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Re: Assault! - Multiplayer 4VS4 Shooter First Version Ready!
[Re: MTD]
#354854
01/22/11 18:07
01/22/11 18:07
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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I take note of your suggests
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Assault! - Multiplayer 4VS4 Shooter
[Re: painkiller]
#354878
01/22/11 21:14
01/22/11 21:14
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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I would like to say that if someone wants to join the project and help, he'll be welcome
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Assault! - Multiplayer 4VS4 Shooter
[Re: painkiller]
#354894
01/23/11 00:22
01/23/11 00:22
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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has potential, havent played with anyone yet but i see potential, suggestions: - run by default and let walk be the button you need to hold - ability to be running in all directions, not just forward and back - jump, crouch might be optional but if you dont do them, you need another manuever, climbing up stuff? rolling? something to make combat more diverse, walking around isnt enough to make the game skilled based, if you do them though, i suggest a stamina meter to prevent abuse such as bunny hopping - rework the shooting mechanism, it might be ok NOW for testing but useless for a real game, i noticed i could shoot around walls when i was nowhere near the edge, your tracing from the camera alone? if yes? not the best idea for a TPS - your spread doesnt work yet ? i havent noticed any accuracy loss when running or not - reloading alone is a punishment, stopping them while reloading? omg.. evil,d ont do that [optional for now] - camera effects, bullet tracers thats it for now, oh, that particle fire eats fps
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Re: Assault! - Multiplayer 4VS4 Shooter
[Re: darkinferno]
#354919
01/23/11 10:55
01/23/11 10:55
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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has potential, havent played with anyone yet but i see potential, suggestions: - run by default and let walk be the button you need to hold - ability to be running in all directions, not just forward and back - jump, crouch might be optional but if you dont do them, you need another manuever, climbing up stuff? rolling? something to make combat more diverse, walking around isnt enough to make the game skilled based, if you do them though, i suggest a stamina meter to prevent abuse such as bunny hopping - rework the shooting mechanism, it might be ok NOW for testing but useless for a real game, i noticed i could shoot around walls when i was nowhere near the edge, your tracing from the camera alone? if yes? not the best idea for a TPS - your spread doesnt work yet ? i havent noticed any accuracy loss when running or not - reloading alone is a punishment, stopping them while reloading? omg.. evil,d ont do that [optional for now] - camera effects, bullet tracers thats it for now, oh, that particle fire eats fps - Yes, run by default can be a good idea, I will make it. - Running in all directions, I think I'm not very sure what do you mean. - Shooting mechanism: yes, we noticed what in the game, you could be covered but shoot to the enemy, I think I will solve it doing tho c_traces, one from camera.x and then another from weapon to hit.x, If it founds the same, then there is the shoot. - Yes, currently there is the same precision standing, walking and running. I will solve it. - stopping while reloading: seems that people doesn't like the idea, so I will change it and you will be able to move. About camera effects, I've thought about a DOF effect when you are aiming. Particle fire is made by rondidion, it's the same effect he had in the original level. It's true it eats fps, but in my HD3650 it runs at high fps. Maybe I can add a particle fire select option in the launcher.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Assault! - Multiplayer 4VS4 Shooter
[Re: painkiller]
#354926
01/23/11 12:08
01/23/11 12:08
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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nah, having a particle fire option doesnt truly make alot of sense, remember when you make a game you dont make it for yourself alone its not that it needs to be removed just that, comparing quality to performance, its a bit slow - by camera effects i didnt mean DOF, i meant camera shaking and bobbing - by all directions i mean, i should be able to RUN diagonally also and left and right, not just forward and back - you player is too rigid with the camera, meaning, like hes attached to it, maybe you could have him turn just a bit slower than the camera i was thinking about helping you out by allowing you to use the anims shown here: http://www.youtube.com/watch?v=QlxHrAEz-0chowever, they werent designed to be realistic and trying to use them in a realistic world might break that world, so maybe you could tell me your plans for this game and how long you plan on working on it
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Re: Assault! - Multiplayer 4VS4 Shooter
[Re: darkinferno]
#354934
01/23/11 13:27
01/23/11 13:27
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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Ok, I will delete that fire.
Now you can run diagonally, but it moves more forward than sidewards, I can make him move more sidewards. I can smooth player turning, would be simple.
My plan is to make a playable game, and try to solve all bugs and make improvements till i get something close to CS or COD gameplay. I hope in a few months I can get that.
Last edited by painkiller; 01/23/11 13:28.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Assault! - Multiplayer 4VS4 Shooter
[Re: darkinferno]
#354968
01/23/11 17:37
01/23/11 17:37
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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Yes, I think they can look good in the game. I'm changing the animation system and I will use ent_blendpose to combine for example reloading and walking
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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