• Stealth-based gamemode: Some questions
    5 replies, posted
I started a couple of gamemode projects but never finished any. I'm still a beginner with Lua but plan on improving. Keep in mind that at no point in this post am I asking anyone to make anything for me. That said, I want to start a new project, this time similar in concept to modern-day stealth games, primarily Metal Gear Solid. My first question is: has it been done before? I haven't seen anything like it since I've been a member here, but I haven't delved too far into past threads. Second: Nothing about it seems particularly difficult, except for some specific features: grappling, stun (shorter KO) and sleep (tranquilizer, longer KO). I would use a variable for stamina, which non-lethal attacks would deplete. How difficult do you think it would be to allow players to grab and hold others stationary? Animations are not a priority right now, just the code. I'm thinking of using a sort of competitive mini-game in these situations, like the first player to enter a key combination wins the struggle. The attacker would be able to quickly choke out or throw, or the defender would break out of the hold.
[QUOTE=Rayne Mercury;34389583]I started a couple of gamemode projects but never finished any. I'm still a beginner with Lua but plan on improving. Keep in mind that at no point in this post am I asking anyone to make anything for me. That said, I want to start a new project, this time similar in concept to modern-day stealth games, primarily Metal Gear Solid. My first question is: has it been done before? I haven't seen anything like it since I've been a member here, but I haven't delved too far into past threads. Second: Nothing about it seems particularly difficult, except for some specific features: grappling, stun (shorter KO) and sleep (tranquilizer, longer KO). I would use a variable for stamina, which non-lethal attacks would deplete. How difficult do you think it would be to allow players to grab and hold others stationary? Animations are not a priority right now, just the code. I'm thinking of using a sort of competitive mini-game in these situations, like the first player to enter a key combination wins the struggle. The attacker would be able to quickly choke out or throw, or the defender would break out of the hold.[/QUOTE] I worked on a project like that, but then I stopped working on it. Unlike your project, it was based on Splinter Cell: Chaos Theory's Versus multiplayer. Right now I'm re-making it from scratch, but I say - go for it, make your gamemode, because it's always good to have a variety of gamemodes. :smile:
I want to do it, yes, but I wanted to know how difficult my ideas sounded. In terms of coding. I'm not able to get started at this very moment, so I am throwing this out there for feedback.
The coding itself isnt really that difficult when you understand basic logic, can do some math, and search the wiki/codebase. The hard part is structuring and organising it all in a way that it works together seamlessly and flows well rather than having messy inflexible code that will have to be rewritten when you want to change/add something down the line. The specifics can be worried about later, a good framework needs to be put in place that covers the mechanics of the gamemode, like how players are set up, teams, scoring, objectives etc.
Thanks for the feedback. I might have something to show sometime in the near future, I might not.
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