Your weapon API looks simple enough. Balancing is always the hardest part of developing games though, in my opinion, so you can always modify stuff well into the testing process.
[QUOTE=thomasfn;24285257]Your weapon API looks simple enough. Balancing is always the hardest part of developing games though, in my opinion, so you can always modify stuff well into the testing process.[/QUOTE]
Yea it is pretty simple but it has a big affect on the types of weapons, but when choosing weapons the majority of the features come from the weapons themselves and modifiers are just simple addons, I suppose if the addon is coded well-enough it could change everything to do with the weapon.
What if each faction can choose like a technology tree.
Like how someone above mentioned a Pirate thing, that could be one branch. Another could be more focused on harvesting and general collecting of resources, etc.
[QUOTE=Raged;24285534]What if each faction can choose like a technology tree.
Like how someone above mentioned a Pirate thing, that could be one branch. Another could be more focused on harvesting and general collecting of resources, etc.[/QUOTE]
There is no 'tree' so to speak.. There is technology and blueprints, you gather technology through various ways and they are all rather time-consuming, which makes advancing a slow process to encourage team-play and to also create some sort of long-term goal.
It is the players choice on what they want to work towards and what they want to build. Which should [b]hopefully[/b] create even more diversity, although of course down the track there will be some setups that may work better than others which would create some type of 'un-official' standard. But anarchy is ultimately driven by the players.
[editline]10:41PM[/editline]
:siren:[highlight][b]Looking for a mapper with insane skills. Add me on steam.[/b][/highlight]:siren:
I know this following question will be stupid, but I have only heard hints at it's answer, I most likely do know the answer, but just to clarify...
You will be releasing this publiclly if finished, correct?
[QUOTE=Winnmp;24287570]I know this following question will be stupid, but I have only heard hints at it's answer, I most likely do know the answer, but just to clarify...
You will be releasing this publiclly if finished, correct?[/QUOTE]
This gamemode takes a fairly large amount of time to setup due to it's dependencies on databases and php scripts for certain things, So the answer to your question really relies on how much time I am actually willing to spend teaching people how to set this up.
Let's face it, the server hosters of the gmod community aren't exactly the most intelligent people and it could take anywhere between days to weeks to teach some people how to set it up, look at tacoscripts first leak, It was one of the server hosting communities first run-in with MySQL based scripts and to this day people are still asking for help with it, this gamemode uses mysql and some php driven aspects and that will create chaos.
If I was to release this it would only be to those capable of maintaining and setting it up by themselves.
[QUOTE=Averice;24287730]This gamemode takes a fairly large amount of time to setup due to it's dependencies on databases and php scripts for certain things, So the answer to your question really relies on how much time I am actually willing to spend teaching people how to set this up.
Let's face it, the server hosters of the gmod community aren't exactly the most intelligent people and it could take anywhere between days to weeks to teach some people how to set it up, look at tacoscripts first leak, It was one of the server hosting communities first run-in with MySQL based scripts and to this day people are still asking for help with it, this gamemode uses mysql and some php driven aspects and that will create chaos.
If I was to release this it would only be to those capable of maintaining and setting it up by themselves.[/QUOTE]
Alright, thanks for the answer.
[QUOTE=Averice;24284658]Done, 10 Seconds was a bit much for a delay, and I lowered the damage to 80.
function RailGun(wep)
wep.Primary.Delay = 3;
wep.Primary.ClipSize = 10;
if( wep:CanPrimaryAttack() ) then
wep:ShootNormalBullet(1, 80, 5, 0.0)
wep:TakePrimaryAmmo(1)
wep:EmitSound("weapons/awp/awp1.wav");
end
end
local Desc = [[Fires Rail Rounds
Fire Delay: 2/s
ClipSize: 10
Accuracy: 100%
Infomation: Modifys the Primary Fire of the weapon
to fire rail gun generated ammunition.
]]
anarchy.weapons.AddMod("railgun_adv", "Rail Generator", RailGun, false, {tech = 10, rare = 8, metal = 4}, true, "rifle_adv", Desc)
Your code was a little off but I fixed it, also decided to add a new param for AddMod wich is a description of it.[/QUOTE]
What can I say? I suck at coding. v:v:v
Made the crafting menu now.
It shows the amount of materials it takes to make the gun, and when you add a modifier it updates the list, Also when you click a modifier it will pop up a little description and information box about that modifier, You can only add 1 primary and 1 secondary to each weapon providing you have the resources.. You also need the weapons blueprint to create that weapon.
[img]http://img.photobucket.com/albums/v701/roflmfao/anarchy_crafting.png[/img]
What do you think?
Also the word "Assault" Just sitting there on the right is the description, I was in a rush when I made that weapon so I used default model and a 1 word description.
Looks really nice !
Looking really nice so far Averice, nice job.
It looks nice, but I think you need to rethink some parts. If I wanted to craft a weapon and I clicked a button and that window opened, I would have no clue where to look. You need to add a way of drawing the eye to the important bits, whether that be making the text stand out more or something. From that picture, I can't really tell what's going on without peering at it closely - there needs to be a sense of flow.
also averice or anyone for that matter, I'm looking to help in any way i can. I've started a new gm, but put it aside for a bit.
I think any group systems should be done away with completely. Or at least removed for the initial release as an experiment.
Why? Because you said it yourself. If anyone wants to do something, they will [I]have[/I] to work together to get anything significant done. Even if no one decides to initially, the moment 2 or more people rise to power through teamwork, the only other way others can defeat them is through team work.
So IMO, you should remove any group/tribe/nation/clan/creation systems, and instead leave it all up to the player, maybe only with some sort of creatable object like paper to let players write things like member/bounty/etc. lists.
[QUOTE=Rubs10;24353108]I think any group systems should be done away with completely. Or at least removed for the initial release as an experiment.
Why? Because you said it yourself. If anyone wants to do something, they will [I]have[/I] to work together to get anything significant done. Even if no one decides to initially, the moment 2 or more people rise to power through teamwork, the only other way others can defeat them is through team work.
So IMO, you should remove any group/tribe/nation/clan/creation systems, and instead leave it all up to the player, maybe only with some sort of creatable object like paper to let players write things like member/bounty/etc. lists.[/QUOTE]
Or possibly a client side friend-ish list? The reason I say, [I]"Friends-ish,"[/I] is because it would be your choice on whether or not you would put them on your little client side notepad thing. Remember, its nothing official its just a little thing that you would be able to know what players you had worked together with and if you want to continue working with them. For example:
--NOTEPAD--
Completed Mining lv.2 with <name>.
Killed 3 raiders with <name>.
--NOTED FRIEND(S)--
<name>
Now, you would be able to maybe see the status of a player on your tab-menu, but remember its [B]client side[/B]...
[U]Its just an idea but personally I would prefer to have the factions/groups too. [/U]
[I](It would be interesting to play without them though, maybe a convar to disable factions/groups)[/I]
[QUOTE=Rubs10;24353108]I think any group systems should be done away with completely. Or at least removed for the initial release as an experiment.
Why? Because you said it yourself. If anyone wants to do something, they will [I]have[/I] to work together to get anything significant done. Even if no one decides to initially, the moment 2 or more people rise to power through teamwork, the only other way others can defeat them is through team work.
So IMO, you should remove any group/tribe/nation/clan/creation systems, and instead leave it all up to the player, maybe only with some sort of creatable object like paper to let players write things like member/bounty/etc. lists.[/QUOTE]
Teaming Up == group/clan/faction/tribe does it not? It already is up to the player.. If they want to join a faction they can, if they want to make there own they can.. While your idea makes alot of sense I'll explain to you the reason why there is factions.
[i]Reason:[/i]
I wanted some territorial control system in this game, and who doesn't like to create there own high-tech bases in there own territory as a sign of power? Now if we did it your way, pretty much everybody grouped up or not could build there bases.. and say a base per player would be pretty silly? This way they group up to earn stuff which gets automatically distributed between the members AND goes into the factions foundation, which they can then use to control territories and build upon them. Think of it as a slight-restriction system that doesn't actually restrict you and adds more to the gameplay.
But if the majority still insists on a different system I'm going to need a detailed explanation on how it would work and what the players could do with that system.
@thomasfn, Thanks for the comment, I'll change it around a little and make it more 'flowing' so it's easy to navigate.
Not much work on this as of late.. Having troubles with my dev server and I don't want to do too much without testing it.
[QUOTE=Averice;24427826]Not much work on this as of late.. Having troubles with my dev server and I don't want to do too much without testing it.[/QUOTE]
If you need a Dev Server, I'm willing to offer mine. Just add me on steam and msg me if your current dev server isn't going to work or if you need one in general.
[I]Steam Name: diet_taco[/I]
DANG, I left for 2 weeks and a TON of stuff happened... I don't know if you are far past this, but I will let you know anyway.
Is there anyway you could not make creating things completely level dependant? Can the blueprint give you a "recommended level", and if you are not that good, you will take longer, and will most likely fail (the closer you are to the recomended level, the higher chance you complete it succesfully, and once past the level you will always suceede)
Even if you don't, the gamemode will still be great ;D
[QUOTE=Rayjingstorm;24506143]DANG, I left for 2 weeks and a TON of stuff happened... I don't know if you are far past this, but I will let you know anyway.
Is there anyway you could not make creating things completely level dependant? Can the blueprint give you a "recommended level", and if you are not that good, you will take longer, and will most likely fail (the closer you are to the recomended level, the higher chance you complete it succesfully, and once past the level you will always suceede)
Even if you don't, the gamemode will still be great ;D[/QUOTE]
The technology needed pretty much covers that.
I suppose just makeing higher tech dependant on having to first craft other tools at lower tech could work, but that is also annoying if the need for lower tech doesn't logically make sense. Whatever happens I'm sure it will be great :D
Bumpin an amazing thread.
[QUOTE=soccerskyman;24655231]Bumpin an amazing thread.[/QUOTE]
I'd bump too, but unfortunately the only person who should bump at this point would be [B][U]Averice[/U][/B].
[I]And he'd be bumping it with a new feature or something awesome to show off![/I]
Still working on ittttt just no new shit to take pics of yet.. sorry!
Will there be any kitties there ? :D
what
kittens walking around eating your food ?
[QUOTE=BummieHEad;24663625]kittens walking around eating your food ?[/QUOTE]
You on druuugs boy?
[QUOTE=Rayjingstorm;24667864]You on druuugs boy?[/QUOTE]
He might actually be on drugs...
[editline]12:52[/editline]
But seriously, enough messing around. I want [B]moar[/B] Anarchy! [I]Pweease?[/I]
[QUOTE=Rayjingstorm;24667864]You on druuugs boy?[/QUOTE]
I am on kittens
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