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Skill Level, Game Too Difficult

by Kio Loi Net on 03/03/2006 22:01, 30 messages, last message: 03/27/2006 08:15, 9518 views, last view: 05/18/2024 20:46

I recently discovered Cube and tried to play some single player maps. Unfortunately, even if I select skill level 1, the maps I tested are too difficult. (I even testes skill level 10, because I thought perhaps 1 is the hardest ...)

The enemies are too fast and strong, there is not enough ammunition for me.

I am not a regular gamer. I played the first dozen levels of Doom and Doom 2 on easiest setting when they were new without problems.

I recommend you make the game easier for casual players on skill level 1.

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#6: FEAR and my uncles "big whilly"

by stinky taco on 03/11/2006 10:55

Yea,

I agree .

I much rather the gameplay in a Serious sam game rather than a FEAR type of game.

simple reason... more shooting!

Even with the advance AI I have seen in FEAR , it is all pretty much "run and gun type of gameplay"

sure soemtimes you miss one of the FEAR bots , and he sneaks around you...

lots of that advanced AI they are talking about is scripted anyways... not like they can just drop a "pawn" in the map and have them all think for themselves.

Most of the intense scenes in FEAR are not anything to do with the AI... they are carefuly scripted events that took quite a bit of time to tweak and perfect.

guess all I am trying to say is, the AI is OK by me if it is not tweaked in the future.

Cube is a classic game already, I am sure sauerbraten will be too!

both games represent something that no one has ever seen before in video game content editing.

@Aardappel ,
one of the greatest things I respect about you is the TODO list included with each sauerbreaten release..

You have the most expectations.

I hope someday you get the art team you desire, I bet you will lead them to glory

you are a true visionary... rathern than follow, you are leading!!

there is nothing like sauerbraten or cube anywhere I know of...
and you share it with us for free.
Thank you :)

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#7: way points

by MitaMAN in the cave on 03/12/2006 15:35

adding way points to Sauer SP could make the AI seem less stupid. perhaps add them as "newent waypoint", and make it so a monster goes to the nearest visable way point when the player is not in view. it would stop monsters from walking into walls at corners or walking off "bridges" into the abyss below.

mitaman

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#8: pathnodes

by stinky taco on 03/13/2006 02:44

Yea path-nodes are cool!

I have seen one bot system that was called foxbot I think.

Rather than pathnodes it followed the lights in the map. It gave the lights a radius, and only followed the closest one to the bot.

the cool thing about that was that the mappers did not have to do anything to make the bots work. all the old maps made before foxbot worked too...

it was for halflife and half life mods... I might have the name wrong... it was a long time ago that I saw this.

I bet Aardappel even has a better way of doing it. He is a smart guy :)

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#9: Re: pathnodes

by Passa on 03/13/2006 05:36, refers to #8

Foxbot was a botmod for several valve games.. half-life, team fortress classic, counter-strike and some other mod..

just thought you might want to know.

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#10: Re: pathnodes

by tentus on 03/13/2006 06:06, refers to #8

hm. that's an interesting idea. I personally would like a simple entity which would attract/repel monsters within a certain radius (probably with a strength value too, with 7 being absolute and 0 being almost unnoticable). It'd just be a way for expirienced mappers to keep monsters from getting stuck in sophisticated geometry.

I personally very much liked Rick's waypoint system. It wasn't very pretty while editing, but it was moderately intuitive and fun to work with. Such a system good be a long term benefit for Sauer, particulary if the RPG gets ambitious.

Ooh, I wonder... if monsters could be assigned to teams, then the AI could get massively more interesting with minimal code and mapping addition. Moreover, if they could be assigned to the player's team, it'd be a great way to get the player a buddy to watch his back. But for that to work you'ld need a way to attach an "attract" value to the player, which would be rather excessive... darn.

But having monsters on different teams in an SP maps could be very fun, by getting them to chase after you and then letting them take each other out. A player who is not such a good marksman, but a good dodger would really enjoy that option.

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#11: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 06:36, refers to #6

stinky, thanks for the kind words :)

mitaman... it is all by design. It takes 30 lines of code or so to implement an algorithm like A* and make each monster find its way perfectly.. but that is not what I want.

What I want is the maximum ratio between a monster SEEMING threatening, yet being really quite dumb and exploitable. The better that ratio, the more of them at once you can conquer, and the better you will feel afterwards.

as to falling of cliffs, this is again by design. The smaller monsters are the biggest retards, and will fall of, whereas the bigger ones will only do so when seriously hurt. Dropping off is a useful mechanic for placement.

If you don't want them to drop off a cliff, pick on of these:
- use only larger monsters in the cliff area
- build suitable fences
- don't have a cliff and a monster attack next to eachother.

tentus: monsters on the players side... I have always wanted to do that, but somehow forgot. I will put that on the todo for sauer, thanks.

I think they will come in the form of "monster ammo", that you can make spawn whereever you want.

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#12: Re: FEAR and my uncles "big whilly"

by tentus on 03/13/2006 06:47, refers to #11

ooh, i like that idea. tell me if you want a cage model or something for that, i'd be glad to do it.

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#13: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 06:49, refers to #12

how about an egg... with a nice crack in it, a monster ready to spawn :)

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#14: Re: FEAR and my uncles "big whilly"

by tentus on 03/13/2006 06:54, refers to #13

not a problem, I've actually already made a decent egg, so all I'll have to do is reskin it. anything special you want on the egg (spots, little horns, a black outline to make it more visible, etc)?

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#15: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 07:02, refers to #14

spots, making it look more like a "wild" egg would be good.. like http://pinker.wjh.harvard.edu/photos/cape_cod_II/images/piping%20plover%20egg%202.jpg but less contrasted. That, and then a good clear crack, is all that is needed... horns would go too far I think?

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#16: Re: FEAR and my uncles "big whilly"

by Passa on 03/13/2006 08:47, refers to #15

could you make it also that you can place monsters that are not in eggs? or make it allies are only activated when you see them, like enemies. this means a mapper could make a massive battle scene so when you enter its like the war has already started... it would be very atmospheric..

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#17: in the crack...

by Sparr on 03/13/2006 09:03

how about two red/green eyes looking out from the darkness inside the crack?

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#18: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 10:16, refers to #16

I think being able to place where to spawn the monster is more fun, that way you can strategically set up your own battles.

sparr: good idea.

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#19: Ceiling cocoon.

by Pxtl on 03/14/2006 21:26

In Abuse (a game I keep coming back to for singleplayer gaming) I found the ceiling coccoon to be the ideal unspawned-monster symbol. You'd wander halfway into a room, hit a trigger and then the bugs would burst out of their coccoons and attack.

Sam's gameplay was fundamentally the same, but used teleporters instead - and somehow teleporters don't have the same effect as a nice coccoon.

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#20: N00b

by KaOz on 03/18/2006 11:56

u r a n00b

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#21: ..

by CodeRed3 on 03/19/2006 07:51

(I even testes skill level 10, because I thought perhaps 1 is the hardest ...)

Haha, you said testes

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#22: Re: FEAR and my uncles "big whilly"

by tentus on 03/25/2006 16:43, refers to #18

http://www.quadropolis.us/node/174

this is just a beta version, I haven't implemented any eyes yet... still working on how to make that work, angle wise. I made the crack very wide, but it still isn't wide enough for eyes.

Oh, and this is in the Mod section of quadropolis, because we don't have a Models section. I figured it was the next closest thing.

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#23: Re: FEAR and my uncles "big whilly"

by Passa on 03/26/2006 09:37, refers to #22

nice tentus!
maybe make a small horizontal crack in the middle for eyes?

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#24: Re: FEAR and my uncles "big whilly"

by tentus on 03/26/2006 09:41, refers to #23

maybe. or, possbily, have a chunk already have fallen out, like a real egg does... I'm trying to be moderately realistic here, so a horizontal crack would be too out of character with realisty. (Psh, reality, who needs it?)

The idea of a piece being already knocked out, with two glowing eyes in the darkness behind that, is starting to appeal to me. It's be easy as sin to skin, and not too many extra faces to deal with.

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#25: Re: FEAR and my uncles "big whilly"

by Passa on 03/26/2006 11:44, refers to #24

cool, i meant a chunk of egg shell, now i realise what everyone understood by my comment, cant wait till it is implemented, it looks great!

i still think though that mappers should be able to place egg monsters and normal ones, for variety in gameplay.

also, have you guys thought about the egg to monster transition? how is it gonna look/work?

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