I set up a poll about what happens when you die. If it seems like there's not much demand for a respawn system then I guess there's no point in making one.
In Starcraft lore, they technically can use small arms, but little information is on those. Other than that, rifles, flamethrower, and such are quite plentiful (in military areas that is).
In a urban environment, where soldiers died fighting, maybe there are guns, but most of em are destroyed in the battle.
So maybe, survivors can also craft guns together like this, after finding unbroken parts to assemble them.
Example:
Instead of making items with "barrel, trigger, etc." you can just craft them out of "Gun Part" items that stacks. Say making a gun requires a # of said gun parts, and maybe experience or skills.
Then you'll have to craft ammo... Somehow...
Crafting weapons and other kind of equipment could be cool and was one of the very first ideas I had, but I didn't explore it much further. How about you can't make just anything from the gun parts you find, but you must first "identify" a bunch of gun parts.
For example: You have found three gun parts and you use the identify ability on them. The game randomizes which weapon you can make out of those parts, and replaces the parts with a "Dissembled Flamethrower" or "Dissembled Rifle" etc. and then you can use your crafting skill to try and reassemble it. This way, it wouldn't seem like you can make a rifle and a flamethrower from the same parts, since the identified parts would only be usable for the weapon that was identified from them.
The same system could be used for other kinds of equipment, but they'd use another item like "equipment parts" instead.
As for ammo... might be better if you just need to find it rather than craft it.
I talked a bit about the crafting system with Xenox and I'm not so sure about it anymore, since it'd make more sense for the survivors to craft weapons like crossbows, molotov coctails, swords, axes etc. and not complex things like shotguns, pistols and rifles. I'd also have wanted to give the players a choice of what they want to craft since what'd be the point of a crafting system if they couldn't decide? It'd be the same as just making obtaining weapons more difficult, and the same effect could be achieved just by setting the chance to find them lower. So the random identification idea wouldn't really work with that, but because none of the weapons I just mentioned can really be crafted by using the same parts (like how do you make a crossbow from the same parts as a sword or a molotov coctail), a crafting system might not be that good for the gameplay after all.
Instead, I was thinking of a "repair system" like in Fallout 3, where you can find different kinds of weapons (then there can be shotguns, pistols and rifles as well), where you can repair one weapon by using another one of the same type as spare parts, like combining two shotguns together destroys one of them but increases the durability of the other one. This way the players would need to decide if they want to share the weapons they've found with everyone, or use some of them to make the others more reliable.
One idea was to let the players use almost any wooden and metallic weapons and equipment to fortify barricades (some better than the others), but you'd need a blowtorch or similar to do so. Maybe have an ability to destroy a weapon into scrap metal or scrap wood, and also have the weapons that are destroyed for repairing produce a little bunch of those.
—
I've been a bit busy with other things for the past few days but the zombie AI is coming along quite nicely. So far it only works for zombies and players who are in the same building or outside, but the code structure allows me to add the other cases without having to change the structure itself. Here's what I have implemented so far:
Whenever a zombie sees a player and isn't chasing him yet, the zombie generates 10 threat per second (TPS) towards that player.
At 35 threat towards a player, the zombie starts a countdown timer of 3—9 seconds at random (resetting on every AI cycle when the zombie can see the player) during which it knows where the player is and generates 1 TPS towards that player up to a limit of 100 threat.
When the countdown ends, the zombie doesn't know where the player is anymore and issued a move order to the last known position of the player.
While the countdown isn't running, the zombie loses 2 TPS towards that player.
Each zombie has separate threat counters and countdowns for each player (stored in the zombie unit's custom values), and if another player has more than 110% threat than the current target, the zombie changes its target.
This means that if you walk past a zombie so that it only sees you let's say for 2.5 seconds, it only generates 25 threat on you and doesn't yet start to chase you. While you're hiding, the zombie loses 2 TPS from you, so after 5 seconds it still has 15 threat on you. If you then let the zombie see you for another 2 seconds, its threat increases by 20 from 15, adding up to 35, and the zombie starts chasing you.
It also means that the longer the zombie chases you, the more threat it gets on you and the longer it takes for the zombie to "forget" you, and even if it forgets where you are, it still remembers how much threat it has on you. So if you manage to lose a zombie but it still has more than 35 threat on you when it sees you the next time, it instantly starts to chase you again.
Later on, I'll add more complex threat generation which will be partially based on the distance between the player and the zombie, the view angle of the zombie towards the player, and the speed at which the player walks by the zombie. Sounds will also generate "environmental" threat for the zombies, which can cause them to move to the point where the sound came from (if the threat generated by the noise is high enough compared to the zombie's current target).
Like they send in elite forces to scout and analyze their foes, and they'll essentially move through a infested area, killing zerg units, but will avoid heavily infested areas. Survivors who come across them unfortunately, will be attacked since the Protoss shows no mercy to possible "infected" while purging a planet.
After a while, a possible "purging" might occur at a location, where they'll send in a purifier and it'll inflict huge damage to heavily infested areas...
But that also means buildings in the vicinity will turn into danger zones and can "possibly" damage all survivors within them if they don't escape.
After the purging starts, better find someplace to hide, the zerg dislikes being disturbed by a large force, so they send air forces to destroy it... And then it gets reinfected again...
This makes the game filled with more environmental situations and gives you a feeling of changes...
Other possible scenarios:
- Band of survivors starts appearing, but these are no normal survivors. Psychopaths appears in the game as possible threats to zombies and humans alike. Kill them though, and you'll loot them of their scavenged goods.
- Giant "queens" appears and starts infesting a area with creep tumors, this spawns more zombies and creeps. They can also spawn after the protoss purging to re-infest.
Looking great :) On the subject of a player dying why dont you make it that a random survivor spawns in a random building that is neutral and is trapped. The remaining players will need to battle their way through the building and save the new survivor. Once saved the player that was killed gets control of this new survivor.
@dra6o0n: Go
Protoss purges and a queen spreading creep tumor sound like good random encounter possibilities, but I'll have to see how many of them I have the time and motivation to implement.
@oODoomieOo: Go
That's one of the possibilities for a respawn system, but I have a feeling it would become too random since the map isn't linear. Sometimes the player might spawn into a place where it's nearly impossible to rescue him and sometimes in a building that's right next to the other players. That's why I was planning for having the players rescue NPC civilians so that the new player could just "possess" one of those.
However, I think I'll go for a death-means-death system but with some possibilities to bring dead players back to life, possibly with an adrenaline injector which the players first need to find. I'll try not to make fleeing from enemies too difficult so you always have a fair chance of survival if you didn't do something stupid yourself, like running right next to a monster. This could be balanced by making your sanity drop reasonably fast when you're hiding.
If only it could handle the buildings having multiple levels. such as B1 B2 1F 2F 3F
Im amazed at how good your floor system works. Since my first post on this topic after the first time I saw your demo.
Very nice. But does it currently Support Sub-Levels such as basements?
With basements added You could add some kinda of "sewer system" support which might make it very interesting as well =)
Also a Dialog Box in the top right that shows you the "name" or "id" of the building the player is in and the current floor/level they are on of the building.
Very nice. But does it currently Support Sub-Levels such as basements?
With basements added You could add some kinda of "sewer system" support which might make it very interesting as well =)
Also a Dialog Box in the top right that shows you the "name" or "id" of the building the player is in and the current floor/level they are on of the building.
Yeah, it supports basements as well. I was thinking of making a sewer system, but that might take for a while since I still have a lot of more important things to do. The building name and level display is a good idea, I was wondering how I should do that... and a simple dialog will be nice and clear.
I'm very impressed with the progress you've mad for your map thus far, I had actually thought of a similar game before find this and because of this I have a few suggestions for you. First of all the whole using starcraft's lore is a very bad idea, only knuckle dragging idiots with absolutely no creativity make games using the starcraft lore (I don't mean to directly insult you) I suggest you simply call them fucking zombies instead of infested Zerg or some such shit, there's a reason no one takes "Zerg Hunter RPG: Betrayal" seriously and it's not just because of it's wretched story line. Second the re-spawning with a new character and skills is a very awesome idea, but it will frustrate a lot of people, to counteract this I suggest a two tier experience system. What I mean by this is that not only will you gain experience for your current character but you will also gain experience for your account which will save in bank files, the bank'd experience will be gained much slower and the benefits will be very small but it will still give people a reason to keep coming back and not hate themselves for dieing and loosing all of their progress. People love progression and you can't get away with making a popular RPG if you don't have save/load. Also please consider an endless mode or making the game always endless getting progressively harder as the days go on (That reminds me, day night cycle that effects zombie density and sight range would be nice) when people play RPG's, especially if it had save/load, they don't ever want it to end, they just want to get farther and farther each time.
Now I have some ideas for content that has already been suggested, mostly random events: Make boxes that require a lock-picking skill, give them a random chance to be booby trapped with rigged explosions or something along those lines, this will introduce a nice risk vs. reward element to the game. It was already suggested, but I'll re-iterate: creep, spawned from large zerg buildings, this way if one was determined to control a building they could destroy the objects that produce creep. Fire: a percent chance that certain sections of a building will be on fire, with fire on a floor there is a limited amount of time you can stay in an area before dieing from lack of oxygen, putting out fires with extinguishers will allow you to remain on the floor indefinitely. Stairway blockers: debris, fire or weird infested buildings that block stair ways, each needs a diffrent item to destroy and progress, Molotov for the infested shit, explosives for the debris and water for the fire, when the stairway is cleared and the next floor is accessed there is a much higher chance of loot spawning due to the effort that was required to access the floor.
That's about all I have for now, I hope you took the time to read this, I rambled a bit. Also, I fancy myself an artist so if you require custom icons for the game then I'd be willing to make them for you.
Why are you even concerned with content of another persons map.... Why are you swearing at him?
If youve even read half the posts on this thread youd be-able to tell that this isnt even playable yet its more of a demo of the mechanics that he intends to use for the map..
The mechanics demo'd so far are pretty damn impressive IMO.
CarsonJudd you sir are a Nubish Asshole. And I mean that to be insulting.
Props to you A1win.
Personally Id like to see you share the mechanics of your game. I think theres a lot of different kind of games that could make use of this building structure system.
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Also, I thought I'd address the stupid things you had to say instead of just insulting you. I didn't insult his game mechanics at all, I complemented them. I'm concerned with his map because he posted it on a fucking website that's made to showcase new map ideas and is all about feedback. And I'm not swearing at him at all, I'm just swearing in general. Next time become twelve years old before insulting the posts I make, ok?
Just cause you think you make sense, doesn't mean others have to agree to it.
Also, re-read your posts, and think about it from the community's perspective.
Hitting someone with a huge block of text and have occasional swearing, it's insulting to people who have to read through it.
Also, you did say "I'm not directly" which mean you ARE indirectly, which is still insulting him, since your directing it TOWARDS his position.
Your basically saying:
"Your ideas are stupid so you should change it to *this* and *this* and *this*".
The website showcases IDEAS, they don't have to be completed and highly polished works. Seriously.
It can also showcase many other different things that don't relate to SC2... So, yup, your the biased one.
Well everything you said would be true, except it's not. The only thing I insulted was his using starcraft's lore and if he's in anyway offended by that then he's should probobly not be posting on the internet. And if anyone else is offended my use of vulgar language then they should also not be on the internet. And I didn't tell him to change anything, I suggested things just like everyone else and provided opinions based experience to support my suggestions. And then you go ahead and tell me that writing a lot is insulting to people reading it and if that's the case then kindly get fucked and don't read it. /thread
dra6o0n has a very valid point! You are insulting a lot of people in the SC community with your post, not just the OP!
There is nothing wrong with having a SC Lore based map :)
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I set up a poll about what happens when you die. If it seems like there's not much demand for a respawn system then I guess there's no point in making one.
Crafting weapons and other kind of equipment could be cool and was one of the very first ideas I had, but I didn't explore it much further. How about you can't make just anything from the gun parts you find, but you must first "identify" a bunch of gun parts.
For example: You have found three gun parts and you use the identify ability on them. The game randomizes which weapon you can make out of those parts, and replaces the parts with a "Dissembled Flamethrower" or "Dissembled Rifle" etc. and then you can use your crafting skill to try and reassemble it. This way, it wouldn't seem like you can make a rifle and a flamethrower from the same parts, since the identified parts would only be usable for the weapon that was identified from them.
The same system could be used for other kinds of equipment, but they'd use another item like "equipment parts" instead.
As for ammo... might be better if you just need to find it rather than craft it.
And failed identification will result in them turning into "scrap metal" which can be used in other crafting and possible repairing and barricading?
I talked a bit about the crafting system with Xenox and I'm not so sure about it anymore, since it'd make more sense for the survivors to craft weapons like crossbows, molotov coctails, swords, axes etc. and not complex things like shotguns, pistols and rifles. I'd also have wanted to give the players a choice of what they want to craft since what'd be the point of a crafting system if they couldn't decide? It'd be the same as just making obtaining weapons more difficult, and the same effect could be achieved just by setting the chance to find them lower. So the random identification idea wouldn't really work with that, but because none of the weapons I just mentioned can really be crafted by using the same parts (like how do you make a crossbow from the same parts as a sword or a molotov coctail), a crafting system might not be that good for the gameplay after all.
Instead, I was thinking of a "repair system" like in Fallout 3, where you can find different kinds of weapons (then there can be shotguns, pistols and rifles as well), where you can repair one weapon by using another one of the same type as spare parts, like combining two shotguns together destroys one of them but increases the durability of the other one. This way the players would need to decide if they want to share the weapons they've found with everyone, or use some of them to make the others more reliable.
One idea was to let the players use almost any wooden and metallic weapons and equipment to fortify barricades (some better than the others), but you'd need a blowtorch or similar to do so. Maybe have an ability to destroy a weapon into scrap metal or scrap wood, and also have the weapons that are destroyed for repairing produce a little bunch of those.
—
I've been a bit busy with other things for the past few days but the zombie AI is coming along quite nicely. So far it only works for zombies and players who are in the same building or outside, but the code structure allows me to add the other cases without having to change the structure itself. Here's what I have implemented so far:
This means that if you walk past a zombie so that it only sees you let's say for 2.5 seconds, it only generates 25 threat on you and doesn't yet start to chase you. While you're hiding, the zombie loses 2 TPS from you, so after 5 seconds it still has 15 threat on you. If you then let the zombie see you for another 2 seconds, its threat increases by 20 from 15, adding up to 35, and the zombie starts chasing you.
It also means that the longer the zombie chases you, the more threat it gets on you and the longer it takes for the zombie to "forget" you, and even if it forgets where you are, it still remembers how much threat it has on you. So if you manage to lose a zombie but it still has more than 35 threat on you when it sees you the next time, it instantly starts to chase you again.
Later on, I'll add more complex threat generation which will be partially based on the distance between the player and the zombie, the view angle of the zombie towards the player, and the speed at which the player walks by the zombie. Sounds will also generate "environmental" threat for the zombies, which can cause them to move to the point where the sound came from (if the threat generated by the noise is high enough compared to the zombie's current target).
Any chances for "protoss purges" to occur?
Like they send in elite forces to scout and analyze their foes, and they'll essentially move through a infested area, killing zerg units, but will avoid heavily infested areas. Survivors who come across them unfortunately, will be attacked since the Protoss shows no mercy to possible "infected" while purging a planet.
After a while, a possible "purging" might occur at a location, where they'll send in a purifier and it'll inflict huge damage to heavily infested areas...
But that also means buildings in the vicinity will turn into danger zones and can "possibly" damage all survivors within them if they don't escape.
After the purging starts, better find someplace to hide, the zerg dislikes being disturbed by a large force, so they send air forces to destroy it... And then it gets reinfected again...
This makes the game filled with more environmental situations and gives you a feeling of changes...
Other possible scenarios:
- Band of survivors starts appearing, but these are no normal survivors. Psychopaths appears in the game as possible threats to zombies and humans alike. Kill them though, and you'll loot them of their scavenged goods.
- Giant "queens" appears and starts infesting a area with creep tumors, this spawns more zombies and creeps. They can also spawn after the protoss purging to re-infest.
Looking great :) On the subject of a player dying why dont you make it that a random survivor spawns in a random building that is neutral and is trapped. The remaining players will need to battle their way through the building and save the new survivor. Once saved the player that was killed gets control of this new survivor.
@dra6o0n: Go Protoss purges and a queen spreading creep tumor sound like good random encounter possibilities, but I'll have to see how many of them I have the time and motivation to implement.
@oODoomieOo: Go That's one of the possibilities for a respawn system, but I have a feeling it would become too random since the map isn't linear. Sometimes the player might spawn into a place where it's nearly impossible to rescue him and sometimes in a building that's right next to the other players. That's why I was planning for having the players rescue NPC civilians so that the new player could just "possess" one of those.
However, I think I'll go for a death-means-death system but with some possibilities to bring dead players back to life, possibly with an adrenaline injector which the players first need to find. I'll try not to make fleeing from enemies too difficult so you always have a fair chance of survival if you didn't do something stupid yourself, like running right next to a monster. This could be balanced by making your sanity drop reasonably fast when you're hiding.
Just one question, did you play Amnesia? ;)
@Kimphoe: Go Nope, but I heard a bit about it though. I haven't taken any ideas from it, sanity has been used as a stat long before that. ;)
Though if you're just saying it might give some ideas, then I maybe should give it a try.
i am creating something like this too.
( Something like the building idea, but you are much farther then me ) 14 players is very nice!!!! This loooks nice :)
I want to see some game content though not just buildings!
Im amazed at how good your floor system works. Since my first post on this topic after the first time I saw your demo.
Very nice. But does it currently Support Sub-Levels such as basements?
With basements added You could add some kinda of "sewer system" support which might make it very interesting as well =)
Also a Dialog Box in the top right that shows you the "name" or "id" of the building the player is in and the current floor/level they are on of the building.
Yeah, it supports basements as well. I was thinking of making a sewer system, but that might take for a while since I still have a lot of more important things to do. The building name and level display is a good idea, I was wondering how I should do that... and a simple dialog will be nice and clear.
As soon as I have any. :P
im making a note here....
I'm very impressed with the progress you've mad for your map thus far, I had actually thought of a similar game before find this and because of this I have a few suggestions for you. First of all the whole using starcraft's lore is a very bad idea, only knuckle dragging idiots with absolutely no creativity make games using the starcraft lore (I don't mean to directly insult you) I suggest you simply call them fucking zombies instead of infested Zerg or some such shit, there's a reason no one takes "Zerg Hunter RPG: Betrayal" seriously and it's not just because of it's wretched story line. Second the re-spawning with a new character and skills is a very awesome idea, but it will frustrate a lot of people, to counteract this I suggest a two tier experience system. What I mean by this is that not only will you gain experience for your current character but you will also gain experience for your account which will save in bank files, the bank'd experience will be gained much slower and the benefits will be very small but it will still give people a reason to keep coming back and not hate themselves for dieing and loosing all of their progress. People love progression and you can't get away with making a popular RPG if you don't have save/load. Also please consider an endless mode or making the game always endless getting progressively harder as the days go on (That reminds me, day night cycle that effects zombie density and sight range would be nice) when people play RPG's, especially if it had save/load, they don't ever want it to end, they just want to get farther and farther each time.
Now I have some ideas for content that has already been suggested, mostly random events: Make boxes that require a lock-picking skill, give them a random chance to be booby trapped with rigged explosions or something along those lines, this will introduce a nice risk vs. reward element to the game. It was already suggested, but I'll re-iterate: creep, spawned from large zerg buildings, this way if one was determined to control a building they could destroy the objects that produce creep. Fire: a percent chance that certain sections of a building will be on fire, with fire on a floor there is a limited amount of time you can stay in an area before dieing from lack of oxygen, putting out fires with extinguishers will allow you to remain on the floor indefinitely. Stairway blockers: debris, fire or weird infested buildings that block stair ways, each needs a diffrent item to destroy and progress, Molotov for the infested shit, explosives for the debris and water for the fire, when the stairway is cleared and the next floor is accessed there is a much higher chance of loot spawning due to the effort that was required to access the floor.
That's about all I have for now, I hope you took the time to read this, I rambled a bit. Also, I fancy myself an artist so if you require custom icons for the game then I'd be willing to make them for you.
to upper guy, the whole dont use SC lore it sux thing is getting old, zombies are living dead not infested mutations, get a custom zombie model than.
@Carsonjudd: Go
Umm yeah your insulting him quite a bit..
Why are you even concerned with content of another persons map.... Why are you swearing at him?
If youve even read half the posts on this thread youd be-able to tell that this isnt even playable yet its more of a demo of the mechanics that he intends to use for the map..
The mechanics demo'd so far are pretty damn impressive IMO.
CarsonJudd you sir are a Nubish Asshole. And I mean that to be insulting.
Props to you A1win.
Personally Id like to see you share the mechanics of your game. I think theres a lot of different kind of games that could make use of this building structure system.
@SouLCarveRR: Go
This just in: SouLCarveRR is a retard and my post went right over his head.
@SouLCarveRR: Go
Also, I thought I'd address the stupid things you had to say instead of just insulting you. I didn't insult his game mechanics at all, I complemented them. I'm concerned with his map because he posted it on a fucking website that's made to showcase new map ideas and is all about feedback. And I'm not swearing at him at all, I'm just swearing in general. Next time become twelve years old before insulting the posts I make, ok?
@Carsonjudd: Go
Just cause you think you make sense, doesn't mean others have to agree to it.
Also, re-read your posts, and think about it from the community's perspective.
Hitting someone with a huge block of text and have occasional swearing, it's insulting to people who have to read through it.
Also, you did say "I'm not directly" which mean you ARE indirectly, which is still insulting him, since your directing it TOWARDS his position.
Your basically saying: "Your ideas are stupid so you should change it to *this* and *this* and *this*".
The website showcases IDEAS, they don't have to be completed and highly polished works. Seriously. It can also showcase many other different things that don't relate to SC2... So, yup, your the biased one.
@dra6o0n: Go
Well everything you said would be true, except it's not. The only thing I insulted was his using starcraft's lore and if he's in anyway offended by that then he's should probobly not be posting on the internet. And if anyone else is offended my use of vulgar language then they should also not be on the internet. And I didn't tell him to change anything, I suggested things just like everyone else and provided opinions based experience to support my suggestions. And then you go ahead and tell me that writing a lot is insulting to people reading it and if that's the case then kindly get fucked and don't read it. /thread
@Carsonjudd: Go
dra6o0n has a very valid point! You are insulting a lot of people in the SC community with your post, not just the OP! There is nothing wrong with having a SC Lore based map :)