[QUOTE=Rambo_9;20192746]Alright, implemented the radar (stole the texture from The Stalker since i'm a lazy ass). It detects enemies as long as they're moving, and it also detects stashes, friendly people, and corpses.
Also did the HUD. Pretty basic. The icons on the left indicate what inflictions you have (bleeding, radiation, poison).
*IMG*[/QUOTE]
That looks so sweet! Keep up the good work :D!
Good job posting goatse and getting yourself banned, OP. Ah well, is anyone else going to take up this project so that it doesn't die the slow death it doesn't deserve?
It wasn't a permanent ban, so he should be back online soon enough. Looks really good, I like the HUD, and I hope this turns out as great as it sounds.
I know this isn't of priority, but in all of your pictures, your characters weight is below average.
Huh? that's proper. The weight only takes into consideration what is in your backpack.
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/gm_construct0003-9.jpg[/IMG]
More work done on the HUD.
Bleeding, radiation, stamina, health and all that stuff is coded entirely now. I'm almost ready to release v1.0. I haven't even started on the quest shit yet.
Be prepared for massive RDM. You can fix that if my idea is possible;
Killing another player gives you negative points unless war has been declared on that faction. War is declared by popular vote within either the antagonist faction, or both factions.
I've already considered the RDM, there's a few things i've done to make it harder.
Firstoff, the weapon prices are pretty steep. On top of that you have to pay for ammo. You start off with a pretty basic weapon and hardly any ammo, so running off into the world and hoping to kill people isn't your smartest move. So you could purchase a really sweet gun, but you have to remember that bullets cost a fair amount, so you have to make each shot count and plan your attacks instead of just running around and shooting people. Plus, with the maps i plan to use in this gamemode, bases are distanced from eachother a fair bit. You'll have to buy a bunch of supplies (bandages, healing items, etc) if you want to go off into the world and survive.
Also, the health system is similar to STALKER's. Your health regenerates over time, so you can take a few hits and manage to sneak off and regain your health. If you take over 50 damage in one shot then you will start to bleed, which fucks with your health regeneration (and if your health is <50% then you actually bleed out slowly).
Also, movement speed is fairly limited. You can sprint for a solid 20 seconds, but then you're left walking fairly slow and waiting for your sprint meter to refill, which makes you fairly vulnerable.
If you want to go off and kill people then i suggest you join the N.M.A and upgrade your weapons, stock up on supplies and collect some ammo before you do so, or else you'll find yourself getting fucked over fairly quick.
Once quests are implemented then there will be an actual way to gain income. As it stands there's no way to really earn money.
Maybe you could have it so that every so often, you are given a small amount of cash? Just to keep you going.
i'm going to have random drops appear in pre-defined places on the map so exploring is encouraged. i'll have loot items you can sell for money.
i don't want to have that random automated payday bullshit that RP uses. it's just dumb.
I've given players a knife which they can't drop or sell.
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/gm_construct0005-6.jpg[/IMG]
Will there be Mutant NPC's? There already are a few scripted bloodsuckers and snorks.
Another thing would be physical bullets, could you implement those too?
i don't much care for physical bullets, this gamemode is intensive enough with its large map requirements.
as far as SNPCs go, i'll probably end up implementing NPC allies for the bandoliers first and foremost. until then, everything will be players.
More shit done... Radiation is hella dangerous.
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/gm_construct0009-11.jpg[/IMG]
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/gm_construct0007-9.jpg[/IMG]
[QUOTE=Rambo_9;20224857]i don't much care for physical bullets, this gamemode is intensive enough with its large map requirements.
as far as SNPCs go, i'll probably end up implementing NPC allies for the bandoliers first and foremost. until then, everything will be players.[/QUOTE]
Is there a weapon degrading system?
No, mainly because i find it tedious and annoying. It's a bit of work to accomplish what amounts to making weapons a pain in the ass to use and maintain.
A good way to earn income would obviously be through quests, but an idea that would hopefully cut-down on RDM and increase income would be a bounty system. When you kill a player you gain bounty, if that kill was not justified by them attacking you first (say within the past 30 seconds) or by war having been declared on their faction. If a player with a bounty is killed the player who killed them is rewarded the bounty for killing them.
Another idea I had was a radio which you can find around the landscape which would call in a small, junker aircraft from your faction to drop in emergency supplies such as radiation sickness aids, health packs and ammo. The aircraft would take a reasonable time to arrive, such as 30 seconds to 1 minute. But, if possible, can be shot down by enemy factions for a large reward, or by hijacking the supplies dropped for personal use.
I agree, a weapon degradation system would be a pain for people, and nothing pisses you off more than a noob coming over to you when your gun is jammed and kills you.
Make weapon degrading optional.
[editline]03:36PM[/editline]
[QUOTE=Diggy11;20225760]I agree, a weapon degradation system would be a pain for people, and nothing pisses you off more than a noob coming over to you when your gun is jammed and kills you.[/QUOTE]
The same can be said for food, water, ammunition, and reloading then.
If i add weapon degrading then i'll have to tweak all the information tabs and shit so they can display all that, then i have to make it so you can pay to have your weapon fixed, etc.
It's just a hassle for players and a pain in the ass to code, i probably won't implement it since it overcomplicates things and frustrates people.
[quote][img]http://i232.photobucket.com/albums/ee200/SechsCock/gm_construct0007-9.jpg[/img][/quote]
On this image could you change the font?
This game-mode looks awesome, but the look of the inventory is bummin' me out...
Needs a little more of a grunge feeling.
Well if someone more artistically inclined feels like pimping my menus then they can go ahead. They all derive from the same menu base so you can just edit the paint function of the base.
I've finished the basic menus, now i just have to code the serverside quest shit.
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/gm_construct0000-7.jpg[/IMG]
I still need someone who isn't retarded with photoshop who can make the 3 faction icons and some simple menu icons for the traders.
[QUOTE=Rambo_9;20241068]Well if someone more artistically inclined feels like pimping my menus then they can go ahead. They all derive from the same menu base so you can just edit the paint function of the base.
I've finished the basic menus, now i just have to code the serverside quest shit.
[IMG]
I still need someone who isn't retarded with photoshop who can make the 3 faction icons and some simple menu icons for the traders.[/QUOTE]
I guess I could. Just need a little reference. Not promising anything good. Depends what I have to work with.
I'm not bad with photoshop, I guess I could give it a go maybe. I need the game mode for my future server after all.
Oh, Okay I thought something else.
What are you idea's on dieing? Do they completely restart, or do they respawn with all their loot and money (on them) gone?
[QUOTE=Jacinth;20244887]Oh, Okay I thought something else.
What are you idea's on dieing? Do they completely restart, or do they respawn with all their loot and money (on them) gone?[/QUOTE]
Better if they drop some of their items on death, so if they die, they can go back to that area and retrieve those items back, if they haven't been looted yet.
[QUOTE=loled;20244957]Better if they drop some of their items on death, so if they die, they can go back to that area and retrieve those items back, if they haven't been looted yet.[/QUOTE]
Some though not all, there should be some sort of precious system so you can flag like 3 items you love and would nerd rage if they got looted.
[QUOTE=Roleplay World;20245942]Some though not all, there should be some sort of precious system so you can flag like 3 items you love and would nerd rage if they got looted.[/QUOTE]
That's actually what should be implemented into this.
[QUOTE=Roleplay World;20245942]Some though not all, there should be some sort of precious system so you can flag like 3 items you love and would nerd rage if they got looted.[/QUOTE]
I dunno, maybe i'll make it so you keep your most expensive item when you die (basically, it would let you keep the weapon you currently have).
as it is now, you just drop all your items when you die. it takes 15 seconds to respawn and you can choose a new faction only when you're dead.
Check this out: [url]http://www.facepunch.com/showthread.php?p=20252703#post20252703[/url]
If you never die do you loose on rejoining?
[QUOTE=Rambo_9;20155983]probably but i really don't feel like it. maybe if i get bored, but for now i'm focusing on finishing the other stuff.[/QUOTE]
What I meant was, if someone wanted that in the gamemode for their server, they could integrate it themselves? You did say it's going to be customizable as I recall.
[editline]02:24AM[/editline]
[QUOTE=Rambo_9;20221989][b]i'm going to have random drops appear in pre-defined places on the map[/b] so exploring is encouraged. i'll have loot items you can sell for money.
[/QUOTE]
Be warned.
You have heard of FalloutMod? Because if you have played the server, you will know what I am talking about.
The gamemode had a similar system of gameplay, except it was more focused on Player vs. NPC gameplay. It did spawn items in supposedly "random" locations, however. We players would figure out where everything would spawn and run a circuit throughout the map. We were guaranteed that we would receive plenty of food, ammunition, and deadly hi-tech weapons at every turn. Plus, the NPCs were stupid. It was so easy, it was almost boring. That's why I don't play the server anymore.
You will want to set it up so that only of a small percentage of the preset locations actually spawn items, forcing players to economize heavily, and also giving a prolonged exploration experience.
Have it so that a certain number of the locations will have items, so that when one location is looted, another previously empty location will spawn stuff.
Sorry for the long post, I can't get my thoughts across any other way.
it wouldn't be hard to implement a simple weapon degrading system, but linking it to individual weapons would be difficult since the inventory system i use doesn't use "unique" items, it just uses their ID when storing them.
[editline]02:32AM[/editline]
[QUOTE=Psychokitten;20260675]
You have heard of FalloutMod? Because if you have played the server, you will know what I am talking about.
The gamemode had a similar system of gameplay, except it was more focused on Player vs. NPC gameplay. It did spawn items in supposedly "random" locations, however. We players would figure out where everything would spawn and run a circuit throughout the map. We were guaranteed that we would receive plenty of food, ammunition, and deadly hi-tech weapons at every turn. Plus, the NPCs were stupid. It was so easy, it was almost boring. That's why I don't play the server anymore.
You will want to set it up so that only of a small percentage of the preset locations actually spawn items, forcing players to economize heavily, and also giving a prolonged exploration experience.
Have it so that a certain number of the locations will have items, so that when one location is looted, another previously empty location will spawn stuff.[/QUOTE]
The way i plan to do it is have a shitload of possible spawn points on the map. then have a think function that gets a fraction of the available spawn locations (like one tenth of them or probably less) and spawns random loot at them. when a player finds random loot, then another loot bag will be created elsewhere.
this way, players can't just run around the map at each spawn point and expect to find something.
the sheer number of possible spawn locations combined with random radiation spawns (randomized on map load) will make exploring the map looking for loot much more difficult than in that falloutmod you described.
i will be posting an example map in the mapping forum soon which details how to use the various entities i've created for this gamemode.
[QUOTE=Rambo_9;20261007]-long post- (Call me a hypocrite lol)[/QUOTE]
Sounds like almost exactly what I had in mind.
Keep it up! I know [b]I[/b] would play this!
[editline]02:43AM[/editline]
[QUOTE=Rambo_9;20252628]I dunno, maybe i'll make it so you keep your most expensive item when you die (basically, it would let you keep the weapon you currently have).[/QUOTE]
Sounds like a good system!
Make it so that it is the three most-expensive items, that way they can keep their hard-earned weapon even if they forget to remove this supa-c00l th1ng4majig that they happen to have picked up.
Happens a lot more than you would expect, really. I just looked in the back of my inventory in Oblivion recently, and I am surprised and even a little disturbed at what I found... :ohdear:
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