Tux's Last Mega Map, Decisions...
Post #61
Tuxlar
Jan 8 2010, 9:30 pm
Post #62 Positively Jan 9 2010, 12:00 am
Post #65
Kaias
Jan 9 2010, 1:15 am
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That's not going to happen.
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I might however change my plans and, you guessed it, squeeze off a big deuce and put in a fancy gunner/general interface system of some sort as a compromise. Full-range click-based aimability ftw! Well, one question for you, Tuxlar, what tools are you planning on using to work on the map with this time? With just about any system Lethal has made? I mean seriously. Pick one. On second thought, direction detection on Waypoint casting would work pretty well for a radial like menu (Like Mass Effect dialogue selection). ![]() ![]() ![]() ![]() ![]() ![]() |
Post #68
Tuxlar
Jan 9 2010, 7:57 am
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Or the full range gunner system Tuxlar made himself.. My current draft is becoming more action-oriented than I originally planned, so it seems appropriate to make a fairly robust gunner system of some sort if I'm going to use that approach. I might just use a FRAGS variation with a more simplified intersection detection method to get the job done. I'll deal with proper math stuff later when I can get my API ready. ![]() ![]() ![]() ![]() ![]() ![]() For science.
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Post #69
HCM™ImagoDeo
Jan 9 2010, 6:41 pm
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[************] Don't feed the mage.
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You cant really say "Open Rpgs Suck" simply because (outside of starcraft) there is a big market for sandboxey open rpgs. Take bethesda for example, they released oblivion and Fallout 3, both are "open" rpgs and are largely successful. (Albeit flawed in a lot of aspects) The "Quests Open Rpg" isnt even a RPG by my standards, and lacks "Quests" and has a terrible ending (if any of you have ever finished it.) Judging Open Rpgs by the maps we have been given in SC is a mistake. I agree. Having finished Quests Open, I can truthfully say that it does suck. An open RPG utilizing a random quest generator and all the amazing mapping tech that this community now encompasses would be ten times better. Thinking about it, I wonder why I haven't ever realized it before. So many amazing things could be done. Including D&D stuff, a decent ending, and lots of pwnage features would seriously improve that genre. ![]() ![]() ![]() ![]() ![]() ![]() "We live, as we dream - alone..."
-Marlow, Heart of Darkness |
Post #70
Tuxlar
Jan 9 2010, 6:42 pm
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I agree. Having finished Quests Open, I can truthfully say that it does suck. An open RPG utilizing a random quest generator and all the amazing mapping tech that this community now encompasses would be ten times better. Thinking about it, I wonder why I haven't ever realized it before. So many amazing things could be done. Including D&D stuff, a decent ending, and lots of pwnage features would seriously improve that genre. I actually hate that term RPG, though. It's more like a non-linear, open Action/Adventure map with RPG elements. I'd prefer just Open Action/Adventure, if I'd be able to get away with calling it that. Meh. Fuck the taxonomy. Speaking of "proper math stuff". I'm contemplating putting a lot of you guys's advanced trigger shit into reusable MacroTriggers or TriggerScript modules (my goofy javascript API... if I can ever bother making it release-worthy) to actually be fucking useful for a change. I guess I've spent enough time making gameplay-only crap to get the hang of it, so I might as well go back into tech now. This seems like the first logical step, though (after finishing the API itself, of course). Though I personally shudder at the concept of anything like a game engine being built out of Starcrap triggers. Guess there's no way to do things but the right way. or not at all This post was edited 4 times, last edit by Tuxedo-Templar: Jan 9 2010, 6:58 pm. ![]() ![]() ![]() ![]() ![]() ![]() For science.
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Post #72 Positively Jan 10 2010, 6:00 am
Post #74 Positively Jan 10 2010, 6:27 am
Post #75
Kaias
Jan 10 2010, 5:17 pm
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That's not going to happen.
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Rallypoint detection is shared, I believe, so it would work for multiplayer. It wouldn't work on macs or if a new patch comes out, but I doubt a patch will come out, leaving mac users. In any case, like any real mapper Tuxedo doesn't plan on using EUDs. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #76
pneumatic
Jan 11 2010, 7:14 am
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You should have 'levels' of gameplay, where players can change the state of reality. Once they accomplish something significant, or they kill a certain part of Sin, the world changes and intensifies and weird things start happening.
On the other hand, I always did want to see a customizable spaceship. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #78 Positively Jan 12 2010, 1:40 am
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. That sounds interesting.
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