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Realistic fps mod

by g1i1ch on 03/15/2012 20:22, 30 messages, last message: 05/22/2012 20:42, 14068 views, last view: 05/19/2024 00:59

I'm thinking of modding cube2 to have more realistic gameplay. Would anyone be interested in a game like that?

I'm kinda approaching it conservatively since I don't have much c++ experience at all. I come from higher level languages like javascript, lisp, and lua. The closest I've programmed in is vala or google go. I've made games before though in html5 and am working on an html5 game engine being used at a studio in sydney.

Here's my idea. Why not include roleplaying and strategy in an online fps? I love the idea of online fps, but it seems they mostly cater to one gamer type. The high action bunny hopping frag after frag gamer. Which isn't that bad if you like that sort of thing but gets old to me.
*Long maps with teams starting on either side. Lots of obstacles and cover.
*strategic locations that would be ideal for bases.
*The ability to move your base(team's spawn point) anywhere around the map by a team leader. Like these strategic locations.
*Severely less health and constant but extremely slow healing to discourage people from turning it into an arcade.
*Slower running speed.
*smoke grenades and more weapons with pros/cons
*Team spawn limit akin to star wars: battlefront. Once spawn limit is reached it's game over for the team.
*Features for better teamwork, like maybe improved chat.

Does this seem relatively doable to you and would anyone be interested?

Thanks

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#1: a reply...

by suicizer01 on 03/15/2012 20:52

For roleplay, see this (likely dead) mod:
http://sourceforge.net/projects/eisenstern/

For more depth in the gameplay, see this mod:
http://www.redeclipse.net/

For more realism, see this Cube Engine 1 mod:
http://assault.cubers.net/

Seems like you want to combine them all together. Not a bad idea...

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#2: Re: a reply...

by g1i1ch on 03/15/2012 21:42, refers to #1

I think you're confusing roleplay with rpg. And yeah I've seen those others but they're more arena style still. What I'm talking about is mostly just different kind of level designs mimicking strategic warfare.

What I mean is something like this ↓. With each team starting at separate sides and the map riddled with strategic points, any of which each team can mve their base to.
-----------------------------
| * * * * |
| * |
| tm1 * tm2 |
| * * |
| * * |
-----------------------------

reply to this message

#3: Re: a reply...

by g1i1ch on 03/15/2012 21:46, refers to #2

Took spaces out, damn
-----------------------------
|░░░░*░░░░░░░░░░*░░░░░░░*░░░░|
|░░░░░░░░░░░░*░░░░░░░░░░░░░░░|
|░tm1░░░░*░░░░░░░░░░░░░*░tm2░|
|░░░░░░░░░░░░░░░░*░░░░░░░░░░░|
|░░░*░░░░░░░░░░░░░░░░░░*░░░░░|
-----------------------------

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#4: ..

by Quin on 03/15/2012 23:51

As with all questions/suggestions of this nature, I will provide you with the mandatory disclaimers:

http://cube.wikispaces.com/How+not+to+start+a+mod
http://cube.wikispaces.com/How+to+approach+modding
http://cube.wikispaces.com/Modding+Guide

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#5: .....

by Windecker on 03/16/2012 04:07

Sounds like....

Battlefield 2!

Or any of the other variants.

Have fun. :)

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#6: Re: a reply...

by Sub-Zero on 03/16/2012 17:51, refers to #2

lol. RPG = Role Play Game (or roll play, as you tried to correct suicizer)

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#7: Re: .....

by Darkwiz666 on 03/22/2012 22:35, refers to #5

...Battlefailed didn't create tactical gameplay...not to mention there is very little role play in that game, just people with specified tasks (Medic etc.).

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#8: Re: a reply...

by Redon on 03/23/2012 19:42, refers to #6

Imo, the way the term RPG "Role Playing Game" developed, it's not understood as "a game with roleplay", but as a certain game genre, like action, adventure, RTS, etc., which can contain roleplay as well.
You can have a roleplaying section on a forum, which is far from what people understand by the term RPG.

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#9: Re: a reply...

by suicizer01 on 03/23/2012 23:20, refers to #8

... That's like saying you drive forward (by car, bicycle, boat, doesn't matter), while you currently are making a sharp turn.

reply to this message

#10: ..

by ultrasemen on 03/30/2012 20:21

Maybe you shouldnt make whole mod and should improve sauer/make gamemode instead?
Look:
>Long maps with teams starting on either side. Lots of obstacles and cover.
>strategic locations that would be ideal for bases.
You can do it with sauerbraten map editor.
>The ability to move your base(team's spawn point) anywhere around the map by a team leader. Like these strategic locations.
It can be a new version of regen capture, where you can move your bases. Also, I like this idea (maybe because regen capture is my favourite mode).
>Severely less health and constant but extremely slow healing to discourage people from turning it into an arcade.
>Slower running speed.
It can be added to sauerbraten as a parameters that server can change.
>smoke grenades and more weapons with pros/cons
Weapons can be added to sauerbraten too, just not placed on maps.
>Team spawn limit akin to star wars: battlefront. Once spawn limit is reached it's game over for the team.
Also can be new game mode.
>Features for better teamwork, like maybe improved chat.
Add them to sauerbraten, it will be great if you improve it.

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#11: Re: a reply...

by Redon on 03/30/2012 21:16, refers to #9

No? Apparently you simply didn't understand what I was saying.

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#12: Re: ..

by Quin on 03/31/2012 10:53, refers to #10

Sauerbraten is Free (as in Beer) not Free (as in Speech).

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#13: Re: ..

by ultrasemen on 03/31/2012 13:39, refers to #12

I know, but you still can improve source code of sauerbraten and add content to svn instead of making your own.
And I don't get why people are rewriting everything from scratch and taking only Cube engine.

reply to this message

#14: Re: ..

by Razgriz on 03/31/2012 15:14, refers to #13

No shit. Please, tell us all about what could be done but isn't being done.

Sarcasm aside, there's a lot of things you don't understand yet, and the things you have suggested so far have, for the biggest part, the same answer: nope.

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#15: Re: ..

by tempest on 03/31/2012 16:46, refers to #13

What the OP proposed would be a completely different game, so why would you add that to Sauerbraten? And who's talking about "rewriting everything from scratch and taking only Cube engine"?
Simple thing, much of the content is exclusively licensed to Sauerbraten, so it can't be used in other games unless the copyright holder explicitly permits it.
As for the game code, few modders rewrite that from scratch, most use what's already there.

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#16: Realistic fps mod

by Zamwa on 03/31/2012 17:44

+1

Though I've seen many vapourware over the years!

reply to this message

#17: ..

by ultrasemen on 03/31/2012 19:00

Okay, I'll tell you about my position.
I work with small mapping team, we are making big imageboard-themed map to export then to another engine and make game.
Now there is a holywar about migrating to Red Eclipse. They made many features that can't be copied to sauerbraten because of the code differences. Like better bots, entities, new texture select menu and a few more.
We like sauer style, but we also like these features. I would really like Red Eclipse team to make all of this in sauerbraten, so it has all these features, then just make their mod by deleting sauer content from what they improved, and adding eclipse content. But now we have to choose.
So if youre making new cube2 game instead of mod, you don't share your code improvements with sauer and with other mods. So, for example, if I make my mod I write my texture editor from scratch, and if they would make mod instead of new game it would be inside the sauer engine already.
(Maybe I don't understand something important and there is some reason to do so, I just said how I see it).

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#18: Re: ..

by Quin on 03/31/2012 19:55, refers to #17

I am the lead developer for Red Eclipse, and the short story is: Sauerbraten doesn't want or need these features. I will be the first to admit that Red Eclipse goes a little overboard when it comes to features and options, which is basically the complete opposite of the Sauerbraten philosophy. We all have our own way of doing things and not all of us agree on how things should be done, this is why we have the wonderful ability to fork off the code and choose our own direction.

Sauerbraten is open source so we can use the nifty take on a 3D game engine for ourselves (free as in beer), not so people can contribute back to it (not free as in speech). They are quite happy with the way things are, as it suits their project goals quite fine.

Seeing as Red Eclipse can load all Sauerbraten maps and content (if you have them installed, it will even detect this if it is in a sane/expected location), I don't see the issue anyway. I've maintained near-full backward compatibility with our parent projects.

That being said, Red Eclipse doesn't accept all contributions; we have our own goals and ideals too. If you're after an engine based on Cube which actually sets out to be an engine (and not a game of its own), you might want to take a look at OctaForge: http://octaforge.org/

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#19: Re: ..

by ultrasemen on 03/31/2012 22:29, refers to #18

But what changers were not acceptable for sauerbraten? Maybe parcour and new weapons and maps, okay, but it doesnt worth forking and making a new game.
As I understand, all sauerbraten code is free like speech, but content is only for this game. Or is code of the game only for sauerbraten too?

reply to this message

#20: ..

by Zman on 04/01/2012 01:43

Why not just abandon sauerbraten and start cube 3 as this realistic fps game?

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