted: Fri Sep 12, 2014 3:35 pm 
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bbot wrote:
If I had my hands on the sourcecode for this game, I would contribute lots of dev time to it, bad sourcecode or not!

I work as a developer for my day job...

Proof:
http://i.imgur.com/UcegVtt.png


Nice! I always wanted to spend some more time with angularJS.

Anyway, several things: it's worth noting that "the sourcecode for this game" is no game at the moment. My hope is to get it to a point where the core is down and we can start adding gameplay elements. When that happens, it's easier for me to allow other developers I trust to come in and do work.

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 Post subject: Re: Information
PostPosted: Fri Sep 12, 2014 3:37 pm 
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A most interesting direction for the future of Cruiser Command
I would state that you should try and build the new standalone version of 'Cruiser Command' to be like what we have now in SC2 (or wacraft 3) and then start piling on features and expanding the game.
I wish i was a programmer so i could offer help but no...Accounting and side jobs of amateur voice-acting called to me lol


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 Post subject: Re: Information
PostPosted: Fri Sep 12, 2014 3:42 pm 
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DinoChicken wrote:
I would state that you should try and build the new standalone version of 'Cruiser Command' to be like what we have now in SC2 (or wacraft 3) and then start piling on features and expanding the game.


That's an interesting thought and it's not the way I intend to go. It's not really the way I went when I developed it for SC2 (I started out with WC3 as a guideline but very quickly diverged into a different game)

The reason I kind of want to redesign it from scratch is that there are a lot of better possibilities now that I want to explore instead of being stuck with stuff because I just threw something together similar to how it works right now instead of thinking about it.

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 Post subject: Re: Information
PostPosted: Fri Sep 12, 2014 9:35 pm 
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So when can we 'obsessive video-game testers' get into the Alpha? :D

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