What do you want to be implemented in the next build?
-
- Posts: 92
- Joined: Sun Feb 16, 2014 9:43 pm
- Location: Your dreams
Re: What do you want to be implemented in the next build?
Alright ya goofballs, here's some other ideas:
Swimming, water that isn't just a texture stretched across a depression, drowning stealth takedown
Kills from ledges (pulling enemies off a cliff or that far cry 3 thing where you come up and stab a guy)
Kicking or throwing sand in someones eyes to stun them. (see also: https://www.youtube.com/watch?v=PTAXUYLbFYk)
Swimming, water that isn't just a texture stretched across a depression, drowning stealth takedown
Kills from ledges (pulling enemies off a cliff or that far cry 3 thing where you come up and stab a guy)
Kicking or throwing sand in someones eyes to stun them. (see also: https://www.youtube.com/watch?v=PTAXUYLbFYk)
-
- Posts: 19
- Joined: Sat Jan 25, 2014 9:12 pm
- Location: Land of Dust and Lasers
Re: What do you want to be implemented in the next build?
armor that protects and can be cosmetically damaged allowing well placed spears or swords through. and bows(much later down the road. if at all possible), although the armor is a lot closer now with the carving editor...that might also allow for some evisceration. and better hit detection with the big swords.
-
- Posts: 92
- Joined: Sun Feb 16, 2014 9:43 pm
- Location: Your dreams
Re: What do you want to be implemented in the next build?
Ooooh what about spiked armor that damages an unarmed attacker if they hit the wrong place?
-
- Posts: 19
- Joined: Sat Jan 25, 2014 9:12 pm
- Location: Land of Dust and Lasers
Re: What do you want to be implemented in the next build?
that sounds cool. but only for unarmed combat.
and for all of those that will be like "bow is stupid dumbass"...not all cultures have arrows with fletchings and bows with a range of more than 60 feet.
and for all of those that will be like "bow is stupid dumbass"...not all cultures have arrows with fletchings and bows with a range of more than 60 feet.
Re: What do you want to be implemented in the next build?
Relevant.Jack of All Trades wrote:Ooooh what about spiked armor that damages an unarmed attacker if they hit the wrong place?
-
- Posts: 92
- Joined: Sun Feb 16, 2014 9:43 pm
- Location: Your dreams
Re: What do you want to be implemented in the next build?
You're right, that's true.EPR89 wrote:Relevant.Jack of All Trades wrote:Ooooh what about spiked armor that damages an unarmed attacker if they hit the wrong place?
![Neutral :|](./images/smilies/icon_neutral.gif)
Kinda reminds me of how vikings didn't really have horned helmets because the horns were just a way for the enemy to catch and knock off their helmet easier.
-
- Posts: 19
- Joined: Sat Jan 25, 2014 9:12 pm
- Location: Land of Dust and Lasers
-
- Posts: 214
- Joined: Mon Aug 12, 2013 10:30 pm
Re: What do you want to be implemented in the next build?
I might be fun to make it an option (what with the armor customization) to put spikes on, but also account for these shortcomings. It seems like Overgrowth could support getting pinned to the ground by your own spikes when rolling/pushed over, and it would certainly be hilarious to see in action.EPR89 wrote:Relevant.Jack of All Trades wrote:Ooooh what about spiked armor that damages an unarmed attacker if they hit the wrong place?
-
- Posts: 713
- Joined: Sat Apr 20, 2013 9:44 am
- Location: GerMany
Re: What do you want to be implemented in the next build?
correct me if im wrong, but the realtime chracter cubemaps are only used by the character model itself, i think attached objects should use it as well, maybe even the other characters
Re: What do you want to be implemented in the next build?
+ One thousand, I agree. Any item or character that is spawned should use it, so the lighting on the weapons and attachables look right when holding them.Thomason1005 wrote:correct me if im wrong, but the realtime chracter cubemaps are only used by the character model itself, i think attached objects should use it as well, maybe even the other characters
Re: What do you want to be implemented in the next build?
A few basic things I would like to see are editor tools.
First, it would be nice if when you open up the properties of an object, it tells you a little information about it like name and file path.
Second, I would like more in pathing waypoint control. An option to make a string of nodes that end with one that halts movement, allowing characters to follow points and then stop. Currently this is only possible if you tell the character to go to a single node, and they'll follow using the navmesh. When you string together points, the characters will patrol along those points. I would like to be able to control a one-way path more directly than telling them to go to that point using the navmesh.
Third, and something else that would make gameplay more variable is allowing one node to branch off to several different waypoint nodes. The next node the character will go to would possibly be determined by random number generation or by sequentially assigning the next node, allowing for different ways a level could play out or allowing NPCs to spread out more naturally at the end of a single-file path when travelling as a group, without having to make a path unique to each NPC.
Fourth, I would like a pause variable on each waypoint, which defaults to 0. The character would pause at that node for whatever amount that variable is set to before resuming pathing.
Fifth, and relating to items two and four, would be to be able to control the direction the character is facing when they reach a pause or an end of the path as described. The aim of this is to allow for patrolling to feel more natural, but has much wider spread applications.
Sixth, [spoiler=]Online multiplayer.[/spoiler]
First, it would be nice if when you open up the properties of an object, it tells you a little information about it like name and file path.
Second, I would like more in pathing waypoint control. An option to make a string of nodes that end with one that halts movement, allowing characters to follow points and then stop. Currently this is only possible if you tell the character to go to a single node, and they'll follow using the navmesh. When you string together points, the characters will patrol along those points. I would like to be able to control a one-way path more directly than telling them to go to that point using the navmesh.
Third, and something else that would make gameplay more variable is allowing one node to branch off to several different waypoint nodes. The next node the character will go to would possibly be determined by random number generation or by sequentially assigning the next node, allowing for different ways a level could play out or allowing NPCs to spread out more naturally at the end of a single-file path when travelling as a group, without having to make a path unique to each NPC.
Fourth, I would like a pause variable on each waypoint, which defaults to 0. The character would pause at that node for whatever amount that variable is set to before resuming pathing.
Fifth, and relating to items two and four, would be to be able to control the direction the character is facing when they reach a pause or an end of the path as described. The aim of this is to allow for patrolling to feel more natural, but has much wider spread applications.
Sixth, [spoiler=]Online multiplayer.[/spoiler]
-
- Posts: 92
- Joined: Sun Feb 16, 2014 9:43 pm
- Location: Your dreams
Re: What do you want to be implemented in the next build?
Check around other links on the forum about this topic. It's harder than you think for this type of game.JLipinski wrote:Sixth, [spoiler=]Online multiplayer.[/spoiler]
Re: What do you want to be implemented in the next build?
How about some online Multiplayer so i can play with other people?
Re: What do you want to be implemented in the next build?
Jack of All Trades wrote:Check around other links on the forum about this topic. It's harder than you think for this type of game.JLipinski wrote:Sixth, [spoiler=]Online multiplayer.[/spoiler]
Can't new accounts read?yanniel wrote:How about some online Multiplayer so i can play with other people?
Re: What do you want to be implemented in the next build?
Some of this could probably be handled by hotspots. Instead of adding lots of different variables into a waypoint node, there could be a series of "patrol hotspots" that change patrolling characters' behaviour. For example, maybe when a character reaches a patrol node, a "patrol break" hotspot node would have the patrolling character randomly moving in the hotspot area for X amount of seconds, which would be a variable in the hotspot.JLipinski wrote:A few basic things I would like to see are editor tools.
First, it would be nice if when you open up the properties of an object, it tells you a little information about it like name and file path.
Second, I would like more in pathing waypoint control. An option to make a string of nodes that end with one that halts movement, allowing characters to follow points and then stop. Currently this is only possible if you tell the character to go to a single node, and they'll follow using the navmesh. When you string together points, the characters will patrol along those points. I would like to be able to control a one-way path more directly than telling them to go to that point using the navmesh.
Third, and something else that would make gameplay more variable is allowing one node to branch off to several different waypoint nodes. The next node the character will go to would possibly be determined by random number generation or by sequentially assigning the next node, allowing for different ways a level could play out or allowing NPCs to spread out more naturally at the end of a single-file path when travelling as a group, without having to make a path unique to each NPC.
Fourth, I would like a pause variable on each waypoint, which defaults to 0. The character would pause at that node for whatever amount that variable is set to before resuming pathing.
Fifth, and relating to items two and four, would be to be able to control the direction the character is facing when they reach a pause or an end of the path as described. The aim of this is to allow for patrolling to feel more natural, but has much wider spread applications.