A lot of it is my work- I have had tremendous help though.
Credit to gothaggis and dunce boy for the player physics. Radar and weapon/ammo,health HUD are from UDK interface (removing it soon). Some placeholder sounds from UT3, some from T2 (lol), some tester sounds I made. Built on UDK, so using all that framework...
But the rets, the world, 3D weapons and animations, the weapon scripts (wrote in all speed variables from T2C). I wrote in some code for Andrew's power function for the Tribes-style explosion velocity boost. Wrote in projectile inheritance (set at T2C values, except the disc launcher which is set halfway between T1 and T2C inheritance).
Ah, there's more. Just read the description of the youtube video, describes most of it. Post edited by Rooster128 at 11/19/2012 11:20:11 PM
Originally posted by: nutty_ will there be a shocklance like weapon?
Likely, yes. Been playing with the idea of adding a charge-up to the weapon to increase its difficulty, with the back lance only being available with a full charge.
Originally posted by: nutty_ will there be a shocklance like weapon?
Likely, yes. Been playing with the idea of adding a charge-up to the weapon to increase its difficulty, with the back lance only being available with a full charge.
Originally posted by: nutty_ will there be a shocklance like weapon?
Likely, yes. Been playing with the idea of adding a charge-up to the weapon to increase its difficulty, with the back lance only being available with a full charge.
dont do that.
Well, the change is up in the air, could be removed after some consideration. And to answer slush's question as well as address this one... I would need testers eventually to playtest and fine-tune the weapon variables, and I would obviously need seasoned vets.
I have a few theories to the wonky side jetting, might be as easy as turning down the side jetting factor, but I need to play with it a bit more.
I wanted to post up an idea for a new weapon that I've been thinking about recently and wanted to see how it stuck with you gents. I'm not trying to go "feature creep" here but I think this weapon would serve a niche of sorts.
This weapon is a forcefield gun. It would be for medium armor only (so every armor has its own weapon). This would help the medium armor fill the farmer/MO role.
When you hold down the fire button, a forcefield "arc" of roughly 40 degrees (think FOV of 90, it would take up roughly half the screen) would be emitted at the cost of so much energy per second. Blaster bolts would penetrate through it. Other projectiles would be bounced away, at the momentum it came in at (no dampening).
Sort of like the T:V buckler, yes. But you can't throw it, and it uses energy. Would take a bit of skill AND awareness to successfully stop an attack, since reticule needs to be in the vicinity of the oncoming projectile as it reaches you, and you might accidentally send the projectile downwards (if it's nade or mortar, you're fucked). Your hide is still fragile from the rear.
This could be a big aide in stopping long range spamming of vital assets (and flags, possibly), and could potentially be used to lob whatever is being spammed right at the spammer with correct positioning. MO could use the weapon for a bit more survivability (without the silly buckler thing going on).
I really wanna hear from farmers on this one, if you think it would be useful at all in base defense.
Oh, and back to the basics- working on implementing packs and flag physics next. Right after side-jetting. Post edited by Rooster128 at 2/8/2013 7:06:26 AM
I didn't play ascend so i'm not sure what's in that game. but here's a few idea to incorporate into a tribes game:
wind resistance (more unpredictable the better)
the higher one goes the more the resistance..ect
that idea would also reinforce the side jetting. if one was to be pushed a few meters MA by wind, correction needs to be made via jet
Originally posted by: TribalWear I didn't play ascend so i'm not sure what's in that game. but here's a few idea to incorporate into a tribes game:
wind resistance (more unpredictable the better)
the higher one goes the more the resistance..ect
that idea would also reinforce the side jetting. if one was to be pushed a few meters MA by wind, correction needs to be made via jet
Interesting concept for maps but pretty useless for gameplay. Nothing is worse than a random element to disturb your gameplay.
How annoying is it when a you hit a random fucking deadstop in T2? Not to mention making hitscan/cg weapons pretty useless.
This looks pretty cool rooster! How does the mapping work? Would it be possible to recreate maps like stonehenge, rollercoaster, crossfire, etc. Just to see the difference in physics between this and T2. Maybe add some spread to the CG if possible cause that looked hella straight
Yes, random anything is bad in a skill-based game.
Also, if you can't code yourself I'd say you have little to no hope of seeing this through. What matters the most is the people doing the hard behind-the-scenes grunt work, and it will be difficult to lead them if you aren't one of them yourself.
There's always been a billion community project "designers" or "managers" that try to rely on the skills of others to accomplish something, however good it may be - but it never ends up working in the long run for various reasons - You will always need to be able to pick up the slack & continue yourself for the worst case scenario.
Well, I coded in the disc-jumping par with Andrew's physics. I wrote the weapons code for what you've seen so far. I have the psuedo-code written for packs already. It's not like I haven't done coding myself, I could likely code most of what is needed given time, but having another coder on would definitely help a ton.
There is also another rule of thumb in game dev that a project lead should not be just a coder, due to many reasons.
I don't wanna be all mushy here... but I wanna say thanks to those who have been spreading positive vibes about the project and keeping things constructive. A conversation with Krash last night made me realize how generally positive people have been about it, and it feels good.
I wouldn't be doing this if it weren't for the community, and my love for all things Tribes. It's not like I'm planning on making money off this, at least any time soon.
So yeah, hearts and smiley faces and butterflies. you guys. More pics and vids soon, maybe even a sneak peak at design document.
the only complaint i have after watching the videos is that you should take more time and make the projectile explosions a bit more dramatic and unique for each weapon
i understand its way early in the game development for you but for me they just seem really lackluster