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Re: DR Multplayer
[Re: Superku]
#374988
06/23/11 02:27
06/23/11 02:27
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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Very nice idea! Combine your gameplay with a level design as follows and the game could become a very unique and cool shooter! this seems REALLY confusing to me, even with colours, i dont think i'd like that very much, i think this game should have simple levels, really simple, and focus on platforming like elements and more verticality, for example, every passage/door should be the height of atleast 2 humans i think metroid styled levels: http://www.youtube.com/watch?v=UilolE3jQmI&hd=1 would fit this more and i really like that you still use projectile weapons, if it was some energy thing, i'd lose interest [EDIT] now that i think about it, i think teleporters fit quite well, just make them teleporters instead of portals so you have your own style, also, you could look into 'one way' teleporters as to avoid players exploiting it [EDIT 2] hmm the blur and hit detection seem fine to me also
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Re: DR Multplayer
[Re: darkinferno]
#374990
06/23/11 02:51
06/23/11 02:51
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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now that i think about it, i think teleporters fit quite well, just make them teleporters instead of portals so you have your own style, also, you could look into 'one way' teleporters as to avoid players exploiting it Unreal 2003 had a teleporter that could be used as a weapon (if you teleport into someone they'll be ripped into pieces)! I really liked that. Keep up the good work, alibaba. Don't be afraid to do a LOT of tweaking -- this is a very unusual style of gameplay that means many level-design rules go out the window. As you approach the best scale/openness/complexity for moving gameplay it'll probably have an effect on what the most ideal weapon parameters are (long-range or short-range combat, for example). Many shooters are 3D in appearance but really just 2D in practice (most of the action happening across a single plane). As players need to be aware of threats in all directions now, I imagine slower and closer gameplay might be more enjoyable (some limits on how regularly the player can change their gravity?), but it's impossible to say without being able to play it myself. I'm looking forward to seeing more! Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: DR Multplayer
[Re: darkinferno]
#375187
06/24/11 05:20
06/24/11 05:20
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Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
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OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
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Okay, just for clarifying: IŽll make different levels, each with its own advantage. IŽll use different styles, as you told, in space, maybe IN earth and so on. IŽll keep the bullet weapons and will not add any laser beam mega ultra guns, dont worry I was working on a sniper rifle. At the moment iŽm working on the first level for the alpha release. Then íŽll test again with some friends and if everything goes well, then iŽll release it here Should be ready in 1 week or so.
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Re: DR Multplayer
[Re: alibaba]
#376066
06/29/11 20:47
06/29/11 20:47
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Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
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OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
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Some new gameplay elements http://www.youtube.com/watch?v=Y5iyXcMJBhMAdded a sniper rifle and now some moving and rotating asterorids, where you can land and fight IŽll polish it some more due some bugs and small glitches. I hope to release it soon, because it would be more fun with 12 player
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Re: Sky Titans
[Re: alibaba]
#378075
07/19/11 16:15
07/19/11 16:15
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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I really like the idea and how much effort you put into the project, well done!
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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