• ReDead
    392 replies, posted
the original inventory screen takes up way too much space and has way too much redundant information and wasted space. i'm going to add a weight indicator on the HUD so that players know if they're carrying too much.
Does anyone have the old version of this game? I want to download it and fixxerup for gmod 12 but SOMEONE forgot to turn garrysmod.org back on... :suicide: Trying to start a server here...
Oh the good ol' days of ReDead. Thank you very much for this memory <3
[QUOTE=bobbleheadbob;36419548]Does anyone have the old version of this game? I want to download it and fixxerup for gmod 12 but SOMEONE forgot to turn garrysmod.org back on... :suicide: Trying to start a server here...[/QUOTE] toxsin still may work. the old redead has been broken for years and is also horribly optimized. i've been working lots on the new inventory interface. it's going to have category toggle thingers, so you can choose what item categories are displayed. [img_thumb]http://i.imgur.com/9hjnK.jpg[/img_thumb] yellow = visible, white = not visible. The icons are placeholders. I'm also adding a new player class, the engineer. He starts off with less supplies, but he gets a free hammer. e: the new inventory is slowly evolving and taking shape. [img_thumb]http://i.imgur.com/jTDJc.jpg[/img_thumb]
[QUOTE=twoski;36420306]toxsin still may work. the old redead has been broken for years and is also horribly optimized. i've been working lots on the new inventory interface. it's going to have category toggle thingers, so you can choose what item categories are displayed. [img_thumb]http://i.imgur.com/9hjnK.jpg[/img_thumb] yellow = visible, white = not visible. The icons are placeholders. I'm also adding a new player class, the engineer. He starts off with less supplies, but he gets a free hammer. e: the new inventory is slowly evolving and taking shape. [img_thumb]http://i.imgur.com/jTDJc.jpg[/img_thumb][/QUOTE] Looks good, will there be any planned changes with the shop menu or will that stay the same?
The shop menu will function the same, i haven't began to make changes to it yet though. I've been messing around with the inventory screen more, i'm trying to make it take up less screen space while allowing for the HUD to still draw properly. [img_thumb]http://i.imgur.com/Xtrlu.jpg[/img_thumb] The bottom left and entire right side of the screen can still draw, which is the goal of reducing the size of the inventory screen. The transparency is nice too.
Ahhh, I was playing toxsin not to long ago, I look forward to this, What other changes are to be expected other than the ones already mentioned? Zombies? Weapons? Health and infection mechanics? This game mode has such potential.
[QUOTE=hydral1k;36418911]I like it but I don't like how its on the side and all clustered. I like the original inventory system. maybe make the icons bigger and the windows opaque no that was my cousin billy bob junior the 5th of switzerland.[/QUOTE] I sure hope that wasn't a joke, lol.
[QUOTE=danielb677;36453556]Ahhh, I was playing toxsin not to long ago, I look forward to this, What other changes are to be expected other than the ones already mentioned? Zombies? Weapons? Health and infection mechanics? This game mode has such potential.[/QUOTE] I was thinking of changing some weapons to have different right clicks. Then i'd be able to add the M4A1 and a couple other guns. The M4 would be silencable instead of haaving ironsights. I'd make the experimental weapon have lasersights instead of a slight zoom. I don't have any new zombies planned, i do however need more ideas for my random event system i have coded. At this point in time, there's the odd random scientist that spawns on the map. I want a few more random events, like maybe an army air raid or some kind of infection event where players are at a higher risk of infection. I still need ideas here.
[QUOTE=twoski;36453770]I was thinking of changing some weapons to have different right clicks. Then i'd be able to add the M4A1 and a couple other guns. The M4 would be silencable instead of haaving ironsights. I'd make the experimental weapon have lasersights instead of a slight zoom. I don't have any new zombies planned, i do however need more ideas for my random event system i have coded. At this point in time, there's the odd random scientist that spawns on the map. I want a few more random events, like maybe an army air raid or some kind of infection event where players are at a higher risk of infection. I still need ideas here.[/QUOTE] Like I said earlier, supply crate with either ammo/guns or a zombie experiment. You know, because it was an [I]accident.[/I]
Well there is a jar model in props_lab that i want to somehow integrate. Maybe a random crate appears on the map containing some research experiments that weren't completed, so the players have to finish them. I want to have a sub-mission type event where players that participate are given a cash bonus or something. I was hoping to crowdsource ideas here since that's something this forum is good at. - Flares are a kind of useless utility item currently, perhaps there's a way to tie them to events somehow? - Harvesting zombie parts or something, i dunno. - Maybe an item that players can ingest that makes them temporarily immune to infection? - Some kind of infection event where every player gets infected more easily? I also need a nice high res screenshot for the menu when you select this gamemode, if anyone feels up to it. Preferably something simple like a dimly lit alley with a few corpses or something.
Have you run out of ideas for zombies? Or you just feel there are enough? Also, special events such as gangs raiding the streets killing everything they see? Collecting research data for some kinda higher command? Protecting fleeing citizens? Getting Intel on randomly generated supply caches? Or there could be really detrimental events such as running out of the antidote. the infection becoming airborn, paramilitary groups attacking you, insane survivors Would you like me to elaborate on any of these ideas?
I don't think i need any more zombie types... There's already enough variation to keep things interesting. Even if i found some new models for zombie NPCs, i don't think i could come up with a decent attribute to make the zombie unique. I've considered some of the ideas you posted. - [B]Gang raids[/B]: I think this might work. My original idea was to spawn a NPC and give it a random rebel model and a weapon. They attack anything they see, and when killed they drop a random weapon. Definitely a possibility. - [B]Collecting data[/B]: Kind of vague. Is the player collecting some sort of items dropped by NPCs? I considered this but i think unless i can make the inventory easier to use on the run, it'll just be too much of a hassle for players. - [B]Fleeing citizens[/B]: Nah. This is a zombie apocalypse and the only way to survive is making it to the evac chopper on time. These NPCs don't stand a chance and they don't really provide any incentive to keep them alive. The scientist NPCs i coded were meant to have a short lifespan since they are just a mini-bonus health dispenser that drops things on death. Everyone loves killing scientists too so they fit well. - [B]Randomly generated supply caches[/B]: I thought of this a while ago. Like maybe a random armaments box spawns at an evac point and gives players random ammo or something? I kind of don't wanna have too many "easter egg hunt" events where players just search for randomly generated items though. - [B]Running out of antidote[/B]: The antidote is the one thing i don't want to restrict. It keeps players moving around the map and really forces you to consider the benefits of camping and moving around. Without it, the gameplay loses a lot of its depth i think. That said, i think some sort of event that gives players a higher chance to get infected is cool. - [B]Paramilitary[/B]: Sounds like more of a headache than it's worth, currently. I don't want too many hostile NPCs with firearms. - [B]Insane survivors[/B]: Merge this with the gang raid idea, it's very similar. More progress on the inventory, although it's slow going right now. It's all really boring and dry and i hate recoding this shit. [img_thumb]http://i.imgur.com/mOZHe.jpg[/img_thumb]
Have an Airplane crash out from the sky and have some goodies in it. That would be a pretty neat random event.
[QUOTE=THATCAKEISASPY;36463414]Have an Airplane crash out from the sky and have some goodies in it. That would be a pretty neat random event.[/QUOTE] Sounds like many many supply crate events in one event.
[QUOTE=twoski;36463403]I don't think i need any more zombie types... There's already enough variation to keep things interesting. Even if i found some new models for zombie NPCs, i don't think i could come up with a decent attribute to make the zombie unique. I've considered some of the ideas you posted. - [B]Gang raids[/B]: I think this might work. My original idea was to spawn a NPC and give it a random rebel model and a weapon. They attack anything they see, and when killed they drop a random weapon. Definitely a possibility. - [B]Collecting data[/B]: Kind of vague. Is the player collecting some sort of items dropped by NPCs? I considered this but i think unless i can make the inventory easier to use on the run, it'll just be too much of a hassle for players. - [B]Fleeing citizens[/B]: Nah. This is a zombie apocalypse and the only way to survive is making it to the evac chopper on time. These NPCs don't stand a chance and they don't really provide any incentive to keep them alive. The scientist NPCs i coded were meant to have a short lifespan since they are just a mini-bonus health dispenser that drops things on death. Everyone loves killing scientists too so they fit well. - [B]Randomly generated supply caches[/B]: I thought of this a while ago. Like maybe a random armaments box spawns at an evac point and gives players random ammo or something? I kind of don't wanna have too many "easter egg hunt" events where players just search for randomly generated items though. - [B]Running out of antidote[/B]: The antidote is the one thing i don't want to restrict. It keeps players moving around the map and really forces you to consider the benefits of camping and moving around. Without it, the gameplay loses a lot of its depth i think. That said, i think some sort of event that gives players a higher chance to get infected is cool. - [B]Paramilitary[/B]: Sounds like more of a headache than it's worth, currently. I don't want too many hostile NPCs with firearms. - [B]Insane survivors[/B]: Merge this with the gang raid idea, it's very similar. More progress on the inventory, although it's slow going right now. It's all really boring and dry and i hate recoding this shit. [img_thumb]http://i.imgur.com/mOZHe.jpg[/img_thumb][/QUOTE] ok so with the collecting data I was more thinking along the lines of collecting zombie data such as being asked through a com system to try and score ten head shots, like zombie vitals research, or being asked to get 30 shotgun kills, the end result rather than being rewarded cash, maybe the zombies from then on are less resistant to that kind of weapon? just an idea. Or it could just be collecting notes from a scientist corpse, for cash. also with the whole infection event, how about an event where the infection is evolved for a certain period of time, so being infect kills you in half the time forcing you to make a dash for the nearest antidote? it adds more of a 'survival' feel rather than just a run and gun. because to be quite honest, it was to easy before, you get infected and sprint to the antiodote and you'd be fine, if you got cornered it was a challenge but other than that, it was way to easy to out run zombies, maybe consider tuning there speed a little?
This is just my personal opinion, and you may have already implemented it. I think for the inventory/weapons/buy menu that there should be pages/scroll wheel. The thing about toxsin is the fact that the buy menu has only enough spaces for the normal items and a couple extra added ones. The more customizable a game type is, the more its bound to be played on a so forth. Once again just restating though this is my personal opinion.
[QUOTE=danielb677;36463666] also with the whole infection event, how about an event where the infection is evolved for a certain period of time, so being infect kills you in half the time forcing you to make a dash for the nearest antidote? it adds more of a 'survival' feel rather than just a run and gun. because to be quite honest, it was to easy before, you get infected and sprint to the antiodote and you'd be fine, if you got cornered it was a challenge but other than that, it was way to easy to out run zombies, maybe consider tuning there speed a little?[/QUOTE] I have made a lot of undocumented changes to player movement speeds and stamina usage in general. doing anything that requires physical exertion will use a small portion of stamina. Jumping, using melee, placing barricades and sprinting all use stamina now. Being infected drains stamina too. Running out of stamina leaves you crippled temporarily, moving at a snail's pace. you can easily be caught and attacked when you're crippled so i think that really promotes stamina management. Sprinting has been greatly nerfed, you move only moderately faster than the NPCs while sprinting. And since i've nerfed the speed of sprinting, you can't really sprint across the map anymore. Your stamina runs out a lot sooner now. I really want to see how much harder this makes the game. [QUOTE=WoodzyX88;36463714]This is just my personal opinion, and you may have already implemented it. I think for the inventory/weapons/buy menu that there should be pages/scroll wheel. The thing about toxsin is the fact that the buy menu has only enough spaces for the normal items and a couple extra added ones. The more customizable a game type is, the more its bound to be played on a so forth. Once again just restating though this is my personal opinion.[/QUOTE] I'm in the process of changing everything, hopefully it all becomes more friendly.
[QUOTE=twoski;36463899]I have made a lot of undocumented changes to player movement speeds and stamina usage in general. doing anything that requires physical exertion will use a small portion of stamina. Jumping, using melee, placing barricades and sprinting all use stamina now. Being infected drains stamina too. Running out of stamina leaves you crippled temporarily, moving at a snail's pace. you can easily be caught and attacked when you're crippled so i think that really promotes stamina management. Sprinting has been greatly nerfed, you move only moderately faster than the NPCs while sprinting. And since i've nerfed the speed of sprinting, you can't really sprint across the map anymore. Your stamina runs out a lot sooner now. I really want to see how much harder this makes the game.[/QUOTE] That's good, it should feel more survivalish now, having to fight to survive rather than sprinting around the map like a little wanker. Made much progress on events?
Also Twoski, have you made any progress on getting a server for Gmod 13 up or are you still having troubles with that, or just not prepared yet.
The inventory code is currently a mess so i can't make a server until i get it working. I've only got one event coded so far, the random scientist spawn.
[QUOTE=twoski;36467900]The inventory code is currently a mess so i can't make a server until i get it working. I've only got one event coded so far, the random scientist spawn.[/QUOTE] So you're going to wait for the events to be finished first?
The inventory gui code is a messy heap right now, when i finish it then i'll toss up a server.
In this gamemode can we still eat inedible things such as a wrench?
That was one of the more... interesting things you could do in the old ReDead... I personally don't think it has a place here in the new one. I'm trying to streamline the inventory shit so it's not a hassle to use on the fly. Having random crap clogging players' inventories doesn't seem right.
I'd really love to see Redead reworked by you. I was just solo playing the old version on zombocity a few days ago, what a wonderful coincidence. Also, don't make a flashlight SWEP, just make a different flashlight effect entirely. I don't want to see another DOOM 3 like scenario.
I'm glad to see you again.
Can't wait for this to release, I'm liking the new stuff.
More progress with the menu crap. [img_thumb]http://i.imgur.com/Yshtf.jpg[/img_thumb] also got the category buttons working. [img_thumb]http://i.imgur.com/qsk0D.jpg[/img_thumb] now i just need to make the item panels better. Maybe a bit bigger and scaled to fit proper. [img_thumb]http://i.imgur.com/eUAJD.jpg[/img_thumb] There, now no matter what your resolution is, there will be 4 panels per row. I made them a little more easy on the eye too.
[QUOTE=twoski;36498232]More progress with the menu crap. [img_thumb]http://i.imgur.com/Yshtf.jpg[/img_thumb] also got the category buttons working. [img_thumb]http://i.imgur.com/qsk0D.jpg[/img_thumb] now i just need to make the item panels better. Maybe a bit bigger and scaled to fit proper. [img_thumb]http://i.imgur.com/eUAJD.jpg[/img_thumb] There, now no matter what your resolution is, there will be 4 panels per row. I made them a little more easy on the eye too.[/QUOTE] Looks really good! Don't forget a scroll button or bar.
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