What do you want to be implemented in the next build?
Re: What do you want to be implemented in the next build?
I think proper dual wielding should be next considering they have the setup for holding two already, but after that, I'm ready for the animal run! And maybe an awesome super-jump when you come out of it; perfect for jumping gorges dramatically in slow-motion
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Re: What do you want to be implemented in the next build?
how about weapon animation support? (that is after weapons themselves are done) i want to be able to have a flail. also i would love to see an option included to toggle a slo-motion mode that triggers when you disarm or are delivering killing blows. would be pleasing to look at and would be awesome in general.
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Re: What do you want to be implemented in the next build?
would it be possible to do some testing of mutliplayer? maybe wolfire would set up a server for us to test the strain of the game on it? also to the person quoted, Gash Bell ftw.Parco Folgore wrote: -snip-
And ofcourse lan/online mode, but that wont come out before the game is basicly finnished, if it will ever come, can still hope.
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Re: What do you want to be implemented in the next build?
ye, i know, but the B is the animation testing button, so next update, we might not be able to change weapon if its not given its own button, and it does work with two handed weapons, when pressing B while having a 2 handed weapon/only holding 1 weapon, u will attack as if u were unarmed. but still, would love having 2 slots on players back.SonarBeserk wrote:swaping weapons used is b currently. doesnt work with 2 handed weapons of course.Parco Folgore wrote:I would want an improvement with the dual-wielding weapon sysem, make it so u can actually use the secound weapon, and add a button for changing hands while dual-wielding. A weapon slot on your bac would also be nice, so we can put two-handed weapons on our back, making us able to hold up to 8 weapons, if the two-handed weapons are placed in a cross.
Would aslo want to see an improvement in the climbing system, make it so he can grabb smaler surfaces.
And ofcourse lan/online mode, but that wont come out before the game is basicly finnished, if it will ever come, can still hope.
would be awesome if they got a server up, this game would explode if MP is added. And to the person quoting me, Gash Bell always FTW:pSonarBeserk wrote:would it be possible to do some testing of mutliplayer? maybe wolfire would set up a server for us to test the strain of the game on it? also to the person quoted, Gash Bell ftw.Parco Folgore wrote: -snip-
And ofcourse lan/online mode, but that wont come out before the game is basicly finnished, if it will ever come, can still hope.
Re: What do you want to be implemented in the next build?
Even if there will me multiplayer, I doubt there will be free Wolfire-run servers for all the players. That would be expensive, it'd keep beeing expensive for years, and it's not necessary for the game.SonarBeserk wrote:would it be possible to do some testing of mutliplayer? maybe wolfire would set up a server for us to test the strain of the game on it? also to the person quoted, Gash Bell ftw.
The devs have mentioned they'd like to implement multiplayer, but the focus is on co-op, not versus. One of the reasons for this is that it's easier to do co-op. However, the current multiplayer test, which is only available split-screen when a controller is plugged in to the computer, is versus.
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Re: What do you want to be implemented in the next build?
i meant more a server set up temporarily to test the multiplayer. other servers, i have no clue. how do they intend to get co-op set up? not needing to open 50 ports would be nice. though i know that when multiplayer is up several companys will want server hosting spots cause it will be so popular.Endoperez wrote:Even if there will me multiplayer, I doubt there will be free Wolfire-run servers for all the players. That would be expensive, it'd keep beeing expensive for years, and it's not necessary for the game.SonarBeserk wrote:would it be possible to do some testing of mutliplayer? maybe wolfire would set up a server for us to test the strain of the game on it? also to the person quoted, Gash Bell ftw.
The devs have mentioned they'd like to implement multiplayer, but the focus is on co-op, not versus. One of the reasons for this is that it's easier to do co-op. However, the current multiplayer test, which is only available split-screen when a controller is plugged in to the computer, is versus.
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Re: What do you want to be implemented in the next build?
well,if they should put up a testing server, it sholdnt to be testing online play, but rather lan and internet coop/versus. i hope they also make so players can make theyr own lobby so pple on lan can join, or play through hemachi or something. as i see it, overgrowth isnt fit for online play on open servers
Re: What do you want to be implemented in the next build?
1) They haven't done networking code yet, so there's nothing to test. Also, depending on how the multiplayer is done, there might not be servers. One guy can, perhaps, act as the host, and the others join in. You usually only need dedicated servers if there's lots of people playing all the time.SonarBeserk wrote:1)i meant more a server set up temporarily to test the multiplayer. other servers, i have no clue.
2) how do they intend to get co-op set up? not needing to open 50 ports would be nice.
3) though i know that when multiplayer is up several companys will want server hosting spots cause it will be so popular.
2) No idea.
3) How does that work? Do you mean companies that you pay for to have them put up an OG server? I have a hard time seeing Overgrowth become that powerful, and besides that, multiplayer doesn't have to mean team multiplayer. If there's just a few people at once, say, about 4... I haven't looked into game service hosting companies, so I've got no idea how their business model works.
Re: What do you want to be implemented in the next build?
2 things about dual wielding:
1. Attacking with both weapons
2. When you have 4 weapons (2 equipped, 2 sheathed) when you press e it swaps two of the weapons around
1. Attacking with both weapons
2. When you have 4 weapons (2 equipped, 2 sheathed) when you press e it swaps two of the weapons around
Re: What do you want to be implemented in the next build?
And I just got an idea of how to block with two weapons, how about you click in both of the mouse buttons at the same time and then to attack with a weapon you click the lmb to attack with your left hand and then rmb to attack with your right hand, do you think that would work?CJAwesome wrote:2 things about dual wielding:
1. Attacking with both weapons
2. When you have 4 weapons (2 equipped, 2 sheathed) when you press e it swaps two of the weapons around
Re: What do you want to be implemented in the next build?
Not really.akazi wrote:And I just got an idea of how to block with two weapons, how about you click in both of the mouse buttons at the same time and then to attack with a weapon you click the lmb to attack with your left hand and then rmb to attack with your right hand, do you think that would work?CJAwesome wrote:2 things about dual wielding:
1. Attacking with both weapons
2. When you have 4 weapons (2 equipped, 2 sheathed) when you press e it swaps two of the weapons around
I imagine Lugaru and Overgrowth combat systems like this:
The attack button isn't an action button. It doesn't tell the controlled character which action he should make. It's linked to the idea, to the concept of attacking. It's an aggression button. "I want to attack". The character choose the most appropriate action based on the rules - moving, standing, crouching, range etc. Similarly, the block button is "I want to block", not "I perform blocking movement X".
With two weapons, the action changes, but the state doesn't. Even if the attack or defensive move is different, the game still simplifies it into "I want to attack" or "I want to defend". Unless two-handed attack and defense works in an entirely different manner, the same control scheme works.
Re: What do you want to be implemented in the next build?
I'd like a tutorial level, or something along that,
just got the game an i'm confused with most the mechanics and button bashing to find out whats what, also in the editor to edit the world seems many things change etc,
its nothing just just something like a list or whatever that explains what keys and buttong etc does what,
just got the game an i'm confused with most the mechanics and button bashing to find out whats what, also in the editor to edit the world seems many things change etc,
its nothing just just something like a list or whatever that explains what keys and buttong etc does what,
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Re: What do you want to be implemented in the next build?
if no networking is done then what about that old thread about server basic setup work from like 06? what if they got a server set up to handle chat and let us jump around like they had in that thread?Endoperez wrote:1) They haven't done networking code yet, so there's nothing to test. Also, depending on how the multiplayer is done, there might not be servers. One guy can, perhaps, act as the host, and the others join in. You usually only need dedicated servers if there's lots of people playing all the time.SonarBeserk wrote:1)i meant more a server set up temporarily to test the multiplayer. other servers, i have no clue.
2) how do they intend to get co-op set up? not needing to open 50 ports would be nice.
3) though i know that when multiplayer is up several companys will want server hosting spots cause it will be so popular.
2) No idea.
3) How does that work? Do you mean companies that you pay for to have them put up an OG server? I have a hard time seeing Overgrowth become that powerful, and besides that, multiplayer doesn't have to mean team multiplayer. If there's just a few people at once, say, about 4... I haven't looked into game service hosting companies, so I've got no idea how their business model works.
about 3. hosting companys get servers where ever they see profit. if the game looks promising it will get servers. especially if someone big finds this game. im wondering does anyone have the preorder sale numbers?
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Re: What do you want to be implemented in the next build?
im not that experienced in map making but ill see about making one if you want. if i cant lugaru is mostly where you wanna check, however the animal run and reversals are not in yet, or tackle. right clicking during the attack blocks and holding the right mouse button after a block judo flips people.RowanFN wrote:I'd like a tutorial level, or something along that,
just got the game an i'm confused with most the mechanics and button bashing to find out whats what, also in the editor to edit the world seems many things change etc,
its nothing just just something like a list or whatever that explains what keys and buttong etc does what,
Re: What do you want to be implemented in the next build?
There isn't likley to be an "offical" tutorial level for some time. Because there won't be any levels until at least after alpha.
I believe however that in the map pack that comes with the SUM launcher/menu mod, that one is a user made tutorial level.
I believe however that in the map pack that comes with the SUM launcher/menu mod, that one is a user made tutorial level.