The USSFC is losing hope and losing the war, but the poorly equipped Legion are losing soldiers fast. This is the desperate last struggle of two clashing armies... This is Crimson Crow.

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Any extra adds? (Games : Crimson Crow : Forum : Questions : Any extra adds?) Locked
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Jun 3 2009, 8:51pm Anchor

Quote from DefjomDXXok,
"hey ninjadave, can i give you an advice?
you can put the r6v2 cover engine in the game,ragdoll phisycs and charater customization on the game.
it will make the game awesome :)"

I like the idea for ragdoll Physics, its always fun to have cause of some funny looks when people die. I dont know much about the r6v2 cover engine, ill check that one out and give some info to ya :P And im not the one to have char customization. I'd just prefer random looks after each spawn. Ill get back 2 ya on the cover engine.

Jun 11 2009, 5:18pm Anchor

Whoa!

You slipped another forum post on me. I just had this strange feeling that there was a topic un-answered.

Unfortunately physics tend to play a nasty role in net-coding. Which is why I've avoided implementing it for sometime. I set up a system where characters die through a death animation then go to ragdoll. The physics engine built in stock though makes the entire process very...ugly.
Instead of flailing arms about, they sort of fall flat, usually still partially standing.

So I scrapped that idea and felt going for death animations is the easiest and best way to make it. I'd like to get different death animations for each body part shot, but that might be hoping for a lot right now.

R6V2's cover system was a great system for corners. It allowed you to blind fire, pop out of cover, snap to cover... ect.
What I DIDN'T like about the system was the snapping. Snapping onto cover took a precious second, and then jumping off of cover was a little dis-orienting.
I'll also have to complain about the aiming mechanics too. Whenever the character took cover, you would get these sort of 'blind spots' where you wouldn't be able to shoot. A lot of times the enemy you needed to kill was at that particular spot.
Lastly, the third person was used to be sort of 'cheap'. People online would camp out behind crates on the edge of the map and simply pop off a shot to keep players away. Of course, a grenade usually did the trick, but when grenades were disabled there wasn't a whole lot you could do except rush them and hope for the best.

The cover system I have in mind is 'snap-less' and doesn't involve you snapping to cover at all. Its more or less a lean system that helps for corners and for firing from cover. Though more effective than a simple lean button.

Originally, we planned for hand signals too. So that you could press a key and your character would wave a motion to his team to signal for a tactical movement or whatever the team had in mind. The problem is animations are our downside and we've been unable to get something like that animated.

We've been needing to get the cover system fully implemented and to have an internal alpha test to get the kinks worked out, but as it turns out, we have other kinks in the way of the kinks. :P

As for character customization, we originally had a mount system. Where you simply press a button and, say a helmet, would be connected to your player. You could cycle through helmets or not wear one at all.
Well we ran into a few problems with this:

The first being, we modeled the character with armor on. So after some talks and adjustments, we got the character with no armor.
I asked the concept artist to draw up some designs for pieces of armor. In short, he blew that assignment off and we ended up kicking him off the team later.
Lastly we constantly have problems with the character design in general, and whenever we finalize the character so we can create armor for him, the design is changed.

I'm thinking we'll have a few characters modeled that will symbolize their class. (For example, the character in the sniper concept will be the sniper design.)
Each class character will be a base design and (hopefully) you will be able to modify the class accordingly.

If that doesn't happen, more than likely you'll find 3 characters per class. Light sniper, medium sniper, and heavy sniper set-ups.
Gun customization is on the same level as the character customizing.
But instead of mount points at all, they'll be set up in different styles of a certain weapon.

For example. You buy a TCR-7. A standard rifle with a small red-dot scope. You can either upgrade it to an assault TCR, which is the same weapon but with a drum magazine, shorter barrel, and bi-pod added. Or you can set up to the covert TCR. Which is the same gun with a slightly shorter mag, lower caliber rounds, silencer, medium scope, and lightened overall weapon.

Thats an example and not official. :P

Some upgrades simply change a weapon a little. While others may drastically affect the weapon.
The problem being we have around 28 weapons right now, and each upgrade is a different look. So thats 28 default + 28 assualt style + 28 cover style weapons.

...Thats a lot of guns. Especially for a indie game such as ours.

Jun 11 2009, 8:37pm Anchor

I can always trust you for making long posts that explain everyrthing! 84 total weapons. Thats gunna take awhile to model, but its going to be interesting to switch between those. well, thanks for the anwser, answered my unknown questions

Jun 11 2009, 9:05pm Anchor

Its what I do.

Eventually instead of having to explain things, I'd like to have a video or screen shots to show you what I mean.
Maybe in the near future. :D

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