Re: What are you working on?
Posted: Sun Dec 27, 2015 3:25 pm
very cool c0burn! dp or fte? or both?
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
In what way?frag.machine wrote:Interesting... Won't immortal players break the gameplay ?
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 ?
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![]()
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.
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.