What are you working on?
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
very cool c0burn! dp or fte? or both?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
c0burn, whats the mod about?
and what are the release plans?
Hud looks good. minimal, but good
and what are the release plans?
Hud looks good. minimal, but good
Re: What are you working on?
fte only, due to a number of issues with dp.toneddu2000 wrote:very cool c0burn! dp or fte? or both?
the mod is basically quake coop as you know it, but with a number of changes.gnounc wrote:c0burn, whats the mod about?
and what are the release plans?
Hud looks good. minimal, but good
you don't die, your team mates have to revive you if you're incapacitated.
you can carry 3 weapons max (1 melee, 2 guns)
there will be reloading
the monsters will have completely rewritten ai (with some waypoint usage)
and more..
no release plans as of yet!
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
good! Keep up the development!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
Interesting... Won't immortal players break the gameplay ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: What are you working on?
In what way?frag.machine wrote:Interesting... Won't immortal players break the gameplay ?
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
Honest question, since I don't know more about the mod mechanics, thus I am assuming is largely based on conventional Quake coop.
If you make players immortal this means one could fight alone (and eventually defeat) a dozen shamblers with just an axe, provided there's someone ready to revive him (OK, that's an exaggerated scenary but you get what I mean). This may end up turning the game more of a grind than a challenge.
One interesting approach in player revival was in dm RTCW: when a player was "killed" usually he would first fall hurt, and a field medic could revive him in a relatively short time window. After that (or if hit again by enemy fire), the player was dead and should wait for the next respawn wave.
EDIT: Another problem occurred me, and this seems more serious: what if all players are hurted at once ? Who will revive them ?
If you make players immortal this means one could fight alone (and eventually defeat) a dozen shamblers with just an axe, provided there's someone ready to revive him (OK, that's an exaggerated scenary but you get what I mean). This may end up turning the game more of a grind than a challenge.
One interesting approach in player revival was in dm RTCW: when a player was "killed" usually he would first fall hurt, and a field medic could revive him in a relatively short time window. After that (or if hit again by enemy fire), the player was dead and should wait for the next respawn wave.
EDIT: Another problem occurred me, and this seems more serious: what if all players are hurted at once ? Who will revive them ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: What are you working on?
The challenge would be in being able to be revived while your team mates are fending off whatever killed youfrag.machine wrote:Honest question, since I don't know more about the mod mechanics, thus I am assuming is largely based on conventional Quake coop.
If you make players immortal this means one could fight alone (and eventually defeat) a dozen shamblers with just an axe, provided there's someone ready to revive him (OK, that's an exaggerated scenary but you get what I mean). This may end up turning the game more of a grind than a challenge.
One interesting approach in player revival was in dm RTCW: when a player was "killed" usually he would first fall hurt, and a field medic could revive him in a relatively short time window. After that (or if hit again by enemy fire), the player was dead and should wait for the next respawn wave.
EDIT: Another problem occurred me, and this seems more serious: what if all players are hurted at once ? Who will revive them ?
I like the idea of a maximum number of "revivals". This is something L4D did if i'm remembering correctly.
Uf all players are incapacitated, the level ends and you have to start again.
Re: What are you working on?
get the reviver to hide around a corner. its not entirely reliable but will probably get the job done...c0burn wrote: The challenge would be in being able to be revived while your team mates are fending off whatever killed you
so be sure to make sure monsters get angry at revivers of corpses that the monster can see, even if the monster cannot see the reviver themselves.
maybe require the reviver to donate half their health, and to have at least 50 health. revives are then limited by the amount of healthboxes on the map that the players have access to, making suicide actually suicidal.
reconnecting may also be a usable tactic, maybe redistribute health to squish it.
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
Any limiting mechanical is essential to not turn player death meaningless: cooldown time, price in terms of medikits/megahealth boxes, excessive healers exposure (like requiring to stand idle near the hurt player for an ammount of time while "healing"), you name it.c0burn wrote:The challenge would be in being able to be revived while your team mates are fending off whatever killed youfrag.machine wrote:Honest question, since I don't know more about the mod mechanics, thus I am assuming is largely based on conventional Quake coop.
If you make players immortal this means one could fight alone (and eventually defeat) a dozen shamblers with just an axe, provided there's someone ready to revive him (OK, that's an exaggerated scenary but you get what I mean). This may end up turning the game more of a grind than a challenge.
One interesting approach in player revival was in dm RTCW: when a player was "killed" usually he would first fall hurt, and a field medic could revive him in a relatively short time window. After that (or if hit again by enemy fire), the player was dead and should wait for the next respawn wave.
EDIT: Another problem occurred me, and this seems more serious: what if all players are hurted at once ? Who will revive them ?
I like the idea of a maximum number of "revivals". This is something L4D did if i'm remembering correctly.
Uf all players are incapacitated, the level ends and you have to start again.
Arbitrary limits like "you can have X ressurections per healer" may prove insufficient (get enough healers in the party and people get imprudent).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: What are you working on?
That's an awesome effect. Would be cool if digits reacted to world lighting in some way. Dimmer in dark areas, brighter and higher reflectance outside.
Re: What are you working on?
I think so well (I forgot to write, it is recorder with 4x multiplier, in reality, the lighting is softer)
ps
I add this effect for "dog tags" in the game menu
ps
I add this effect for "dog tags" in the game menu
Last edited by Barnes on Sat Jan 02, 2016 7:17 pm, edited 1 time in total.
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
so cool effect, Barnes!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
Edit!
And some silly attempt at trying to pull off 3D skyboxes in the last hour or so.
https://github.com/OldTimes-Software/Ka ... -169887222
Edit!! Wololo~