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    posted a message on Campus Survival - criticism

    @xhatix: Go Ah, thanks. Updated post so it can be read on this site.

    Posted in: Project Workplace
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    posted a message on Campus Survival - criticism

    Based mostly on office survival, but in a wider range scenario. Characters are crap but demonstrate diversity enough. Props would be almost entirely custom, though animated models will unfortunately be vanilla. Anyone interested in seeing this come to light? Suggestions or criticism?

    Brief Description
    It’s winter. There’s so much winter going around that 2 whole floors are now submerged beneath the white crack that is snow. The remaining students in the campus have branded together to survive. How long will it be before the situation turns desperate? Only 1 team can survive threw this ordeal..

    You and your team must scavenge for supplies in the multi-floor living quarters, find a way to escape, and prevent your enemies to the same. The game will be realistic in some senses, though not serious in most. For example the game takes place over a single night, though the determination of survival pretends as if weeks have gone by.

    Game Teams : Players are split into either 2 or 3 teams who compete against each other. Each player takes a class, however every 5-10 minutes players switch places with another on their team (or if necessary, turn 3 teams into 2 teams). Gameplay lasts 20-40 minutes, with a hard limit of around 45 minutes.

    Roles : Each player is given a character who can do a task better than other characters can. Characters would be modeled on the more geeky variants, for example..
    Tracklathoner - He runs. Not much else, not the brightest or most clever. He just runs. And runs. So much that the friction of air warms his body up, making him a great scavenger and harasser. His light frame makes him more susceptible to damage and weight.
    Programmer - Look closely at his face and you can almost see lines of code imprinted from the long hours of staring at them. He isn’t fat, but he isn’t a hunk of man either. He’s good with computers and logically fitting his fortifications together.
    Gamer - Name the game and he’ll have an opinion on it, he doesn’t need a girlfriend when he has the bestest game that just released. The gamer doesn’t do anything especially well, being the most balanced character. His time playing violent video games has taught him a few tricks, making him the fighter of the team.
    Couch Potatoe - The few people who see this specimen in his natural environment often remark “Why do you have a couch on your couch - oh.” His massive weight is a liability at times, though the constant bulleying in school has taught him to ignore pain. This man is your teams tank - lifting heavy objects or moving supplies around. His large girth gives out a small natural warmth. His smell alerts enemies nearby.
    Dooms Day Preparer - The government is coming for him, he has 3 months of food in his car (under snow) and knows 72 different ways to decapitate a bear. He is your special forces guy, able to stack his enemies and steal their food. He isn’t ideal for attacking but can defeat almost every class if he has the jump on them.

    Necessities - Both hunger and thirst can be done passively, simply being near their source. But food and water can be eaten directly to a certain limit.
    Hunger - Food comes mostly packaged, though some things (ramon noodles) need special tools to eat them. A full belly lets you carry more, do more strenuous work, and take more damage. While an empty stomach will lead to slower speeds, less damage dealt, and slower recovery times.
    Thirst - Water bottles, soda, and sink facets. Water bottles can be refilled by being near a sink, soda cans discarded, and sinks slowly hydrate you by being close to them. A water-valve in the basement can disable sinks, so stocking on water can be crucial. Lack of water generally hurts almost every part of your character. Speed, carry, health, and so fourth.
    Warmth - It is winter and the building does not have any natural warmth. As a result you must build fires or use heaters to keep warm. You begin to lose life and speed when you get cold. Nearly everything can be burned - including food. Though paper should be the most common.
    Warmth should be contained inside rooms, the easiest way is via a node system. This allows heat to dissipate, make areas near windows colder, and keep heat inside a room at the same time.

    Supplies / Fortifications
    Necessities - Food and water mostly. Food is rare, though comes in large packages. This makes stealing food much easier for opposing teams.
    Building Supplies - Cardboard, pillows, wood and metal. These are normally heavy or take up multiple inventory slots. Most can be burned for fire.
    Misc Supplies - Batteries, nails are the main things.
    Fortifications - These are for 3 primary reasons : Keeps heat inside, prevents the enemy from easily moving around (stealing food, for example), and gives you an upper hand when under attack (you can see out, but not in). These range from things like cardboard, pillow huts, to boarded doorways and welded fences.

    Items
    Weapons - Weapons are to be kept relatively non-threatening. No guns or knives allowed. The weapons we would have are nail guns, rubber band guns, slign shots, hockey sticks, keyboards, pillows, and so fourth. Weapons should have their own stats and not just be “+5 damage”. A stapler for example can staple someone to the ground or wall briefly.
    Misc - Flashlights, blenders, camping ovens, coats oh my!

    Combat - Combat should be fast paced yet hard to pull off a kill. Teaming up together is crucial. Melee should be the primary source of damage, with ranged being more of a harassment tool. It should be easy to force your opponent to give you attention, possibly pushbacks or other effects like that. For example it should not be too difficult to stage a raid on an enemy to grab their food, or to stall them breaking threw a window. Confusion and fluidly needs to play a big part, not simply how much DPS that character has.

    Defensive - Defensive play revolves largely around keeping them at bay, turning the odds on them, or simply running away. Fortifications give you a big bonus initially though they can be destroyed relatively easily. Turning the odds on them is much harder, as it often requires severely hurting one of their players (pushing him into a corner, for example), while running away can make you lose food. However teams who decide to defend needs a bonus later on in the fight, other whys the game will get boring. Offensive team gets in, does damage, than gets out before defensive can get their big bonus.

    Offensive - Teamwork is crucial, so simple command keys are needed rather than typing everything out. “HELP ME” would display a marker on the minimap and a visual ingame, letting players coordinate better. Knowing when to retreat (raids should center on one aspect of their team, rather than totally killing them)

    Victory - There are multiple ways to achieve victory, all of which let your enemies know where you are (or going) and what you’re doing. When a team is trying to achieve victory (especially the person(s) directly doing it) they become weaker to encourage other teams to attack.

    E. T Phone Home - Find a phone that works than slowly (2-3 minutes) ring up your savior. Phones sometimes work and sometimes do not, though they can be destroyed easily. When a player is attempting to make a call, the other team can use a phone which will stall the timer. The dailer’s team will see the location of the problem phone, allowing them to react to destroy it. When there is no power you can not use phones. Cell phones are much rarer, but can not be destroyed. These can still be disrupted, but can not cause disruptions themselves.
    After the phone call is made players must survive for X minutes to be rescued (can be anywhere in the building). If team dies than they do not win.

    Google to the rescue - Find a computer. Find batteries. Find a wifi. Find mountain dew. With all of these you transform into a lean ,mean, engine searcher. It takes several minutes to get help (3-5). If any of the 3 supplies run out than the timer for this stops. If the water sprinklers are turned on than the computer can be destroyed (putting back in inventory prevents this). You must wait several minutes after this to be rescued. If your team dies than you do not win.

    For everything else, there’s brute force - Break out of the second floor’s windows and escape on foot. You need a heavy object (fists will work, but not very well) to break the windows and a lot of time. Players can hear you banging and will know the area you’re in. Only 2 players may attempt to break the window at a time. When the window is broken players will need to fashion some kind of snow-shoes, though this exists primarily to encourage other players to attack you. Other players can use your window, though they will also need snow shoes. This victory is the easiest yet the longest to pull off.

    Flares to the heavens - Launch 5 flares from the roof. 7 flares exist. Only 1 flare gun (the flare gun can be dropped occasionally by being attacked). Flares heat the flare gun up, adding a timer to it. After 5 flares have been made, the team that owns the roof after 5 minutes is victorious. Flares should be hard to find. Only 1 team can achieve victory, so all other players must be off the roof. Players will die if they try to spend 5 minutes on the roof due to the coldness as well.

    Domestic Disturbance - All players on the opposite team die. Be it thirst, cold, or a staple at point blank.

    Events / Triggers
    Power / Water valves - the basement has (locked up) water and electricity controllers. Turning off power makes the lights go off and force players to use batteries. Water main is obvious, turns off water. The controls are deep in the basement so it can be risky if caught in there (due to rats and cold).
    Sprinklers - Start a fire around a smoke detector and it’ll start wailing. Keep the fire going and water will soak the entire floor. Smoke detectors can be destroyed.
    Deep Frost - It is getting much colder out, so much that water have frozen in the pipes. Oh my..
    BRAAINS - More of a joke, but spawn zombies around the second floor. If the glass is broken than they swarm in killing everyone. 1/300 chance?
    Power Surge - Too many players using electricity will flip the breaker. The only solution is going to the basement to flip it back on..But other players may do the same.

    Floors
    Basement -Dank, wet, full of rats and heavy building supplies (metal, wood), and quite cold. Players can not last long here, though they can flip the circuit or shut the water off.
    Entrance (1) Encased in snow, it is very cold. When power is on you can view security cameras, giving you eyesight of all hallways on specific floors. Entrence is split into 2 chunks, which can only be entered by going threw the second floor.
    Cafeteria / Misc Rooms (2) The snow-level is on this floor, allowing you to break out of the glass to escape. Lots of food (requires preparation for most), paper and other supplies though abit cold. Large rooms make it hard to avoid enemies.
    Class Rooms (2-4) Lots of paper, nothing too important. Temperature levels off at this point. Rooms are kind of big.
    Living Quarters (5-9) Lots of hallways, small rooms, and tons of (separated) supplies. These are were players should set their bases up as rooms only have 1 entrance.
    Administration / suites? (10) Locked doors require force to open them, only 1 stairway as well. This makes it easy to defend, but hard to run from.
    Roof (11) Nothing up here but coldness. It’s so chilly fires can’t even be set up.

    Posted in: Project Workplace
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    posted a message on Shading and Shadows confusing me

    @xXm0RpH3usXx: Go

    Wall_1 is closed.

    Posted in: Artist Tavern
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    posted a message on Shading and Shadows confusing me

    In short switching my "normal" map to the height-map material fixed my problems.

    Using the 3dmax M3 importer/exporter to export my models, photoshop / crazybump for textures and most modeling done in Maya.

    The way models (predominately destructibles) are confusing me. 2 pictures showing off the simple glitches.

    Do you know why this is happening? I've been modeling for years, but this is the first time I've modeled in a modern game with a complex render.

    Wall_0 is not closed - the sides (even though they "attach" evenly to other walls) do not have faces on them. Wall_1 is closed - but has the same problem. These walls don't tile correctly (I'll look into that later) Floor_0 is a simple plane - which works well but still has a weird shading problem at times

    Left wall looks like it's in a shadow.

    http://img179.imageshack.us/img179/4070/20288474.jpg

    Left wall is causing a shadow, yet doesn't look like it. Bottom wall has same problem as above.

    http://img411.imageshack.us/img411/3534/11160307.jpg

    Strange shadow bugs, any idea how to avoid these?

    http://img576.imageshack.us/img576/3194/93800548.jpg

    On the plus side, I found out a cool trick for glass and lighting. Faces will be light regardless of backface culling - so a single plane of glass can be lit from behind, causing this effect. Unfortunately the wood also doesn't have any faces behind it, so the same effect is applied to it. http://img684.imageshack.us/img684/1144/40568584.jpg

    Posted in: Artist Tavern
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    posted a message on [Data] Import your own textures
    Quote from ganjaman71: Go

    I was looking for a way to make my own textures for a sc2 map when i found this post:) , i think your light problem might have to do with your normal maps.

    In my opinion you cant use a white texture for your normal maps but i can be wrong.

    I got a nice program called grazy bump and it can create amazing normal maps based on the texture so i will give that a try tonight.

    Never heard of grazy bump, but I use crazy bump for all my normal maps. Amazing tool, cheap to buy and an excellent demo. Makes normal maps, parallax, spec, ambient occlusion, and a few modifiers for diffuse (remove shadows/highlights namely)

    Posted in: Tutorials
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    posted a message on Why the f*** did you delete my threads?
    Quote from rrowland: Go

    If I were a mod I'd probably delete all of your shit and ban you just because I don't like that you're a pompous pre-teen ass-hat.

    fourth..ed?

    Posted in: General Chat
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    posted a message on Question on making single-player games

    I plan to make a single-player survival map eventually, with one of the major goals is to use almost no vanilla model assets. Just making sure it's possible, and I won't have my dreams destroyed by a 10mb map limit.

    So.. Are there memory-size limits? Such as I can't get a map past 10mb? (I do not plan to publish the map, instead available only through download) Are there any memory-size limits on user-mods? File limits? (by user-mod I mean the compressed file assets are stored in)

    Posted in: Miscellaneous Development
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    posted a message on [Contest] 3D Modeling

    I hate to be *that* guy but.. "A 3d Modeler is needed for final fantasy 13 project."

    Why make it into a contest than? You're just looking for someone for your project, not an actual competition to show off skills. While good luck to everyone who joins the contest but my view of this contest is it's more of a sham - a request list.

    Posted in: Artist Tavern
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    posted a message on Model for farms?

    bump

    Posted in: Miscellaneous Development
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    posted a message on Model for farms?

    I'm making a 4x/rts inspired risk-esquire game. When players start the entire island is covered in farm-nodes which can than be upgraded into individual buildings.

    But there aren't a whole lot of farm-style buildings. The best I could find was Bio-dome model. Example in link http://img683.imageshack.us/img683/6013/65751016.jpg

    To clarify I'm looking for a model that is easy to tell it's a farm. Editor or external model - either will work.

    Posted in: Miscellaneous Development
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    posted a message on Editor Consume too much memory!

    Use lower textures / don't load terrain

    Posted in: Miscellaneous Development
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    posted a message on AC130K - Spaceship Gunner

    The black/white filter is possible with lighting - though I haven't experimented with doing it to units it can work. Let me get a working version up for you.

    http://img143.imageshack.us/img143/4978/10639886.jpg Bloom is way too excessive Shadows and water reflecting isn't realistic terrain could be more bland / balanced

    Ignore triggers, they're old

    Posted in: Project Workplace
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    posted a message on Pick every doodads in region?

    Doodad/pathing isn't in the functions for whatever reason yet. Probably wait till release for them..

    Posted in: Miscellaneous Development
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