• Primal 2050 - A Dead Frontier
    63 replies, posted
This looks amazing but a query about the armor system. Like you said, armour will have no model and just effect stats. In order to make it cosmetic couldn't you implement a dressing system like capsadmin's player dresser and restrict what could be added to the player (so no barrels in legs). This could dynamically effect how much protection the player has on a certian bodypart. Thier will also always be a need to go out into the city or buy things to get better armor. For example, a player could make a leg protector out of a plank of wood. It's better than nothing but a strip of metal would be better and so on. It's just an idea and not a very good one but from what i've seen, players like things to be cosmetic as well as stat changing.
[QUOTE=Bookwrm4life;24777918]This looks amazing but a query about the armor system. Like you said, armour will have no model and just effect stats. In order to make it cosmetic couldn't you implement a dressing system like capsadmin's player dresser and restrict what could be added to the player (so no barrels in legs). This could dynamically effect how much protection the player has on a certian bodypart. Thier will also always be a need to go out into the city or buy things to get better armor. For example, a player could make a leg protector out of a plank of wood. It's better than nothing but a strip of metal would be better and so on. It's just an idea and not a very good one but from what i've seen, players like things to be cosmetic as well as stat changing.[/QUOTE] I could, but Half-Life 2/Portal/CSS/TF2 don't have much armor-esque items, and I don't really want to bog this down with a shitload of custom models. I'll contemplate it further, but don't be surprised if armor stays completely non-aesthetic.
I'm really glad you guys are atleast [I]planning on releasing this some day. [/I] I hate those gamemode threads that just works as a duplicate server advertising thread.
[QUOTE=jakegadget;24740980]Gmod4ever, your Avatar seems to ALWAYS be animating to the beat of what ever song I'm listening to... It's distracting.[/QUOTE] Wow, I was just gonna say that.
[QUOTE=JoeSkylynx;24727400]3rd Person alone is a scourge of gaming. My exact points? Noobonic Plague... You can't make tactics when the person can see you behind cover... It fricking impossible I tell you![/QUOTE] Well, I'm an active player of NP, and I can honestly tell you, if you would just ask around in OOC, there's at least three people with binds that say, "type rp_firstperson to go to firstperson."
Sorry about the lack of updates for the past few days; life's been keeping me in its snares too long for me to do anything. I got some work done, as you can see in the progress log of the main post. I found the wonderful world of freesound, which is a massive database of user-created sound clips, uploaded for public distribution and usage. I just used it for the scrapyard sound, for this [url=http://www.freesound.org/samplesViewSingle.php?id=96939]metal grinder[/url] clip (I shortened it down to two seconds), and I must say, it works extremely well. I would show a video, but it's just an UI interface, so it's kind of boring to watch. Rest assured, though, the time for a beta is on the horizon. I intend to get skill requirements added, add at least two more guns, possibly begin the armor system, and get the mission system initialized before I consider a beta. If all goes well, I should have this all done sometime this weekend. The fact I start my quarter next Tuesday though may throw a wrench in progress. I'll be out by noon on every day (Tuesday through Friday) with the exception of Thursday, where I'm out at four, so it [b]may[/b] not hamper progress. We'll see what the workload is, though, so, no promises. :buddy:
Do players turn into NPC zombies? Will their armor stay on them, making them more tough than a regular zombie?
No, they don't. Please read the section of the OP on player death. Also, I'm getting progress made. I just added dynamic light muzzle flashes for when you shoot your gun (clientside). Should I get a video showing this (and the looting, zombie, and blood/gore system) up soon?
Very nice. I mean very. Anyways, about the armor, have you seen underdone? They use things like the cog as a shield or combine materials as armor.... or a soup pot for a helmet. Just throwing that out there.
Got more progress done (see OP), and a gameplay video as well! I'm not too happy with how the video came out, though. I've learned my lesson - I'm not going to record at half size again. Next video will be recorded full-size; the quality on this video is just shot to all hell. Watch the video in the OP, at the top of the media section.
I... just... peed my pants :l Realy, this is epic.
Another update posted. As the progress log says, I started the dynamic mission system. The system itself is pretty much finalized. It's just a matter of adding more mission types and varieties now. I still have to add the active-mission system, but that shouldn't take too long once I get started. On a semi-tangent, I also added loot boxes. Because none of the inventory items have a physical model, these boxes serve as generic indicators of loot, generally dropped by zombies. Here's the new screenshot, for anyone that's curious. [img_thumb]http://dl.dropbox.com/u/8416055/Frontier%20-%20Mission%20Board%20-%20WIP%2001.PNG[/img_thumb]
The video looks really nice. I'm not sure if its possible, but having the muzzle flashes be directional would be really cool (see: lamp).
What Jake said is a really good idea.
[QUOTE=jakegadget;24868193]The video looks really nice. I'm not sure if its possible, but having the muzzle flashes be directional would be really cool (see: lamp).[/QUOTE] Yeah, that's not a bad idea. Since the effect is clientside, I may even make it a togglable option, since I personally prefer the sphere of light. :buddy: Also, thanks for the comment on the video. Obviously you don't mean quality, since the quality is atrocious; I promise the next video will be better in terms of quality. I'll try and fix the sound-sync issue, too. [editline]tacos[/editline] The way that the lamps in sandbox work won't work here, since they use env_projectedtexture's, which can't be created clientside. Normally this wouldn't be too big an issue, except for the fact that I use InfiniDungeon, and I can't disable rendering of the projectedtexture for certain people - so you'd be running and seeing random beams of light as people in other cells shoot their guns.
D: That would've been so cool.
Another update. I've been working on the missions for the last few days - making the missions systems, the individual (randomly generated) missions, and more recently, optimizing the mission board. I've eschewed my original plan of 5-12 missions at a time, simply because with all the different types of missions (there are nine planned types of missions) that span an entire spectrum of difficulties, it'd be impossible to give a fair vantage with just 12 missions. The new mission limit is 45 to 70 missions, and as I add more missions, it may rise up to in excess of 100 missions available at any one time. Obviously, all those missions would be frustrating to scroll through. That's the focus of this new video I am about to post, showing off the filter system, making it easier for you to look for missions that you want. Best viewed in 720p full-screen. [media]http://www.youtube.com/watch?v=NYU_Yqn9FwE[/media]
This...is so...beautiful...*sheds tear* Can't wait to give it a go. Really great work, keep it up =)
This looks great. Though for aesthetics, I'd suggest the pistol muzzle light more yellowish and alot smaller. Edit: Another great thing would be making the lightning in the levels very dark and adding some more streetlamps so you cannot see anything outside of lamp and your flashlight area of effect.
[QUOTE=Falchion;24961841]This looks great. Though for aesthetics, I'd suggest the pistol muzzle light more yellowish and alot smaller. Edit: Another great thing would be making the lightning in the levels very dark and adding some more streetlamps so you cannot see anything outside of lamp and your flashlight area of effect.[/QUOTE] I'll consider both things. The muzzle flash is an easy thing to do, and I'll probably end up doing the later. The street lamps would require more time (obviously), but I'll consider the idea, maybe make a build of the map with them, and show them off. :smile:
I wish there was a server with this up :D
It's not finished yet, if my dedicated comes online, I offered to host it when Gmod told me he was making it :> Which was ages ago :>
One song will fit with this. [URL="http://www.facepunch.com/#"]View YouTUBE video[/URL] [URL] [URL][URL]http://youtube.com/watch?v=pSK-1guFLDk[/URL] Random radios play songs like this.
Idea here, how about random events? Like have a table that triggers one of them each time you enter a dungeon, so it mixes up the gameplay.
You still working on this? I would hate to see it die.
Yes and no. It's not abandoned by any means. In fact, it's my primary project still. I just haven't had time to work on it, like, at [b]all[/b] the past few weeks. Hopefully I'll be able to optimize my schedule so I'll be able to actually work on it some more soon.
By what I've heard, you will have TONS of time. :D
T'is 'ere dead? /massivebump
is this still being developed ? if so contact me on steam :The Cupid Stunt TzC
Necro Bump Hopefully you decide to finish this or at least release the code :)
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