• Gamemode design ideas.
    14 replies, posted
Hello all, i have came to you guys today for all of your suggestions. I am developing a gamemode but I don't know all the details for it. but this is what i have rounded up so far: [B]Cops and criminals.[/B] When your a new player, you are given a menu which allows you the choice to pick to be a cop or a criminal ( Done ) Inventory ( Done ) Weapons that will go on your back or on your waist when you holster them ( Done ) Money system ( Done ) [B][U]the cops are against the criminals and vise versa, but i wan't it to be a bit more complex.[/U][/B] Criminals spawn on one side of the map ( like a village ) Police spawn on the other side of the map ( like a village ) The spawn points will contain NPCs and barricades. If a team gets near there enemy's spawn point the current NPCs will attack, so basically these NPCs are guards. If they break into there village then its a raid of some sort. so perhaps when a barricade is broken random cash will be dropped around the area. The criminals will be able to do criminal things, such as drug packages that need to be delivered back to there village. Please use some logic when suggesting. If i have confused you, basically i need ideas for my gamemode..
It sounds like Jailbreak. NPCs sound like it will cause some lag.
The only moving NPCs are the guards. There is no prop spawning(lag reducer x1000000), so it shouldn't be to big of a problem. Its sorta like a RPG, You can buy permanent weapons, do tasks, claim areas(temporary), but its not dumb like darkrp with 40 different rules. This gamemode will be basically impossible to minge, besides like mic spamming.
Anything is possible to minge if you try hard enough. :v: [editline]7th March 2012[/editline] btw Bloodwave, didnt you code that ImpactedRP darkrp server?
Yeah... if you read the clientside code, its not the best... made it in a about a week. its from scratch to. but still is 10x more optimized then darkrp.
Cool, I'll try to find some ideas for this, seems moderately interesting.
bump
Bloodwave, want to add me on steam for ideas?
sure, give me your steam name or add me (bloodwave)
From your description, it sounds pretty much like a team deathmatch sort of thing. Now I'm not saying it sounds bad, but only that gamemode with the criminals vs authority kind of theme tend to take themselves way too seriously. So my suggestion would be that you don't try to make it too realistic/serious, because Team Deathmatch games usually feel unserious and playing an unserious gamemode with a serious theme just feels awkward. Allow yourself to exaggerate some things to be a little extra ridiculous. Go with the cops and crooks, but make sure that you poke fun of cop and crook stereotypes. If you make an unserious game with a serious theme, all you'll attract will be uptight angry 12 year olds.
nm
this is about [b]his gamemode[/b], not some shitty idea you want made as for the OP, perhaps have a "vault" entity that stores each a significant fraction of each team's cash reserves, you break into the vault in order to steal their money.
How will the inventory system work? Rather... what will it be used for, and will it be easy enough to navigate quickly for a deathmatch type gamemode?
[QUOTE=Simski;35162286]How will the inventory system work? Rather... what will it be used for, and will it be easy enough to navigate quickly for a deathmatch type gamemode?[/QUOTE] it would make sense to have a non-combat item inventory (shit like drugs) and a weapon inventory that's separate. If you've played Men of War, they have an excellent inventory/weapon selection interface that works and stores both combat/non-combat items.
Eh. I suppose until I see the items supposed to be in the inventory, I can't really tell if it's a good or a bad idea yet.
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