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Feature concept sharing

by soulforge on 05/16/2008 20:50, 7 messages, last message: 05/22/2008 17:31, 2777 views, last view: 05/02/2024 15:38

I'm not sure if the subjectline communicates the idea that I am trying to present clearly or not, but it was the best I could come up with to get the general idea.

this thread is for sharing, scripts, concepts, editing tricks, entity control discution, tweaks and fixes. I would also like to suggest sharing models, models animations, textures, etc, via links posted in comments on this thread. Please only link to media that you have created yourself. Please specify if a link is otherwise. And please only link to things that you wish to give total license to use.
I myself have a model of a sword I made, that I would like to share however, it is in need of textures, animations, hud, player model, etc. it is just a raw model with bad texturing, but if there is interest, and someone wants to fix it up for sauer, I'd be glad to upload it somewhere for any use whatsoever.

For starters, I would like to present you with a few of my own ideas, And I will follow by asking a few questions. I would first like to see feedback on this post, before posters start offering their ideas.
After an initial response, we can then hear new ideas and respond in the same way. This will help keep an order to the posts in a linear progression. No worries if you get an itch, and just can't follow these guidelines, they are just simple suggestions, ;)

Now, to begin, I'd like to start with elevators in sauerbraten. First off, I don't know how to use them, but to cut to the chase, I woul like to figure out how to use them to make simple ships, that can carry a player from one side of a map to the other. a teleport could be used to make player enter ship, then the player can be trapped inside untill it reaches it's destination, forcing the player into another portal that places the character outside the ship at it's new location.
This could also be used as a type of in-game cutscene. in effect, this idea covers simple vehicles, and simple cutscenes. I'll need help figuring out how to work with elevators. Let me know what you think.

My next idea deals with the use of multiple maps as stages/worlds that are all controled by a main map. ie, portals that load a level map in the appropriate game mode. The end level triger would only work for this concept, if you could place multiple end level trigers on a single map, that each lead to different map/level. The next thing would be having each level lead back to the main map at conclusion, but with everything updated according to what accured in the preceeding level. this needs to occur at the end of each level, and return to the one single main map shared by each. this main map would be the start screen. the portals would give you an option for which level to play, and when. You could even use doors to force a player into sequential order, however this would benefit most if we had a feture that could translate a trigger in one map and translate it's effects to a future map.
I know this concept requires a lot of complexities, and could go many different ways, so I'd like to hear your thoughts, and see what might be feasible.

I've got plenty of other Ideas, but I think I'm going to leave at this, so we can get this conversation rolling. :)

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#1: ..

by ACCESS{-}DENIED on 05/16/2008 21:35

http://www.quadropolis.us/ ^^^^

why no one knows about it who knows "ahhh wait I know there is no link on the main page"

Quadropolis
has got 2 be the most unnoticed and under used part of the community

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#2: Re: ..

by soulforge on 05/16/2008 22:04, refers to #1

yes I am aware of the quad, but i feel as if this forum is more geared for discussion than quadropolis.

I am not sure what everyone's fascination is with turning people around, but I see no reason to end this enquiry.

I do have plans for quadropolis. It is where I was considering to upload my WIP's.

I have seen similar concepts to what I have presented here in other threads on this forum, and felt as if this post could lend to innovation, as well as link them all together.
This thread is meant to be a discusion of sauerbraten features and their possible uses in the form of freindly sharing of ideas. All the media stuff, would come as extras, and notice that i did said to submit in the form of links. I already assumed there would be several links to quadropolis included in the mix. These links can serve to illustrate concepts discussed in this thread.

Quadroplis in no way serves as a substitute for this forum, and vice/verse. They both provide a purpose.

It just seems that this is the most appropriate place to post a discussion about sauerbraten.

So if I may refer readers back to the first post, What do you think about the main ideas presented? Do you think they could work? What would have to change in order to make them work? How far can we take the engine without coding changes?
Sorry if it's a crime to ask for help, but I suppose that would be a law I would never cease to break.

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#3: Re: ..

by tman_elite on 05/16/2008 23:10, refers to #2

If you want a "main menu" map to warp you to other maps, you have to be in SP mode. Then just make triggers that run "sp your_map_here." Then, at the level-end trigger, do "sleep 10 [map main_map]" This will bring you back to the main menu. About keeping your weapons or changing things about the main map when you finish another one, can't really help you. What you could do is give away secrets when you beat a side map that say something like "In the main map there is a pillar against the south wall. Shoot it until it explodes, and you will find the passage to the next map."

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#4: ..

by scasd on 05/16/2008 23:51

I would create one huge map where the different areas are as far away as the fog hides them so the map gets speed-optimized. If your hardware is poor just create the areas as different maps and copy them together at the end. This only works for maps with small texture sets and only some mapmodels.

You dont have trouble with items and powerups in that case.

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#5: Re: ..

by soulforge on 05/16/2008 23:55, refers to #3

tman_elite, You are awesome! I will have to give that a try with the triggers. I couldn't seem to figure it out with the documentations and had trouble understanding people when they discussed similar things. Thank you.

There was another thread here that discused different views on start menus, and I think I have seen hints in other threads as well. I think this is a realm worth studying in regards to the idea of a menu system.

And the idea of giving away secrets as a work around for not being able to cary over changes from map to map, is, well, superb. It gave me many new ideas for intra-map, as well as inter-map. Oh the scenarios one can weave! wow. I mean realy, it's so simple yet so powerful, and a little sneaky, reminiscent of a great illusionist who seems to have the ability to transport himself through a brick wall successfully.

keep it coming.

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#6: Re: ..

by soulforge on 05/21/2008 14:34, refers to #4

Interesting concept, scasd, I might get lost in the fog ;)

All that fog sounds like it needs some zombies and warewolves jumping out to spook you, maybe say, in a grave yard, or stonehenge.

I would suppose you could have a lot of fun with lights and particles in a souper foggy world map <-insert\"Muahahaha.\"

I have dreams of UFO\'s!!!(ie... Flying saucers)

Idea! -> what about an elevator ufo that reaces the top of the map, colliding player with a teleport or end level trigger? heheh, i like cinematics, and dramatics, they act as player rewards.

I am a fan of the idea of vehicles, in the sense of something that drastically changes the scenario temporarily. But cut scenes and mini-games can serve the same purpose, at least in this sense.

my concept of \"elevator=vehicle+portal=enter/exit\" was an attempt to rebalance these aspects without any coding changes. (I have ideas of entering a platform shell that then moves you into an otherwise inaccesable area of the map that could be textured as anything from outerspace to subterrain, then to the next destination, and the player could watch through windows in the platform shell(vehicle/elevator))


the concept of adding the \"end level triggers=var map\" takes the idea further and allows for even more depth of dramatic change. <-I\'m not completely sure how to do this beyond the basics

btw, I was going for a degree in theatre, before i got writters block, and a lot of the concepts I learned, end up bleeding into any work I do in games, hence the focus on dramatics. I suppose these ideas would probably work best in SP mode, something I maybe should have pointed out sooner. Who knows how long until I\'ll have any of this implemented into one of my own maps.

Thanks for the feedback guys, feel free to continue, however, I also would like to see if anyone has any ideas of their own that they would like to share. I\'ll leave it up to the next poster who wants to present a concept, to roll the ball along.

Game hard! Game deep! Game fast! Game right!

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#7: Ha! Vehicles- get it

by L. Tempris on 05/22/2008 17:31

Anyways you said that you liked the Idea of vehicles. well listen closley K? How bout a program you can use to create vehicles and load them into a map like - \"\\load animation AirHead\" or something. Becaus I have been wanting to make cars and such since I got into the cue games. Also how about an anomated skybox like one with bombs going off below and lasers going off. Caus I saw that on a game called Warpath. Check it out...

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