Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ^3Pikachu

Pages: [1] 2
1
News / Re: FPS test
« on: June 18, 2013, 11:27:49 PM »
Awesome! I'm actually most pleased about the improved collision models  ;D

2
Suggestions, ideas / Re: Trem isn't perfect
« on: June 18, 2013, 11:21:01 PM »
It would be cool if turrets wouldn't have pinpoint precision aim
In my trem 1.1 mod, my turrets actually kinda aim behind so if you travel fast enough that the turret can aim while pinpoint shooting you, it will continuously try to adjust while firing at the same time, making a delay effect where it misses ~60% of the time, depending on your speed.

In other words, it has 3 aiming speeds, and it tries to constantly switch between two of them:
fastest - doesn't shoot at all
Moderate - Aiming and shooting
Slowest - Very accurate, but sucks against fast targets.

That's cool, is that mod on any server? I also thought of a system where turrets track movement and try to predict by extrapolating average motion vectors over a given timespan. So a cunning player would still be able to trick it. I personally like the strafing mechanic for taking down turrets, not sure how the game plays without it.

3
Suggestions, ideas / Re: Alien ideas thread
« on: May 25, 2013, 10:14:25 PM »
Alien that shoots pheromones out of his body which attract bees (needs hives nearby).
He could then shoot a ball which the bees will chase.

Suicide bomber alien that doesn't do direct damage but gives emp blast which temporarily jams defensive structs (and arm/medi?)

Type of Goon that can ski (like in Tribes) by holding space. Pounce, slide, drift around corners :P

Sneaky alien that can attach to a human's back without him or anyone noticing it. (seems like a bad idea, but kinda cool).

4
Suggestions, ideas / Re: Fog, and a smoke screen alien?
« on: May 25, 2013, 10:09:09 PM »
Maybe humans could have a similar device (for balance). A disposable item that makes them inaudible and invisible on alien radar for a certain duration.

5
Suggestions, ideas / Re: Enemy Territory: Trem Wars
« on: May 25, 2013, 10:35:05 AM »
I know it was a fad in the mid 2000's to 'just add vehicles' to FPS, but mostly it just came off as an afterthought. Not to mention the driving mechanics were often kinda shitty. I have no problem with vehicles in MP FPS games as long as they have a good reason to be there. I don't see one in Trem.

6
Suggestions, ideas / Re: Trem isn't perfect
« on: May 25, 2013, 10:28:21 AM »
It would be cool if turrets wouldn't have pinpoint precision aim, so as an alien you could see bullets impact around you, (ricochets and puff clouds) This would be helpful when multiple turrets are firing, the visuals would indicate how much turrets are/were firing at you. It could be a purely visual thing though, might be annoying when turrets shoot humans in the line of fire.

7
Suggestions, ideas / Re: Enemy Territory: Trem Wars
« on: May 23, 2013, 12:04:28 AM »
I'm not sure how vehicles would fit in the picture? It would require big open maps which suck for aliens. Traversing with vehicles would take forever. How would aliens go about fighting them?
I don't see how vehicles would fit in Trem at all?

8
Suggestions, ideas / Re: Trem isn't perfect
« on: May 22, 2013, 11:56:42 PM »
Writing off people as nabs isn't going to help you much with making your game :P

I don't really agree with the Q3 comparison (Q1 netplay feels like swimming through mud on speed, I can't stand it), the core gameplay is very different and there is no melee aspect. Try pouncing around with a goon or chomping vs Q3 players, you'd get the same set of problems. You can still get chomped for the other side of the room due to differences in client and server states. You also get shot around corners all the time because of the large lag compensation needed to have the game run smooth over net play. For online melee the melee needs to have an element of tactics over twitch reactions you can get away with over lan or splitscreen. Not to mention the discrepancy between renderer and gamestate. If the game were a bit slower the tactics would become more essential. When does the human reload? Chomping around corners would be less of a guesswork. Rifling dretches would be less a roll of the dice. Trem core gameplay is great, but it was not made with latency in mind. I think lag is one of the most annoying things in Trem, it's much more visible than in other games even with lower pings. Also the stakes tend to be higher. When you've invested in credits or evos it sucks dying because of lag. Then again maybe I'm just wrong and it would make the game less fun? Needs testing.

Other issues:

Wallwalking is too disorienting. Not to mention there's too much crap on the average wall, often without clipping considerations. It's a shame because wallwalking is really usefull on the maps that are built with it in mind.

Melee isn't a area attack, this is just fundamentally counter intuitive. You have aliens with big fang and teeth but the attacks are registered as a line from the center of the screen. Damage done should be dependent on aiming, the more precise the aim the more damage, it shouldn't be a binary hit/no hit thing. It should slash across the screen and not be like firing a bullet. Legend of Grimrock has a cool slashing effect that I think would work well for Trem.

9
Suggestions, ideas / Trem isn't perfect
« on: May 21, 2013, 01:22:23 AM »
Just jotting down some thoughts, everyone is free to add (and disagree).

Steep learning curve...
Things that would help: communicate hits better to the player. In Trem it's often difficult to see wether you hit something or not. Also no indication wether you hit head or torso etc... might feel unfair and frustrate the player. We see this often enough in online matches, and I think it's a shortcoming. Solution would be to have more and/or better visual and audio cues. Maybe the hud should display this, maybe ingame effects should be more clearly.

Speed: I like the fast pace of the game, but that can give problems for online play when pings are high. Trem is very fast paced, easy to forget how fast the game is. I showed it to some friends and they were like whoa how do you know where you're going at this speed?. Slowing it down a little might not be bad, especially for online play where roundtrip ping is important (melee depends on fast reflexes, etc).

10
News / Re: Plushies was already delivered to...
« on: May 21, 2013, 01:10:27 AM »
It will look great next to my plushy tent and campfire.

11
News / Re: Plushy alien for sale
« on: May 20, 2013, 02:58:03 PM »
I just ordered one, couldn't resist having a pet granger  ;D . Only 50? How much are left?
Also, out of curiosity, how are you funding development?

12
News / Re: Plushies was already delivered to...
« on: May 20, 2013, 02:50:06 PM »
Will it build an overmind in my backyard?  8)

13
Suggestions, ideas / Re: Refinery
« on: December 21, 2012, 04:45:38 PM »
It's basically a flexible way to mod the game. Actually they're just mods, but not in a monolithic way, it's very modular ...

http://wiki.beyondunreal.com/UE3:Mutator_(UDK)

Quote
What's a mutator? It's a tiny bit of code which is designed to modify an Unreal Tournament match in some way, perhaps by lowering the gravity, making players fatter as they accumulate frags or even remove all the powerups from the game. The effects of mutators are temporary, and unless you explicitly specify to keep them permanent you will have to re-set your mutator preferences for every game you want to play.

For such a simple concept, mutators add enormous replayability to Unreal Tournament, by allowing endless original combinations of maps, bots, mutators and more. Even if you're a purist you doesn't normally bother to stray too far from the path of hardcore DeathMatch or CTF, everyone should try these out at least once just for the fun of it.

http://planetunreal.gamespy.com/View.php?view=UTGameInfo.Detail&id=20

14
Suggestions, ideas / Re: Refinery
« on: December 21, 2012, 09:01:07 AM »
Rota, are you going to make use of Unreal's mutator system?

15
Suggestions, ideas / Re: please not so fast movement.
« on: December 21, 2012, 08:58:50 AM »
As big as a Tremulous fan I am, I have to say he has a point.
I showed it to a friend once, and he couldn't believe how fast paced the game is.

But that's not really my beef with it, the game relies heavily on melee for the aliens,
and being so fast paced this makes latency a really big issue at times.
Often times the game just feels unfair because you have no idea what just happened,
usually has to do with the interplay of latency and lag correction.

I'm not sure if slowing down the game is the right thing for Tremulous though.
The speed is what sets it apart from other games like Natural Selection, which just feels like a slug in comparison. Trem is highly skill based, that has it's upsides and downsides. It certainly keeps the game challenging even for top tier players, I never feel like I mastered a class. The downside is the near vertical learning curve, Trem just isn't newb friendly. I think putting in a practice/tutorial mode would help a lot in that regard though.

When I talk about speeds, I'm mainly talking about dretch speed and human sprint in close combat, I feel those 2 are somewhat problematic. If I were to make a tremulous derivative (that's not tremulous) I might consider ditching the dretch and make the basilisk the starting alien (minus the grab).

Pages: [1] 2