Experienced in a lot of games, at playing games.
Now is helping out with a friend's game.
Hopefully, you guys will work on making the gameplay more smoother to view, because most of the time, the green trapar can blind your screen if you do flips or something... Maybe find a way to hide the particle effects when your camera is too close to it or something.
It can be a bit cool if you can enable a optional fixed camera onto the LFO, so if you flip upside down, your camera is upside down.
I'm pretty good at analyzing games, but I think I also realized that I can't program or model/animate as well because of that (I think i found my weakspot). I'm good at "seeing" it, but I can't really craft it... LOL, maybe this is why computer programmer is boring me... I prefer to test and analyze games over making them (even though I have a ton of ideas in my head).
Really? Drag and drop, so no "enter properties and change values" at all?
More like cybergenetic fingers, because the shells actually comes out between his fingers, not from the wrist.
Apparantly, everyone is focusing too much on the creative aesthetic looks, rather than balancing it out with functionality and standards.
Plus the area where the shells are inserted are too close to the barrel... Maybe make the slots even bigger so it'll look like the center of the gun flips open to allow you to load it?
Then for reloading, if you really want to keep to the top loading, make it so the player holds the gun pointing upward or downwards to load a shell in. If you want to pop the shells out, have the player aim the gun up and open the slot for the casings to fall out.
Otherwise, provide a plausible explanation for it, other than saying it looks cool. Confused player base is not a good sign to keep staying on the idea btw.
For the shell to load, rather than holding it normally and having the hands insert the shells from the top, have them hold the gun diagonally so the slot which the ammo is inserted in, will be closer to the bottom of the screen, making it easier to pull ammo into the screen without making it look like magic.
Maybe have a rack that shows the shells on the side of the gun (could work as an upgrade that increases ammo capacity of the gun for reloading)?
Other than that, a better visual would be clips you can insert into the shotgun to reload it. But it usually would be on the bottom side... Maybe clips of shotgun shells can work if it's horizontal, and is inserted through the side of the shotgun. Otherwise, vertical and inserted from the top.
They should give you a knife or something so you can knife the onos in the struggle, maybe really make it vulnerable while devouring a marine (being stabbed from the inside isn't good whilst your in a battle against marines).
as usual, it looks like modding always seems to hit a ditch whenever it comes to mapping, modeling, and animating...
Actually, 4v4 team based modes can be interesting but you gotta be innovative with the weapons.
In zero gravity, why not make the weapon the ability to grab and pull players to make them fly into environmental hazards, and powerups that pushes players.
Probably a good idea to make jet-packs have 2 functions:
1) A Jump Jet function where it uses 100% of it's boost to propel a person quickly over a distance or height, useful for long and high jumps.
2) On-going typical thrusters, for hovering and flying, although not as fast as boosting...
Not sure how you'd want to control it, or if you'd want it into the jetpack upgrade scheme so you can have more variety...
Having more vertical and horizontal areas would be interesting, especially when flight or high jumps are noted in the map.
I mean, if some of the environment involves space, can't there be a airlock that leads to a broken area of the space station that requires skills to navigate?
Btw, can aliens survive in space without having to breathe?
Maybe allow players to use their back booster (if equipped) for some LFOs, so whilst your falling, you can boost toward the board that got knocked a few distance away.
I gots it for 52 cents...
... What? That's all I had in paypal.
I've already preordered Overgrowth, and I used my paypal before for L4D2, thus only 52 cents left.
The movement of the rabbit keeps reminding me of that disney character... Goofy?
Hmm, it's inevitable that someone will make a...
No really, the engine seems perfect for it, if you are creative enough to mod it.
Hmm, Sea and Air vehicles doesn't have to be controlled by players.
What about Sea/Air support abilities that the commander can use? Like parachuting players into a area to spawn (if they are dead and have no barracks) for example.
Having support abilities for commanders to use can be interesting as it brings forth more ways to turn a battle about. This is because a match is always won if one side has the better or more players.
A good unarmed attack, for especially Rabbits, Cats, and Dogs, is to get the jump on a target, thus stomping on them (in a grab kind of fashion) and doing crushing damage and turning the target into a rag doll. Especially if the character is falling from a really high height where fall = death, and breaking their fall on another character.
This is also so in the future, when the game is released, you don't have ninjas that can jump off of steep slopes and near impossible terrains, and making it impossible to get a hit on those jumping ninjas.
Plus this makes jumps more tactical, meaning for multiplayer purposes, you can't jump all over the place just to **** off your opponent.
It can be improved to have different variations later on.
Say one with a camera overlooking a large area, and from time to time you see some things occuring:
- A squad of marines is seen entering a structure.
- An alien flies overhead, leaving a shadow as it flies.
- several shadows are seen in the horizon, indicating a group of aliens.
- Muzzle flashes are seen far away, in the dark.
- Squad of marines retreating from the structure.
Maybe able to have the camera to be able to change it's view, spinning while being stationary at a slow speed, allowing you to view the environment and the scenes that occurs.
Add friction use when landing on a slope, so if you are jumping too fast down a side of a hill, depending on how the terrain is, and the angle of the slope, the character can "slip and fall" if they aren't adapted to it.
Because you can't jump down a steep slope, hit the slope with your feet and NOT fall over (you'll basically try to break your fall using your heels, but if your falling faster, it'll be imminent).
Mods do take that long to make, if you get members, lose members, plan for months, code for months, go braindead for months.... etc. etc. etc.
Wait... Aren't Frisbees made of plastic? And in order to break your teeth over them, you'd either:
A) Fall face first into a Frisbee that you yourself is holding.
B) Someone else tossed a Frisbee at super high speeds less than 1 meter away from you, slipped out of their hands, and whipped you in the face?
C) Option B but your hand slipped while holding the frisbee and it backlashed into your face.
D) An invisible frisbee ninja launched a sneak attack aiming to steal your teeth to thwart the team's effort......
Crysis had some kind of command line when playing with physics, that increased the fps by x3.
I wonder if there's a way to make big physics occur without huge fps loss...
Good idea for a game, but no thanks. Game industry is drastically changing so I'm saving my money for other games that are coming out.
If they really want to profit out of this, they have to provide enough content and stuff so in the end result, it will provide at least 40 hours for the average player?
No online modes of any sort, kinda kills it's profit potential btw, and only the fan base keeps it alive at this point.
Deciding to flame? Don't bother, seeing how I expected this to happen when the truth gets out. Comparing this game to other games can be a nasty method as the other games are most likely well funded and developed.
But it's moddable with a LUA, and other neat things programmers can do.
Online play isn't provided, but can be modded to provide multiplayer.
Just hope that DATA doesn't intend to make it impossible to mod it to play online...
GGTL: Who is the 'Old man with the shotgun'?
He is an old dude with a shotgun, stricken with partial blindness and a hatred for "them skateboard-ning, rap-scalling teens", who snapped when his wife of 35 years was eaten and will stop at nothing to ensure revenge is dished out on the undead. Cheesy, I know - but I like it.
WTF an old man is usually around his 60-80 so... WTF!?
Source hammer editor and unreal editor does this too, they allow you to use lower quality textures or colors to fill in the stuff, so you can focus on the geometry of the map, rather than the details, and allows you to switch to working with details later.
Maybe a option to make blocks and shapes shown as geometry (colored blocks, instead of textured or wireframe), so it doesn't need to render complex pixels.
Think its possible to work this with the multiplayer version?
You need a simple crosshair, as many third person mmorpgs are now using them. It IS a PC game...
It doesn't have to be accurate, just simple, like a small dot or a " ^ " or even symbol could work.
It's on steam, the free one that is.
It's not the new one btw, it's a older trackmania.
When you create the interiors, can you add attics and hidden areas too?
Larger structures usually is more Tenchu styled and has hidden pathways in lots of places for ninjas to sneak into.
For example, proning and crawling under a house is possible with the japanese house.
Not sure how are you gonna implement a climbing system so ninjas can climb on ledges.
Some of these structures have tatami mats or straw mats on the interior floors, and ninjas can use them for many sneaky purposes, and some of them might have a hole or tunnel to hide in.
Also, Tatami mats can block shurikens and arrows.