|
Post by Lt.Kage on Apr 22, 2005 22:01:49 GMT -5
ahhhh i hate counter strike it pisses me off, but like at least answer this, r their going 2 b more then 12 weapons cause i tried to help but u wont listen lol......i guess u want wat u want im just saying wat the fans i guess u could say would prefere cause every1 likes some choice
|
|
|
Post by Slinky on Apr 22, 2005 22:08:41 GMT -5
O and (sry if i'm being rude) what the hell is with a buy menu? Since when can you talk to the sky and buy weapons? Perhaps use the vending machine style of Dino Crisis 2 or PArasite Eve 2 where you traded exp for weapons+add-ons but they were few and out of the way of main goal. Buying weapons from any point anywhere is jsut kinda... Coutner-Strike... same with respawn issue... ew... Okay, well, we need a mechanism to allow players to improve over the course of the game, as the zombies increase in "Oh, shit, big zombie"-ness. We decided that having the power of the weapons they use increase was the best way to accomplish this. So, hey, what's a fun way to have players increase their weapons over the game? Have better weapons randomly drop? LAME. So, we have weapon lockers. Here's how it works: -You do not receive points for killing zombies as in normal invasion. -Instead, all dead zombies are put into a "point pool", which is divvied up at the end of every round. -Points are divvied based on how long you were alive throughout the wave versus the total "live time" of all team members. -(No promises on this one, it may be implemented after initial release) As well, your points will be bolstered by special "awards", such as point bonuses for being the last one alive in a wave, or point bonuses awarded to all team members if no one dies. -With these points, you can obtain weapons from the "weapon lockers" scattered through the level. There will probably be two lockers per level. -Lockers start out unusable. At the end of each round, all weapon lockers are activated. Every time a weapon locker is shopped from, it becomes unusable until the next round. -Your ammo, etc., will have to come from the lockers.
|
|
|
Post by Slinky on Apr 22, 2005 22:09:56 GMT -5
There will be more than 12 weapons, most likely. It is unlikely that a weapon that I haven't heard of will be among them.
Addendum: So what the above means is that if it hasn't been in a movie, I haven't heard of it.
|
|
|
Post by Lt.Kage on Apr 22, 2005 22:13:12 GMT -5
alright i guess that answers quite abit but i never said to make it better have weapons drop from the sky i just said u should have more of a variety to spawn or start the mission with but are the 12 weapons ive heard about the only ones planned so far?
|
|
|
Post by Vicious on Apr 22, 2005 22:18:30 GMT -5
Okay, well, we need a mechanism to allow players to improve over the course of the game, as the zombies increase in "Oh, shit, big zombie"-ness. We decided that having the power of the weapons they use increase was the best way to accomplish this. So, hey, what's a fun way to have players increase their weapons over the game? Have better weapons randomly drop? LAME. So, we have weapon lockers. Here's how it works: -You do not receive points for killing zombies as in normal invasion. -Instead, all dead zombies are put into a "point pool", which is divvied up at the end of every round. -Points are divvied based on how long you were alive throughout the wave versus the total "live time" of all team members. -(No promises on this one, it may be implemented after initial release) As well, your points will be bolstered by special "awards", such as point bonuses for being the last one alive in a wave, or point bonuses awarded to all team members if no one dies. -With these points, you can obtain weapons from the "weapon lockers" scattered through the level. There will probably be two lockers per level. -Lockers start out unusable. At the end of each round, all weapon lockers are activated. Every time a weapon locker is shopped from, it becomes unusable until the next round. -Your ammo, etc., will have to come from the lockers. Thank you this sounds nice. Now, are the levels based purely on survival, or are thier objectives you msut do while being attacked by hordes? Take Alien Swarm for example. It had a storyline, and the game followed it online, in "campeign mode" You did mission objective maps in order following hte storyline, not just random maps without importance on storyline. I mean, ya either way it can be fun, but storyline gets you so more involved in a game, and creating fear could give this mod such a boost.
|
|
|
Post by Slinky on Apr 22, 2005 22:25:36 GMT -5
The mod has never had a storyline and has stated this from the get-go. YOu created a thread regarding storyline, so let's move conversation regarding it over there. As for a mission objective map: it could happen. A number of additional gametypes could happen. But it will not be packaged with final release. The gametype you saw with the demo IS Killing Floor right now. But mission gametypes are a possibility, with one condition: we have to make them replayable. That's sort of the thing. We don't do a single player game, and doing an online single player game (it would be more accurate to say "story mode" rather than "single player") is no different. Why? Because we can create 20 hours of content single-player, or spend the same amount of time creating hundreds of hours of content multiplayer. Single-player is a gameplay-condom. Use once, throw away. We'd have to create a mechanism to bring it to the next level, gameplay-wise, so that the maps have replayability.
|
|
Acid
Stalker
Eye Stigmata
Posts: 168
|
Post by Acid on Apr 22, 2005 22:37:37 GMT -5
There will be no single player. I need to stress that again. For single player zombie experience, go check out 'Out Of Hell'.
|
|
|
Post by Vicious on Apr 22, 2005 22:53:57 GMT -5
Who said they wanted single player? I been dying for online zombie horror.
|
|
|
Post by Slinky on Apr 22, 2005 22:55:07 GMT -5
As I said, the term "story mode" is accurate. Anything that isn't freeform gaming, but rather taking the player through a storyline. Basically, any game that isn't as fun the second time around.
|
|
|
Post by Vicious on Apr 22, 2005 23:05:07 GMT -5
How many of you guys work on this? I would love to learn how to do this kind of stuff... But my only skills lie in recording and putting together videos sadly and i know thats easy shit...
|
|
|
Post by Alex on Apr 22, 2005 23:09:29 GMT -5
1 artist
1 coder
2 composers...
viva la killing floor
|
|
|
Post by Slinky on Apr 22, 2005 23:11:32 GMT -5
Honestly, I'd probably kill for someone to take some of the coding load at this point, just because there are so many tiny things that need doing that don't require amazing skills. Unfortunately, I'm afraid of opening the code one day and finding something stupid. Another thing is that the codebase is still rather messy.
|
|
|
Post by Nupraptor on Apr 22, 2005 23:19:31 GMT -5
I... I... I can use DoomED.
|
|
|
Post by Vicious on Apr 23, 2005 0:38:55 GMT -5
I can slam on my keyboard and make my comptuer beep
|
|
|
Post by Lt.Kage on Apr 23, 2005 0:39:53 GMT -5
hehe so can i
|
|