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sauer gameplay changes

by Aardappel_ on 09/06/2005 10:16, 44 messages, last message: 09/16/2005 13:07, 20735 views, last view: 05/04/2024 15:57

I've spend the weekend doing heavy refactoring of the sauer game code, and things are starting to settle down a little bit (though still rough).

This will get me closer the the next stages in the grand scheme of things, i.e. polishing off the FPS game, which I really want to get to a good polish level before I fork the game code and start doing RPG stuff.

So besides some graphical enhancements, I mainly want to talk about gameplay here.

And before you ask, yes the current physics are not final. I want to get it back to be more Cube like, if I can persuade eihrul.

One thing that bothered me recently is the whole armours deal. It has been copied verbatim since Doom in every shooter, and all it really does is add to your health. There's the tiny tactical issue that people always quote that you can be low on health and high on armour, but really in fast DM that doesn't happen that much, and it is hardly a challeging gameplay feature.

So I would like to do something more original with the armours. I am explaining it here, so that we can get all the complaining done and over with before I even start implementing it, or maybe people have good ideas. I fully expect people to not like it because it is so easy to put value on something you know.

So in an FPS you have health. Health is increased by armours, and decreased by weapons... its armour vs weapons!

So why not make armour vs weapons a bit more interesting than just 1:1 ?

What I propose is that each armour is a special "protection class", which determines how much damage from each weapon it soaks up. For example The yellow armour could offer "bullet protection", soaking up a lot of rifle/mg damage, but hardly any RL damage. The green armour could be "blast protection", which does the reverse, etc. With 4 types of armour (or mega), every weapon could have its own protection. This means that if you see your opponent pick up a certain armour, you know you can gain an advantage by attacking him with the weapon it is weak for. This makes armours vs weapons more tactical than it is now.

Whatever armour protects against the MG might be most popular. You can still only carry one armour at a time, so you might not pick up a certain armour because you want to go for the anti-MG armour, but get killed in between. Tradeoffs.

A change would be that absorbtion would go to 100%, i.e. no health gets touched before the armour is gone. You can pick up a new armour once your old armour is 50% gone.

Another planned change is a more serious teamplay mod, something a bit more interesting than plain TDM, but more dynamic than CTF. I am very likely going with a "domination" style mod, of which there have been tons of varieties... most recently UT onslaught, and of course BF2.

It would simply have:

- strategically placed spawn/captured points, initially 1 red and 1 blue at far ends of the map, and the rest uncaptured
- capture by standing near it N seconds
- captured points adding to teamscore every N seconds
- when dead, after delay, spawn at chosen point, or close to team, or whatever.
- the above armour system, in combination with simple classes that would equip you with more or less of certain ammo.

Vehicles? haha, maybe one day :)

If I'd be contemplating new weapons, the first on the list would be a grenade launcher.

I'm looking for good ideas to make the weapons feel "meatier", i.e. more satisfying when used. I'll be looking at better particle effects, better kickback, better sound?, better animation? and better blood.

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#25: Re: hmmm

by Aardappel_ on 09/08/2005 03:07, refers to #22

you can already control how much ammo a player starts with and what weapons he can use... simply by placing ammo boxes.

I guess I should have mentioned that my original post was mostly talking about MP... I agree that in SP scriptability is required :)

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#26: some more thoughts

by tentus on 09/08/2005 03:15

oh wow, i don't know how it is noone's asked for this yet- could a text browser of the forums be made? it may really help newcomers to get playing faster. i don't think uploading questions would be a good idea (we'd get even more obvious questions), but a read-only browser would be great.

also, if text could be put into the game environment that'd be great. a few formatting options for the HUD text would be good too- i'd be more than glad to make a bold and italicized font, if it'd be incorporated. basically, i'd like to see rudimentary commands like <text="data/boldchars.png">, <size=".5">, and <color="0x6C6C6C">. didn't pushplay make some color stuff for quad? i don't think it ever got to mainstream cube.

finally, are any demo feaures going to surface soon? i want to use demos to drive SPs along storywise, and some extra little things would really help that. for example, i'd love to be able to make 'cuts' into demos, where i just cut out parts between scenes. also, an 'add actor' would help in making cutscenes.

just some feature requests i'd figured i should air while ideas are being shared. these aren't entirely MP directed, but now seemed like a good time to think out loud.

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#27: Re: some more thoughts

by pushplay on 09/08/2005 03:26, refers to #26

We need a Quickstart Guide more than we need a browser. If it's longer than a paragraph people won't read it.

Colour wise I'd like to see it supported for scripts but stripped out of names. We've all seen too many names from people who thought more colours means more cool. Also, I hate always having to type "color" in code. :)

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#28: Re: Yay, A Good Discussion

by dcp on 09/08/2005 17:20, refers to #24

>>I've never fired a machine gun<<

i did. lol, it was fun to fire them 'rambo/terminator' style... the MG in the right hand and from the hip... but then you won't hit anything you aimed for... these things are over 10kg... the recoil (rebound? whats the right word?) is unbelievable...

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#29: mg configuarable gameplay by map

by Gilt on 09/08/2005 18:31

I really shouldn't be writing this, since I don't have a whole lot of time, so I'm just going scribble some notes and maybe be back later:

mg: the balancing factor for this gun is scarcity. probably should either significantly reduce amount of ammo in each pack (giving more refined control to the mapper), increase ammo respawn times, lower max ammo limit, increase rate of ammo loss, etc etc.

making it more of a close-to-midrange weapon by either increasing the spread or whatever could be good too. that would bring it closer to its spirutual predecessor, the q1 lg.

configuarable gameplay by map: some issues:

issue 1: feedback to player on changes. much better would be to have 50 zillion guns that are slighty different that the mapper can use... and that's pretty crap as well

issue 2: meaningful change. any changes that are not meaningful should not be changed in the first place. any changes that are meaningful are better handled by just adding a new gun, or new game play mode.

issue 3: fallacy of mapper control. mappers may be megalomaniacs, but are not gods.. adding minor tweaks is like trying to control hurricanes through butterflies. any major changes are better handled by something else (see above issues)

issue 4: strategy. low level FPS gameplay is basically wack-a-mole. higher level play is about defining and controlling space. even higher level play is player-player mind games. unstable low level mechanics does to high level play, as a sand foundation does to a house.. players are forced to adapt to broad low level game instead of constructing deeper high level game.

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#30: Re: mg configuarable gameplay by map

by Aardappel_ on 09/09/2005 09:30, refers to #29

agreed. Lowering ammo respawn rate is a good idea, might be nice if people have to hunt a bit longer for a pack, right now its steadily available.

Whenever I play cube, I can manage to use the MG 90% of the time if I want to... because mappers place to much in a map, and it respawns quick. I usually force myself to go for rifle-only in ffa, because usually opposition is weak, and it is fun winning a map with just rifle. But I shouldn't have to :)

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#31: Re: mg configuarable gameplay by map

by Pxtl on 09/09/2005 15:45, refers to #30

How about keying the respawn rate to the number of players in the server and the number of spawn points for ammo? I know it's more work, but it would be the most effective way to make sure ammo is always there, but rare. I know we've all played on the occaisional overcrowded server where the game is all shotgun action and going for pickups is rare and pointless (I call this gameplay shotgib), and meanwhile I know we've also played on undercrowded server where the ammo pointlessly plentiful. So, make the ammo respawn based on the number of players. If there are 90 ammo boxes and 10 players, then 90/10 = 9 times the normal default ammo spawn wait time. Just define an arbitrary "per ammo, per player" spawn wait (say 10 seconds) and go from there. In the previous description, that would mean waiting a minute and a half for a given pickup to return. ALternately, if you've got 20 players on a tiny map like Nudist, which may have only 8 pickups or so, then ammo would respawn after only 4 seconds, meaning plentiful gear.

Simple, makes tuning a map for player count much, much easier.

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#32: Re: mg configuarable gameplay by map

by Aardappel_ on 09/10/2005 04:17, refers to #31

that is already the cases... see respawn rates in the docs.

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#33: Re: mg configuarable gameplay by map

by pushplay on 09/10/2005 09:07, refers to #32

Pxtl raises a good point. Regardless of respawn rates maps are designed for certain numbers of players. We should have an attribute for maps defining an ideal number of players so that when a map is automatically picked it makes sense for the number of people in the server.

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#34: Re: mg configuarable gameplay by map

by Pxtl on 09/12/2005 15:19, refers to #32

Oh. Well, colour me stupid.

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#35: Better armour.. great!

by CC_machine2 on 09/12/2005 23:17

Your armour idea.. I like it.

I think you should make it so armour takes 100% of damage.. that way people will notice it better. Most people ignore armour nowadays in cube, shame really.

About better blood.. be careful. If a game is too bloody then some people might not want to play it.. I suppose you could have an option to turn blood off.

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#36: Re: Better armour.. great!

by rancor on 09/13/2005 00:09, refers to #35

Sauer really should have at least
somewhat more realistic gore, although
oviously this needs to be configurable
for performance and moral/aethetic
reasons. I say this because whenever
I show people cube, one of the things
they comment on is the fairly low level
of realism.

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#37: Better gore? Nah...

by HopFrog on 09/13/2005 01:14

I think gore is the wrong word to use. This is one of those areas where Sauerbraten has an opportunity to do something different!

What I would like to see instead is some sort of flashy, fighting-game style hit effect, sort of like a bloodless Tekken where you hit people and there are fireworks and stuff.

Not only could this be very cool looking, it could also give a little bit of personality to a small feature that is hard to add personality to at all by following the status quo. It also happens to be politically correct, which doesn't alienate anybody.

Discuss :)

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#38: Re: Better gore? Nah...

by tentus on 09/13/2005 04:40, refers to #37

i agree, gore isn't really what i'm looking for in sauer. i don't have anything against it, but it's not really a valued feature for me. but perhaps leave a burn mark on the ground if they died by rocket (obviously this kind of effect could fade out depending on how you machine is running/ set), a handful of bones if they were killed by the shotgun etc. more death animations would be a must.

i never liked the old cube gibs, i thought they were pretty cheesy and distracting. Fireworks would be distracting and easily cheesy, but they could be fun and visually satisfying too. I alwasy love seeing people get zapped in UT, for example. perhaps if some players burned away once they died, or turned into smoke?

alternate skins for damage amount/ other status would be an expensive feature, but i can see it having it's merits. a quad skin would certainly be to player's advantage (hurt the quad bearer though... perhaps a longer quad span to compensate?). "dead" skins would certainly help make the game more visually satisfying, just like the burning and smoke ideas.

a light effect indicating what kind of shield they have/had would be handy and visually appealing. if we went to a Q3 player model i can make something cool for this much easier (given that i learn to use milkshape without too much trouble, we'll see).

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#39: Re: Better gore? Nah...

by enigma_0Z on 09/13/2005 14:50, refers to #38

The burn mark is a cool idea as well as the light for shields...

Have you ever seen the hit effects for Super Smash Bros Melee? These are almost always visually satisfying & look really cool...

Perhaps something like that?

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#40: Re: Better gore? Nah...

by Pxtl on 09/13/2005 14:58, refers to #39

Seen that done actually, a UT mod called "BatThwap" that converted all the splats into batman-style "Pow!". Was very amusing.

Still, Cube sports pseudo-realistic weaponry and artwork. If the game had a cartoon shader or comic-book-style characters than using batthwap or starry-powy-sprites would be appropos (and very fun) but I don't think it would fit in Cube.

Personally, I'd go the other way - follow in the footsteps of Liero, where the gibspray is hyper unrealistic and overdone. When you kill a player in Liero with a gauss rifle, the gibs blast so far and fall so slow it looks like it's snowing guts. Not "more gore" in the theme of Doom, but stylized.

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#41: ..

by dcp on 09/13/2005 21:49

lol, if someone likes comic bubbles, why not play XIII? if one likes fireworks and pulsating glowing parts, why not switch over to a nintendo console?

the suggestions here are getting a bit strange lately...

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#42: Re: ..

by mitaman at dark cave on 09/14/2005 12:59, refers to #41

I'm a big fan of messy gibs and lot's of blood stains. If anyone still plays quake2, download and install the engine modification "Quake2Max". IMHO, that engine does "blood n' guts" the best.
mitaman

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#43: Realism

by Grogan on 09/16/2005 08:34

I'm one who would like to see the weapons more "satisfying" and I would enjoy some spatter. The gorrier the merrier :-)

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#44: Re: Realism

by MrPersonGuy on 09/16/2005 13:07, refers to #43

How about a Halo style of blood? So not a ton of blood and no gibs, but there is still blood.

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