MDK Kabuto

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Pepys
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MDK Kabuto

Post by Pepys » Sun Feb 20, 2011 6:26 pm

Since I was on the topic awhile ago about a Pre-Giants-like game for MDK's engine, I am now thinking as to what an MDK styled mod for Giants would be like. Hence, it would be titled: MDK KABUTO!

The plot would be that Gunter and his streamliners are sending a giant minecrawler to Hawaii. While attempting to kill the pilot of the minecrawler, Kurt and his enemies are whisked away into another part of the universe. This place, of course, being: THE ISLAND! So Kurt finds himself battling both the traditional Turkey-Ape robot aliens and the Sea Reaperman, and will have to fight both Gunter and Kabuto. The Doctor and Bones, Kurt's companians, might be playable character too. Kurt's new objective would be to prevent Gunter's minecrawlers from destroying the Island, and the fate of thousands of Smarties are in his hands. (Timmy's family might possibly make a cameo in this mod).

I envision that Kurt would be created by using the Mecc as a template (except he'll look more normal bodied than Baz). The differences he'll have with the Mecc is that the left mouse button will act as a ribbon parachute instead of a jetpack, and the alt button can be used for jumping. (Imagine being able to parachute from the highest cliff slowly, and gunning or sniping your enemies down below you.) There can even be levels where Kurt can dive hundreds, or thousands of feet into the Island's atmosphere with your pterodactyl helmet, and dodge seeking missiles from the Island's below. You can also shift into first person mode, like the characters in Giants, to see better what you're aiming at, and there will be a sniping mode too.

On the other hand, Delphi's model looks more human-like, and might be a better template for Kurt. Plus, I like the perspective angle behind Delphi's model. It would make Kurt more domineering. Still, I like to see Kurt as being similar to Mecc.

This is just another mod concept, but how do you think this could work out in Giants: Citizen Kabuto's engine?

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Xentek
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Post by Xentek » Sun Feb 20, 2011 7:25 pm

Not gonna happen.

Pepys
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Post by Pepys » Mon Feb 21, 2011 11:37 am

How come?

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CrapHeap
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Post by CrapHeap » Wed Feb 23, 2011 8:02 pm

I dunno about the original engine but, once again, if you make some models and save them in a compatible format ( see http://irrlicht.sourceforge.net/feature ... tedformats for all formats supported by the game engine I'll be using) you will probably be able to use them in giants 2 (may take a long time before it's playable though).

If you would like to see total different gameplay, you will probably have to learn some c++ to be able to edit the code enough to add stuff(shouldn't be too hard)

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HellSnake
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Post by HellSnake » Sun Feb 27, 2011 9:13 pm

Xentek wrote:Not gonna happen.
:lol: whahahah that' s the perfect sentence to say it XD

Pepys
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Post by Pepys » Sun Feb 27, 2011 9:23 pm

Your support for his put-down remark came too late, HellSnake.

I still don't understand why you said its not going to happen, Xentek. Is it because it involves putting a different game type into Giants: Citizen Kabuto, or because the idea sounds stupid? It's only a make-believe mod idea, which means its something that like to be done for Giants, even if it can't. If it doesn't work, then it doesn't work, but I would like to know the reasons why it wouldn't work.

CrapHeap, you've kept saying that the mods I have in mind in creating can be made for Giants 2. I thought Giants 2 was a mod, or expansion pack, for Giants 1. Is this a new engine you are creating from scratch, or is it the Giants 1 engine with heavily modified features?

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Nagadkcin
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Post by Nagadkcin » Sun Feb 27, 2011 9:59 pm

Well, we tried to make giants 2 an expansion, but we lacked the source code. So, crapheap used irlichit, a program he's rather familiar with, to code the game. So, to answer your question, it's not an expansion.

I think Xen was trying to say that nobody would want to make an MDK style gck, so it probably wouldent "happen". However, you could do the coding, that is, if you're that consumed by the idea. :|

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CrapHeap
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Post by CrapHeap » Mon Feb 28, 2011 10:08 am

Familiar is not the right word I fear :P .
And as Nagadkcin already said I am not using the giants engine but an opensourced game engine called Irrlicht (with some third-party addons for physics and sounds and what not). Again, coding shouldn't be too hard if you know some c++ (should take only a few months to learn :) ).

ps: sorry for any typing errors, spellcheck doens't seem to work :(

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Xentek
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Post by Xentek » Mon Feb 28, 2011 11:48 am

[ION]Nagadkcin wrote:I think Xen was trying to say that nobody would want to make an MDK style gck, so it probably wouldent "happen".
That

and also the way you sling ideas around like it's no big deal. We don't need a bunch of new mods, if only because there aren't enough players (let alone interested ones) to justify the effort that would have to go into them.

For example, Tasiin is still working on the 1.5 patch while he has enough other things to do. Try and support what's still going on and that which has a lot more use for the community.
Just play the game as is and try to promote it to friends, online or wherever and try to provide a home for new players. Otherwise, go do some coding yourself like suggested.

If someone wants to pick up your ideas, great; feel free to prove me wrong. Just don't expect anyone to. Which brings me to my reasoning behind leaving my reply unmotivated: I didn't feel like dignifying your idea/request.

Now let it go, play the game and have some fun.

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Post by Pepys » Mon Mar 07, 2011 4:43 am

You burn through my words like the fire burned down London.

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Mnich
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Post by Mnich » Fri Apr 04, 2014 3:46 pm

Looks like I found some hard MDK fans :)

I'm not sure if you actually know about it, but there's a MDK fansite, called Hectic HQ. Sorry if it sound like an advert, but I really love games like MDK, Giants, Armed and Dangerous. So I just had to let you guys know about this site.

http://hectichq.com

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