My opinion on BF2 like rank unlocks is that, your skill should make you a better player, not the gun you use. If you're better than someone else, you should win due to skill, not because of the weapon you use. If you caught a guy by surprise, put rounds into him, but he one-shots you because his gun has super-mega ammo, and you loose, that would piss you off.
@ Def's models.
Sorry i havent gotten back to your PM, i will later.
That pistol looks really cool, i could totally use it, assuming sketchup can export to a format useable by Blender (.obj or something), then i have to map textures to it, scale it, put nodes on it, and then export it into a DTS.
That gun looks soo freaking cool, but im worried about the gun but and clip slot, I think those will be inside the players arm, and not visible. The way the players arm holds the gun is a right angle, and not a wrap-around the butt look that a real person would do to hold a gun like that.
Also, no i cant put individual number ammo readouts on the gun, thats up to 20, or so per model, and thats a lot of individual texture animating. I can do a light or something, a simple animation when it's loaded.
Do you guys really think i should do Unlocks? Ammo? (Badges on the player are a definite yes). Incendiaries would be really cool in PVZ, and no one could complain about unfair advantages. I can call it like... a Virus-Reactant round
Alv, im making paint templates for the armour classes, so that the people more akin to using a more complex editor aside from paint can work on some fancy stuff as suggestions, ill edit my post when i have them done. (and if you think its a nice idea so you have something to work on, you can now have stuff as reference, if that IS even what you want.)
By the way, the outlines arent a limit persay, just a guide line, but preferably try to stick to them so you can difrentiate between classes.
If you mean a texture wrap for a new player model, that would be great. It's easy to make a model's UV wrap fit for a pre-determined texture, but it's hard to make a texture fit a model. Oorr, we all could just wait for the model to be made, then i can UV export the wrap and you guys can decide amongst yourselves whoes texture we use.
I currently have a UV map already set for a generator Here.
I'll take a look at this sometime, sounds interesting.
On another note, you might consider holding off for a few months? I'm planning on getting Torque 3D Studio Pro sometime by the end of this year for the start of my group's game projects, and that version has a transferable license.
If you want, I'll help out with this too, sort of as a thank you for the help you did for that C&C mod we worked together on.
As for my inputs:
* Need to have a more dynamic AI control system, instead of just the usual, CCM zombies. Torque has a good AI system.
* and you best follow the same advise Thyth gave me, write an x509 RSA based account system, and you scratch the need for a 24/7 account server (which I can provide my C++ code for ).
* as for a rank system, you might want to do something I'm planning on doing for our TWM/TWM2 game, which is customizable armor settings unlocked by rank.
* you could do a prestige system, we're calling ours the "officer" ranks.
* weapon classes, you could have weapon crates that have weapons based by class:
** IE: Rifles, SMGs, Shotguns, Ect.
* As for your gun butt issue you mentioned above, you don't need it
** Instead, add a small system that handles a "melee" attack, and you could do some player animation to show it.
If you mean a texture wrap for a new player model, that would be great. It's easy to make a model's UV wrap fit for a pre-determined texture, but it's hard to make a texture fit a model. Oorr, we all could just wait for the model to be made, then i can UV export the wrap and you guys can decide amongst yourselves whoes texture we use.
I currently have a UV map already set for a generator Here.
thats neat, if i may ask something, underwater handling... ive been running up a very (VERY) rough looking drawing of a scout armor being able to hover at the same height underwater, considering how the armours may not have had land jets, but underwater jets instead, will you be able to make the armour do animations underwater? the suit opening up certain parts and fans inside start to spin effect would look pretty nifty
Or, if you wanted to have more realistic ammo types, there could be ones such as full metal jacket, hollow point (although, illegal to use in war), tracer rounds, and incendiary.
tracers do ignite their targets if repeatedly hit with them, but if you want them as bouncing/deflector bullets as in, they ricochet off of surfaces (exept water) 3-4 times, and with reduced damage due to speed loss, then id probably want tracers over other things that bit more, but i guess it would depend on the situation, assimung td is on at the time, no way in hell would i use them aside from pvp to flush enemys out of cover
You should have a currency and unlock weapons and equipment by spending.
You could have a ranking system that unlocks customisations and all that.
Maybe the currency could work like in counter strike, you get some for kills or completing objective, buy your equipment with that, and if you die, you lose your equipment, could be used to buy vehicles/packs too(?)
3.) Sounds like a solid thought. Just wondering, and I seem to see it quite a bit. People like the heavier armor but w/o the movement limitations.
4/5.) I mean like, an SMG is a very high rate fire weapon with low damage, vs. an assault rifle which is higher damage, but much slower rate of fire. Think MP5 vs M16.
6.) Nub. I lol'd. /discussion
7/8.) *confuzzled*
9.) Sweet. Fine by me. /discussion
10.) It'd be pretty sick, wandering around in pitch dark cuz it's a cloudy night, with only your weapon's flash light, or cruising in a tank and suddenly you see a zombie and SMUSH. /discussion
11.) BEWARE THE SEA STRAIN. (silenti etc ago) /discussion
12.) W/e you gotta do bro. Just think it'd be pretty sweet, and since you're making this from the ground up. *shrug* Just want this shit to be as good as possible. /discussion
13.) FRIGGING EPIC./discussion
14.) Not sticky like you throw them and they run around like a psycho with a knife in a chicken coop, but they stick to walls/cielings. I"m mostly aiming for a mine that I can plant on a wall, so the next guy that comes through and hits that wall gives it a nice pink paintjob. Gigiddy.
15.) Mm. Badges are a hell yess, Along with achievements, but I agree, don't make them unlock better weapons. I can just imagine someone finding a gay ass glitch and getting q34234X3423 xp and getting all these mods and super powered weapons and gay shit.
16.) I talk to PHantom, Bln, and DeRangedwhatshisface about it. >.> /discussion
17.Sweet. /discussion
18.) ... different sized rail EF rifles?
19.) Keep me in formed?
20.) You'd be surprised. :P /disuccsion
21.) Awesome. Oh, and if you can, try to have them rise above the ground? My previous suggestion was spawn them 5m underground, and move them up .5 m 11 times, then let them go roam around. Idk.
22.) It's one that'll take some time implementing tho. Keep me in formed?
23.) Sweet. Add shovels maybe? Make basements, tunnels, trenches??
24.) GIggedly. /discussion
25.) More than one kind too. Knives, axes, swords.
26.) Sweet. Different kinds of pistols? Variety?
27.) Make an option for a player to be the VIP tho, and give them like a weak pistol?
28/29.) Horde is where there's a timer, players build, timer ends, ZOMBIES.
Infection is where the players start in a confined base, and one turns into a zombie, and they try to infect all the other players.
30.) Sweet. /discussion
31.) *sigh of relief* /discussion
32.) XD I'ma have so much fun. Maybe make it possible to shoot the ropes? O.o
33.) Sounds good, keep me in formed plx.
34.) XD /disucssion
35.) :P Keep me informed.
36.) Sweet. customization. /disucssion
New:
37.) Muchly agree with the ammo styles. Look into AP, HE, IN, Hollow, full, different shotty rounds, along with different calibered weapons with the perspective pros/cons of range, damage, weight, mag size.
38.) Animations - Sweet?
39.) WEapons should def be modable to the extreme, I think. Like, magazine size, laser sights red/green/blue, scopes, recoil pads, weapon jams, etc.
40.) Wounded players- Much agreement on this. On the same note, make it in proportion. I.e. if I get shot in the hand and I'm limping like a fucktard I'm probably be wtf. And please don't add red-white hazes, that's just annoying as fuck.
41.) Medkits- I think they should be able to heal themselves to a variable degree. I mean, if I lose my leg I can put a tourniqut on it myself, but not as well as a teammate. So maybe heal to a lesser degree?
42.) Ignore Phantom.Please.
43.) Weight ratios? Idk if you actually wanta dd this since it'd be complicated as fuck.
Oh, and I'd say fuck the currency system unless it's tied to an actual gametype, like horde or VIP, and is renewed with every gamemode reset, with an on/off switch. Otherwise, it'll be lame as fuck.
The difficulty with ranks is indeed, what was already stated tho. If more ranks have better/more powerful weapons/ammo/armor/upgrades, it takes away the skill. I recall several instances where I could get multiple headshots on phantom with a krieg-style rifle, and yet due to his rank/armor/perks, it wouldn't kill him, and one shot to like the foot and I die. It was kinda gay, and made me not want to play because it utterly ruins the skill factor of the game/players.
I agree with ranks, but don't like, tie it to power/strength. Otherwise you'll get mission campers that just sit there while everyone else does the work of the mission, and they get rewarded all day while they're at work for nothing.
And on that note, you need to think about having player specific rewards, because that discourages teamwork. I tell you now, if I get cash based on how many zombie I kill, I'ma TK my mates at mission start. If we all get the same reward, maybe something extra for every member revived/survives, it'll encourage at least a primal amount of teamwork, me thinks.
But I'd also be kind of annoyed for some noob that joins that gets a ton of cash because I ape-raped everything that so much as twitched. So, I'm at a bit of an impasse. Thoughts?
Would be kinda interesting for the currency system, but I still say PROVIDE THE ABILITY TO DISABLE/ENABLE IT!!!
sorry i was away all weekend and didn't answer/shit like that. after i get home from work today im gunna start coding again.
So far i have to make a new installer for the game, Signal360 was nice enough to write me a handy installer/updater from python, but it required everyone have python to use.
Right now, since this is top priority, im going to try to write one, either in C or in Autoit (If i can get fucking INetGet() to work. These two options wont require you guys download anything to get it to work, so it's wicked.
* and you best follow the same advise Thyth gave me, write an x509 RSA based account system, and you scratch the need for a 24/7 account server (which I can provide my C++ code for ).
So far im planning on having a very simple webserver based auth system, one i've written half a dozen of times for half a dozen projects. The server is already 24/7 and it's already live, so it works for me. If in the future that proves too insecure, and is prone to abuse, then i'll switch to something fancy as fuck.
* as for a rank system, you might want to do something I'm planning on doing for our TWM/TWM2 game, which is customizable armor settings unlocked by rank.
Thats a neat idea, but for now im keeping it vanilla.
* As for your gun butt issue you mentioned above, you don't need it
** Instead, add a small system that handles a "melee" attack, and you could do some player animation to show it.
The difficulty with ranks is indeed, what was already stated tho. If more ranks have better/more powerful weapons/ammo/armor/upgrades, it takes away the skill. I recall several instances where I could get multiple headshots on phantom with a krieg-style rifle, and yet due to his rank/armor/perks, it wouldn't kill him, and one shot to like the foot and I die. It was kinda gay, and made me not want to play because it utterly ruins the skill factor of the game/players.
I agree with ranks, but don't like, tie it to power/strength. Otherwise you'll get mission campers that just sit there while everyone else does the work of the mission, and they get rewarded all day while they're at work for nothing.
And on that note, you need to think about having player specific rewards, because that discourages teamwork. I tell you now, if I get cash based on how many zombie I kill, I'ma TK my mates at mission start. If we all get the same reward, maybe something extra for every member revived/survives, it'll encourage at least a primal amount of teamwork, me thinks.
But I'd also be kind of annoyed for some noob that joins that gets a ton of cash because I ape-raped everything that so much as twitched. So, I'm at a bit of an impasse. Thoughts?
Would be kinda interesting for the currency system, but I still say PROVIDE THE ABILITY TO DISABLE/ENABLE IT!!!
i personally think if you kill the same certain zombie in a row without dying enough you can "Forge" a zombie part which can be used as a special weapon, its not overpowered, its just specialised, like a "demonfire gullet" could allow you to use a higher power flame thrower that does more damage over time in a shorter period. it also breaks if overused, if chance factors can even be used, this would certainly be a fun thing to do/try
Comments
@ Def's models.
Sorry i havent gotten back to your PM, i will later.
That pistol looks really cool, i could totally use it, assuming sketchup can export to a format useable by Blender (.obj or something), then i have to map textures to it, scale it, put nodes on it, and then export it into a DTS.
That gun looks soo freaking cool, but im worried about the gun but and clip slot, I think those will be inside the players arm, and not visible. The way the players arm holds the gun is a right angle, and not a wrap-around the butt look that a real person would do to hold a gun like that.
Also, no i cant put individual number ammo readouts on the gun, thats up to 20, or so per model, and thats a lot of individual texture animating. I can do a light or something, a simple animation when it's loaded.
Do you guys really think i should do Unlocks? Ammo? (Badges on the player are a definite yes). Incendiaries would be really cool in PVZ, and no one could complain about unfair advantages. I can call it like... a Virus-Reactant round
Also, me and numb were having a conversation the other day, it turned out sketchup can export to .dae.
oh, and I don't seem to be able to export to .obj anymore O.O
it's next to a standard one for comparisson
Next thing to do : stop double posting
Oh by the way, can't you just have multiple hold poses?, I mean in T2 they did that for the sniper!
Yeah, i can totally use .dae (Collada) if you can export them to that, and send them too me i can get them in-game.
You dont mind if i modify them do you? (Just to make them fit)
If you mean a texture wrap for a new player model, that would be great. It's easy to make a model's UV wrap fit for a pre-determined texture, but it's hard to make a texture fit a model. Oorr, we all could just wait for the model to be made, then i can UV export the wrap and you guys can decide amongst yourselves whoes texture we use.
I currently have a UV map already set for a generator Here.
http://www.raptorhideout.com/upload/files/4/Tauris/Creed/Gen_Side2.jpg
http://www.raptorhideout.com/upload/files/4/Tauris/Creed/Gen_Front.jpg
http://www.raptorhideout.com/upload/files/4/Tauris/Creed/Gen_Side.jpg
http://www.raptorhideout.com/upload/files/4/Tauris/Creed/Gen_Armature_txt.png
http://www.raptorhideout.com/upload/files/4/Tauris/Creed/Gen_txt.png
I wrote that after he posted.
if there's anything else I could do for you just say so, I loved making those
.45 5.56 7.62 etc.
On another note, you might consider holding off for a few months? I'm planning on getting Torque 3D Studio Pro sometime by the end of this year for the start of my group's game projects, and that version has a transferable license.
If you want, I'll help out with this too, sort of as a thank you for the help you did for that C&C mod we worked together on.
As for my inputs:
* Need to have a more dynamic AI control system, instead of just the usual, CCM zombies. Torque has a good AI system.
* and you best follow the same advise Thyth gave me, write an x509 RSA based account system, and you scratch the need for a 24/7 account server (which I can provide my C++ code for
* as for a rank system, you might want to do something I'm planning on doing for our TWM/TWM2 game, which is customizable armor settings unlocked by rank.
* you could do a prestige system, we're calling ours the "officer" ranks.
* weapon classes, you could have weapon crates that have weapons based by class:
** IE: Rifles, SMGs, Shotguns, Ect.
* As for your gun butt issue you mentioned above, you don't need it
** Instead, add a small system that handles a "melee" attack, and you could do some player animation to show it.
thats neat, if i may ask something, underwater handling... ive been running up a very (VERY) rough looking drawing of a scout armor being able to hover at the same height underwater, considering how the armours may not have had land jets, but underwater jets instead, will you be able to make the armour do animations underwater? the suit opening up certain parts and fans inside start to spin effect would look pretty nifty
tracers do ignite their targets if repeatedly hit with them, but if you want them as bouncing/deflector bullets as in, they ricochet off of surfaces (exept water) 3-4 times, and with reduced damage due to speed loss, then id probably want tracers over other things that bit more, but i guess it would depend on the situation, assimung td is on at the time, no way in hell would i use them aside from pvp to flush enemys out of cover
You could have a ranking system that unlocks customisations and all that.
Maybe the currency could work like in counter strike, you get some for kills or completing objective, buy your equipment with that, and if you die, you lose your equipment, could be used to buy vehicles/packs too(?)
2.) Sweet. Fine by me./discussion
3.) Sounds like a solid thought. Just wondering, and I seem to see it quite a bit. People like the heavier armor but w/o the movement limitations.
4/5.) I mean like, an SMG is a very high rate fire weapon with low damage, vs. an assault rifle which is higher damage, but much slower rate of fire. Think MP5 vs M16.
6.) Nub.
7/8.) *confuzzled*
9.) Sweet. Fine by me. /discussion
10.)
11.) BEWARE THE SEA STRAIN. (silenti etc ago) /discussion
12.) W/e you gotta do bro. Just think it'd be pretty sweet, and since you're making this from the ground up. *shrug* Just want this shit to be as good as possible. /discussion
13.) FRIGGING EPIC./discussion
14.) Not sticky like you throw them and they run around like a psycho with a knife in a chicken coop, but they stick to walls/cielings. I"m mostly aiming for a mine that I can plant on a wall, so the next guy that comes through and hits that wall gives it a nice pink paintjob. Gigiddy.
15.) Mm. Badges are a hell yess, Along with achievements, but I agree, don't make them unlock better weapons. I can just imagine someone finding a gay ass glitch and getting q34234X3423 xp and getting all these mods and super powered weapons and gay shit.
16.) I talk to PHantom, Bln, and DeRangedwhatshisface about it. >.> /discussion
17.Sweet. /discussion
18.) ... different sized rail EF rifles?
19.)
20.) You'd be surprised. :P /disuccsion
21.) Awesome. Oh, and if you can, try to have them rise above the ground? My previous suggestion was spawn them 5m underground, and move them up .5 m 11 times, then let them go roam around. Idk.
22.) It's one that'll take some time implementing tho. Keep me in formed?
23.) Sweet. Add shovels maybe? Make basements, tunnels, trenches??
24.) GIggedly.
25.) More than one kind too. Knives, axes, swords.
26.) Sweet. Different kinds of pistols? Variety?
27.) Make an option for a player to be the VIP tho, and give them like a weak pistol?
28/29.) Horde is where there's a timer, players build, timer ends, ZOMBIES.
Infection is where the players start in a confined base, and one turns into a zombie, and they try to infect all the other players.
30.) Sweet. /discussion
31.) *sigh of relief* /discussion
32.) XD I'ma have so much fun. Maybe make it possible to shoot the ropes? O.o
33.) Sounds good, keep me in formed plx.
34.) XD /disucssion
35.) :P Keep me informed.
36.) Sweet. customization.
New:
37.) Muchly agree with the ammo styles. Look into AP, HE, IN, Hollow, full, different shotty rounds, along with different calibered weapons with the perspective pros/cons of range, damage, weight, mag size.
38.) Animations - Sweet?
39.) WEapons should def be modable to the extreme, I think. Like, magazine size, laser sights red/green/blue, scopes, recoil pads, weapon jams, etc.
40.) Wounded players- Much agreement on this. On the same note, make it in proportion. I.e. if I get shot in the hand and I'm limping like a fucktard I'm probably be wtf. And please don't add red-white hazes, that's just annoying as fuck.
41.) Medkits- I think they should be able to heal themselves to a variable degree. I mean, if I lose my leg I can put a tourniqut on it myself, but not as well as a teammate. So maybe heal to a lesser degree?
42.) Ignore Phantom.Please.
43.) Weight ratios? Idk if you actually wanta dd this since it'd be complicated as fuck.
please give me a reason to live!
Changing of opinion... I say we ignore you.
I think a currency system would be interesting in the way you could implement it with the ranks.
hm.
I agree with ranks, but don't like, tie it to power/strength. Otherwise you'll get mission campers that just sit there while everyone else does the work of the mission, and they get rewarded all day while they're at work for nothing.
And on that note, you need to think about having player specific rewards, because that discourages teamwork. I tell you now, if I get cash based on how many zombie I kill, I'ma TK my mates at mission start.
But I'd also be kind of annoyed for some noob that joins that gets a ton of cash because I ape-raped everything that so much as twitched. So, I'm at a bit of an impasse. Thoughts?
Would be kinda interesting for the currency system, but I still say PROVIDE THE ABILITY TO DISABLE/ENABLE IT!!!
Ranking system should only tie with promotions and customisations.
sorry i was away all weekend and didn't answer/shit like that. after i get home from work today im gunna start coding again.
So far i have to make a new installer for the game, Signal360 was nice enough to write me a handy installer/updater from python, but it required everyone have python to use.
Right now, since this is top priority, im going to try to write one, either in C or in Autoit (If i can get fucking INetGet() to work. These two options wont require you guys download anything to get it to work, so it's wicked.
Obviously. :P
So far im planning on having a very simple webserver based auth system, one i've written half a dozen of times for half a dozen projects. The server is already 24/7 and it's already live, so it works for me. If in the future that proves too insecure, and is prone to abuse, then i'll switch to something fancy as fuck.
Thats a neat idea, but for now im keeping it vanilla.
Another good idea.
Yeah, thats cool. I might do something like for a smaller scale map.
Thats precisely what i was going to do.
Count the money in Alvs. 5 Alvs for a Spas, 1000 Alvs for a tank, etc.
you make it sound like war retributions, like we have to pay for the zombie villages we destroy.
i personally think if you kill the same certain zombie in a row without dying enough you can "Forge" a zombie part which can be used as a special weapon, its not overpowered, its just specialised, like a "demonfire gullet" could allow you to use a higher power flame thrower that does more damage over time in a shorter period. it also breaks if overused, if chance factors can even be used, this would certainly be a fun thing to do/try
But You MUST have a katana. Please. I'll like seriously e-suck you off if you put in a katana. No joke.