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Post by Avi on Dec 12, 2011 0:11:13 GMT -5
Go go go!!
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Post by Minesae Hiromu on Dec 12, 2011 0:12:39 GMT -5
FOOD! Knights need food.
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Post by Minesae Hiromu on Dec 12, 2011 0:18:18 GMT -5
... Swords... Why don't any of our knights have swords?
A knife is not quite a sword...
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Post by Minesae Hiromu on Dec 12, 2011 0:26:38 GMT -5
A Bio death and pain state complete with coughing and disintegrating. new fire death sounds to rid that zombie pain sound. Maybe some new fire deaths too. Punch death with a hole through your gut? XD New sword deaths for various slashes on enemies.
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Post by Avi on Dec 12, 2011 0:35:01 GMT -5
I was gonna make a knife originally and that's still part of the plan. It's just a matter of getting a knife with PROPER positioning so the knife doesn't look lolstupid.
HL2 skinners fucked up by not making animations for the knife. So crowbar animations + knife = FAIL.
I want the sword to do more per hit damage than chainsaw, though chainsaw will have advantage of being constant attack and stuff. But in a duel a chainsaw may get first hit but sword will always kill first. (both players full health that is)
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Post by Avi on Dec 12, 2011 0:38:04 GMT -5
NEXT IDEA!
We're making FedWeapons a pk3. But that means the HD sprites are guarenteed to run cause of the HD replacements. Low end computers still wanting to play fed will be balls out of luck unless we streamline it.
So I am. The attatched patch wad for skins will replace the HD sprites with plain ones that are optimized the way Volt is optimizing. Even if the hd sprites get cached somehow, the patcher will make sure the easier to render sprites are what display. Everyone wins this way.
Including Fed, because Fed always wins.
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Post by Minesae Hiromu on Dec 12, 2011 0:49:16 GMT -5
Grenades Grenades Grenades
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Post by Avi on Dec 12, 2011 1:05:31 GMT -5
Indeed, now we just needs Berg's crazy list of ideas here too XD
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Berg
New Member
Posts: 20
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Post by Berg on Dec 12, 2011 1:13:28 GMT -5
Voice acting for mission objectives and general atmosphere, though I hope we have some decent voice actors. Could process that stuff to sound like a live radio and such.
Having a morality-driven story where your choices during the game have you go through different stages and affect the difficulty of your game, like StarFox 64 did.
Also like StarFox, there would be segments of the game where you pilot one of the Rebel's few mechas, fighting Federation mechs on large battlefields alongside two partners and also a segment where you hijack a Crusader, where a Rebel sniper picks off the pilot during a Rebellion siege on a Fed base. Before the Federation knight could get in during the base alert, he's sniped and you have the option to run and grab it before a new Knight can grab it or play it safe by staying alongside your armored colleagues, seeing your teammates blow up the empty Crusader before another knight gets in and fighting the rest of the mission on foot.
If you do grab it, enemies in that level will be in armor themselves and if not, there will be less armored units and more infantry.
And yes, Return to Castle Wolfenstein style food pickups.
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Post by Avi on Dec 12, 2011 1:36:27 GMT -5
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Berg
New Member
Posts: 20
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Post by Berg on Dec 13, 2011 7:41:05 GMT -5
What we need are some horrifically painful death and pain sounds to increase atmosphere, both in singleplayer and multiplayer. I'd be fairly uncomfortable at recording any myself since well, that'd be awkward for you guys Multiplayer support for vanilla game modes would be a definite plus to replayability, and something that could boost its popularity could be dedicated multiplayer (ctf, tdm, etc) maps designed around the Federation weaponry. Even certain modes could be coded if that would be fun, like an assassination gamemode where a random player is selected as the target and that player's team must defend him from the other team for a certain timelimit. Think about that, that'd be fun
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Post by Avi on Dec 13, 2011 19:41:37 GMT -5
That'd be fun as hell, no lie. Also your sound idea is already planned to *SOME* extent. I wanted to have sounds of people choking on their blood, so I was willingly gonna record me taking in a gulp of water, look up, and breath in to see if I can force myself to choke. It'll be painful, but good art takes a little pain
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Post by Avi on Dec 16, 2011 1:38:29 GMT -5
I need to start designing a table for doom values
M9 :: 125mm :: 9mm TRB :: 4, 6, 8, 10 inch barrel, need to pick a round size DE :: 152 or 254 :: .50 AE MP5 :: 146mm :: 9mm MP5SD3 MP7 :: 180mm :: 9mm M4A1 :: 370mm :: 5.56 NATO OICW :: 250mm :: 5.56 NATO AWM :: 686 mm :: .338 Lapua Magnum
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Post by Avi on Dec 16, 2011 15:09:41 GMT -5
PISTOL ALT FIRES!!!!!! We have a whole button for special abilities, but I originally scrapped all the pistol specials cause all my original plans got fucked over. 1) My weakest pistol was going to have dual wielding. Until I learned dual wielding is a custom model with a copy paste of the first gun in it. --At that point we were kinda screwed so it all got scrapped. 2) The revolver at that time was gonna be called the Lucca and have an alt fire where it turned to gold and had perfect accuracy and a damage bonus for a limited time. --That was completely scrapped cause the gun was already bigger than a megabyte off the start, why make it 2+ for a fancy shooting mode not even guaranteed to work right later? 3) Desert Eagle never even had a plan for special fire, it's just a desert eagle. That was badass enough in my book ___________________________________ BUT NOWI've found an smod database with some toys I can use. It'll take some work getting it all figured out... but Option 1 is doable AND we have a new option 3 that everyone knows about at this point (Silenced deagle ) But I just came up with a mode. It's not fair to have the Bull as a fuckin sniper rifle even though it's the slowest firing gun in the game at this point, so as I thought about it it started to make a lot more sense. For one: I was in assumption the barrel would be the 8" model. We can try to look it over from reloads and stuff. But if it is, it's technically more accurate than all of our smg's given it's much higher barrel length and muzzle velocity. That said, it'll have some range for error, but the alt fire won't. Alt fire's gonna be the Lucca special. It's perfectly accurate with a slight damage boost (nothing game breaking but something to make it worth using it to peck down captains at long range if you don't have a sniper rifle. The kicker will be the animation can NOT be interrupted at all. I have 20-21 frames of firing, so at 20 frames per second it will literally take an entire second. It basically becomes a spas without the damage of a spas. And that should keep people from using it the entire time, but won't stop them from wanting to use it long range. You guys like this idea?
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Post by Avi on Dec 28, 2011 15:23:21 GMT -5
Damage tables for our bullets. If the MP7 ammo doesn't make sense, it's because the MP7's piercing will probably be it's own custom damage types. Actually... 9mm | parabellum | hydra | (maybe piercing) | | Base dmg | +10% organic | +4-5% Machinery | 4.6x30mm | CPS (combat grade) | Hollow Point | 4.6x30 mm B2F | | Base Dmg +10% Mech | +3-5% Organic | +10 Org, +15% H/G/R Knights | 5.56 | NATO | Incendiary | Armor Piercing | | Base Dmg | +?% Elemental | +10 Machinery |
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