okay, and I made the banner smaller so Jake can use it :D
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/giablo_banner_edited.png[/IMG][/URL]
That one's better.
Yes, that's a rocket. Demolitions class is finally getting some love. The line up for the "mock up" skills is:
Chemist: Group Heal
Soldier: Rally Team
Demolitions: RPG
Berserker: Charge
Also:
[img]http://dl.dropbox.com/u/1394819/giablo/hl2%202010-09-05%2011-13-16-67.gif[/img]
sexy
Cool but i think it would look better when effect is moving wide. IMO
i assume an action bar is planned? I may have just missed something regarding it in the thread but I'd like to know plans on it.
[QUOTE=Alteir;24620984]i assume an action bar is planned? I may have just missed something regarding it in the thread but I'd like to know plans on it.[/QUOTE]
Of course. And a paperdoll. When I fix up the consumables, I'll add the action bar.
[editline]01:02PM[/editline]
Though, a word on skills:
[b]Skills[/b]
Even though you will have many skills, you have to choose an active one. What I mean by this:
You can only have one skill selected at a time. To switch skills, you take a small cooldown penalty. You can only switch when you aren't on cooldown. Switching skills will be through a circular menu, accessed via "q".
Something that bugged me in standard rpgs is that people will just spam their hotkeys (especially if they think they are going to die).
This system basically gives you a choice after each cooldown:
Use your current skill or switch to a new one.
It may not make sense now, but when I have it added in (later), it will make sense.
Kind of like... lets see.
Ah yes, like the oblivion hotkey thing on the xbox 360? You hold down the Y button, and a circular menu pops up with all of your spells or weapons that you wanted to quick move to.
It'll work something like this?
Press Q
Select Group Heal
Use Group Heal
15
14
13
12
etc.
Cooldown Done
Now you have an option to switch to "Skill B"
or use Group Heal again.
am I correct?
Exactly. Its kind of like oblivion, as eye said.
Lil bit lighter banner:
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/giablo_banner_edited_edited.png[/IMG][/URL]
Server has been down for awhile now. wondering when it can be restarted.
No ones on the server D:
DAMMIT PEOPLE. PLAY!
I can't solo as chemist :(
The effect looks awesome! Does it create a small particle on the receiver of the heal? A little sparkle or something to show they got healed would be real nice. Maybe a sound of a beep rising in pitch just to represent the health going up.
And what's rally team do?
The Berserk should get an ability that increases the melee damage of everyone in the party, so someone out of ammo has a better chance of some kills.
Its all about teamwork.
[QUOTE=Zombie Strider;24631959]The effect looks awesome! Does it create a small particle on the receiver of the heal? A little sparkle or something to show they got healed would be real nice. Maybe a sound of a beep rising in pitch just to represent the health going up.
And what's rally team do?
The Berserk should get an ability that increases the melee damage of everyone in the party, so someone out of ammo has a better chance of some kills.
Its all about teamwork.[/QUOTE]
:psyduck:
There is an effect for players who get healed.
Rally team boosts the damage of the current weapon for everyone within range.
I might add a skill like that for endgame, for now the main buff class is going to be the soldier.
I found the levels too easy and repetitive in the beginning, it didn't grab me enough to keep playing...
I suggest some more areas to explore... outside ones too, or some of both... just mix up gameplay a bit, add little puzzles for players to complete together in order to continue, stuff like that.
[QUOTE=Deadchicken;24636223]I found the levels too easy and repetitive in the beginning, it didn't grab me enough to keep playing...
I suggest some more areas to explore... outside ones too, or some of both... just mix up gameplay a bit, add little puzzles for players to complete together in order to continue, stuff like that.[/QUOTE]
SEE eyefunk im not the only one who wants outside stuff like caves and what not
I want outside too!
[QUOTE=Deadchicken;24636223]I found the levels too easy and repetitive in the beginning, it didn't grab me enough to keep playing...
I suggest some more areas to explore... outside ones too, or some of both... just mix up gameplay a bit, add little puzzles for players to complete together in order to continue, stuff like that.[/QUOTE]
Thanks for the feedback.
One of my plans is to add a system where party leaders can customize their dungeon before going in. Options for things like "hardcore mode" and "speedrun mode". In addition, I'm going to allow eyefunk to create different dungeon types, so we can see different themed dungeons (and longer ones too).
Any ETA on the new class skills being released on the main server?
Soon.
Skills are pretty much done, the charge ability is really fun:
[url]http://dl.dropbox.com/u/1394819/giablo/hl2%202010-09-06%2017-44-59-87.gif[/url]
And, at popular request:
[img_thumb]http://dl.dropbox.com/u/1394819/giablo/giablo_rebelraid_b50000.jpg[/img_thumb]
The armor is turning out to be quite a pain, since I jacked the inventory up pretty nasty. I'll try to have it out tommorow. In addition, eyefunk is adding a second dungeon to the map, which will be playable in dungeons 3-5.
And you need to finish the dungeon framework so I can start coding a dungeon D:
[QUOTE=jakegadget;24655498]Skills are pretty much done, the charge ability is really fun:
[url]http://dl.dropbox.com/u/1394819/giablo/hl2%202010-09-06%2017-44-59-87.gif[/url]
And, at popular request:
[img_thumb]http://dl.dropbox.com/u/1394819/giablo/giablo_rebelraid_b50000.jpg[/img_thumb]
The armor is turning out to be quite a pain, since I jacked the inventory up pretty nasty. I'll try to have it out tommorow. In addition, eyefunk is adding a second dungeon to the map, which will be playable in dungeons 3-5.[/QUOTE]
Thank you! Now I can see what I'm picking up before I pick it up! :love:!
lol
Anyway, Eyefunk is working on the next dungeon, and Jake is working on other stuff... I NEED SOME IDEAS D:
[editline]11:06PM[/editline]
FYI the new dungeon area is outdoors :P
Looking great guys. I might hold off on playing until I get that smexy chemist heal. Healing with the medkit is tedious.
I'm away from this section for a few months and when I come back, what do I see?
[B]Pure fucking awesome.[/B]
[QUOTE=esalaka;24659481]I'm away from this section for a few months and when I come back, what do I see?
[B]Pure fucking awesome.[/B][/QUOTE]
I know what you mean.
I've been ignoring this section for months now, because all I was seeing were RP gamemodes, help-me-make-a-gamemode threads, projects that just wither and die away, or things that just don't interest me.
I just hope that my thread that I'll be posting some time tomorrow will be getting as good reception as this gamemode. To be honest, the success of this thread and project has been my main inspiration to continue work on my project. :buddy:
SO yeah, the outside area so far is HUGE, I feel like it might be overwhelming with enemies. Still gonna keep going with it, it'll ACTUALLY add a challenge.
Also, Jake and I were brainstorming when we thought of a idea. We have a custom enemy spawn that keeps spawning baddies, but you dont have to kill them to pass, and they only drop ammo. What they will be used for is holdout areas, like objectives that you need to achieve to get past a dungeon room, which will increase the amount of time in the dungeons.
Examples: Slow opening door. Shitloads of zombies. Shoot dammit!
Collecting data from computer. Shitloads of zombies. Shoot dammit!
Elevator is coming. Might take a while. Shitloads of zombies. Shoot dammit!
Im very creative. :P
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