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Obsession Software Ltd. This forum is devoted to the building of a real, tactical first-person shooter - insane people only!
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Member
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Posts: 142
Join Date: Jan 2004
Location: Los Angeles, CA
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Re: Engine -
26-05-2004
Have you guys considered a sci-fi cyberpunk style/realistic type game concept, rather than the dime a dozen terrorist vs counter terrorist or WWII game types?
Perhaps it's just my facination with the "cyberpunk" concept but IMO it would be fun as hell to play a game set in the future a bit, where cybernetics are main stream and where firearms are a generation or two ahead. That's not to say it couldn't sport the typical favorite weapons, just that there could be more variety and more room for some creativity. Just as a comparison, instead of equipping your character with your weapons like most games, suppose you could outfit your guy with various cybernetic enhancements. Maybe cybernetic legs would allow you to move faster/jump higher, cybernetic arms would decrease crosshair wobble and increase carry capacity, cyberobtics could open up various view modes(IR,lowlight..) cyberaudio, enhance your hearing range, filter noise. Lots of room for creativity on the designer side of things while still having the fun factor of more realistic weapons and such. I'm not suggesting the sort of sci-fi that the unreal series does, more along the lines of CS + 50ish years. Not too far to be totally devoid of the familiar firearms of today, but far enough in the future for some futuristic creativity.
Regarding the realistic reactions to being shot, for gameplay purposes I personally would hate if the game kept me slow as hell for the rest of the round if I was shot, temporary speed drops are acceptable, just need to remember that not everything about reality is fun in a game.
Just some ideas...
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Member
Status: Offline
Posts: 318
Join Date: Mar 2004
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Re: Engine -
26-05-2004
i (personally) am not a massive fan of games set 'in the future', i dont know why, but they just dont appeal to me (except maybe UT.. nut that just owns).
Futuristic games are great for deathmatch, but i cant really see a productive use in a highly team based tactical game..
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Member
Status: Offline
Posts: 534
Join Date: Jan 2004
Location: Pittsburgh, PA, USA
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Re: Engine -
26-05-2004
Quote:
Originally Posted by FrostyCoolSlug
This brings me on to 'suicides', most games allow you to instantly kill yourself, i feel ours should be a little different, each player should be equipped with a 'suicide pill', but no normal pill, it slowly kills off pain and such, so if you have a bullet in your leg, it wont effect performance, you will slowly start running faster, jumping higher, shrugging off bullets to non vital organs.. for about 20secs.. then you just die :p
This means if you do have a broken leg, and want to make a difference before you end it all, you can
It also means people cant just suicide to get back to an objective to help protect it :p
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But then people would suicide pill spam! I mean repedively commit suicide just to be a jackass.
Quote:
Originally Posted by bill
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The problem with Cube is that it is a terrain engine. It has a floor and roof terrain. But the biggest problem is that it uses cubes (hence the name) instead of triangles to represent the world. This is not a good choice for outdoor scenery.
Also, Cube has no way to kill people if they touch a certain spot, like a trigger_hurt, so people can walk off of open maps and stand there. Another limitation is that you cannot have floors over floors. Probably the best bet would be to combine a couple renderers, like portals and terrain, so you can have indoor and outdoor scenery.
By the way, I think I posted this before, but http://cal3d.sourceforge.net/ is a free skeletal animation library. It could be possible to use it to implement ragdoll physics if used in conjunction with OpenDE. I think it is under GPL, though, so no problem if you are going to GPL your engine.
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Member
Status: Offline
Posts: 142
Join Date: Jan 2004
Location: Los Angeles, CA
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Re: Engine -
26-05-2004
Quote:
Originally Posted by FrostyCoolSlug
i (personally) am not a massive fan of games set 'in the future', i dont know why, but they just dont appeal to me (except maybe UT.. nut that just owns).
Futuristic games are great for deathmatch, but i cant really see a productive use in a highly team based tactical game..
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The theme of a game has little to do with that. Simply making a CS clone doesn't give you a highly team based tactical game, that's all in the design. Any theme can be made highly team based with the proper design.
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Roi de France
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Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
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Re: Engine -
27-05-2004
Your concept can, to some extent, be applied to modern firefights.
Morphin or steroids to give boosts to wounded players
Improve on the "night vision" concept
Unidirectional amplified hearing headphones
Heat sensors
Optional rifle stabilizers
Optional flashlights
Optional scopes or lens to all rifles
Optional laser beams
...
they do this already in The Specialists. Although it's a deathmatch. But I *LOVE* the fast-paced tactical side of this game.
RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
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Member
Status: Offline
Posts: 318
Join Date: Mar 2004
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Re: Engine -
27-05-2004
agreed, loads of interesting things can be done to weapons nowadays.. what could be interesting, is if you let guns 'overheat', they blow up in your face.. help reduce spammy play
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Member
Status: Offline
Posts: 270
Join Date: Jun 2004
Location: Nottingham, UK
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Re: Engine -
09-06-2004
someone mentioned having to go slow all round if you get shot. Solution: "MEDIC!"
Give the players some reason for being a medic, eg 2 'frags' for an enemy kill, 1 for helping a teammate. Another, similar option would be to have a 'hospital' area injured players can go to to be treated. It could be an objective - capture the hospital in thwe centre of the map, and you can use it. Hmm, should make a gameplay thread for this, but that's gonna be in the future.
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Member
Status: Offline
Posts: 318
Join Date: Mar 2004
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Re: Engine -
10-06-2004
I think medics should get a point after they have been healing players for X ammount of seconds, healing doesnt happen immediatly (unrealisitic, ("hi, your gonna die in the next 2 seconds, take this pill, and you'll be right as rain again in 1")), and instead of giving points for healing a single player, do it based on the number of seconds they spend healing people, for example, 10secs is 1 point. Certainly makes more sence to me :/
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One Eyed Freak
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Posts: 1,164
Join Date: Dec 2003
Location: local mall
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Re: Engine -
10-06-2004
true.. also.. if you do something else.. and if you check my beloved game battlefield 1942 it shouild be the same if you fix tanks..
another thing.. if you heal yourself.. same points?
can you check if you only fix your tank that you use,,, maybe.. destroy it.. just to fix it and get points..
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Member
Status: Offline
Posts: 318
Join Date: Mar 2004
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Re: Engine -
10-06-2004
I dont think we have decided fully on what sort of vehical support we are including yet (and yes, Battlefield 1942 OWNS! *strokes CD case* my precious! (yeah, LOTR rocks too ;P)), healing yourself probably shouldnt get you points, as it kinda defeats the point. Giving points for healing teammates gives you incentive to do so, makes you go and do your job :p
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