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Two Ideas http://45.55.195.193/viewtopic.php?f=4&t=17924 |
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Author: | m4n1ac [ Tue Feb 23, 2010 9:46 pm ] |
Post subject: | Two Ideas |
1. The actors you buy should be just bodies with some clothes, you would then buy armor, jetpacks, ai chips of different qualities, and other upgrades to add to them. Why? It would allow for more customization and allow everyone to play how they want. The modder/dev would just make 1-3 actors, make some upgrades, and let you choose your set and save it, and you have your own units. With the way the game is moving I think this would fit in, since actors won't be bound to a single battle, I think it would be very fun seeing the quality/quantity of the enemy's equipment slowly drop, rather than just the enemy having less and less actors. 2. Water. Most of will ask why, since the game is fine without it, and doesn't need more lag than it already has. Well I say that more is better, sure it might be good but it would be even better to have battles on boats in the middle of an ocean, to have underwater bases, etc. The basic way it would work is like in the Falling Sand games, where the pixels of water simply drop. Now one thing different would be water level, water wouldn't fall, it would expand in all ways. There would be an invisible line for each body of water, that would limit how much it can expand. If the water expands for the same amount of pixels of water that are touching the line, the line would move down one pixel. With that we would have a simple water system that would open new possibilities, without requiring too much power. |
Author: | yjui1 [ Tue Feb 23, 2010 9:50 pm ] |
Post subject: | Re: Two Ideas |
i don't remember exact quotes, but i think it was said they probably wont do water (or its not a priority) or something along the lines of that. |
Author: | PhantomAGN [ Tue Feb 23, 2010 11:56 pm ] |
Post subject: | Re: Two Ideas |
The first thing has been done, though very little. One example of this that has been well polished is the Darkstorm, but some other jetpack upgraders and AI things have been done. The second has been deemed impossible in CC's current lagtastic particle engine. |
Author: | m4n1ac [ Wed Feb 24, 2010 12:07 am ] |
Post subject: | Re: Two Ideas |
PhantomAGN wrote: The first thing has been done, though very little. One example of this that has been well polished is the Darkstorm, but some other jetpack upgraders and AI things have been done. The second has been deemed impossible in CC's current lagtastic particle engine. 1. What I mean is having to equip units piece by piece: helmets, body armour, and the like would have to be bought and added to a unit. I don't remember anything about upgrading in Darkstorm, though I haven't been playing for half a year too . 2. Yeah, but wouldn't what I said still be possible? I mean, it wouldn't actually be water, just a blob that acts like water, it would just expand, and be limited by the land and the line. Would that really take up much power? Maybe checking all of the pixels if they can expand could be consuming, but maybe it could be made to check every few frames, or some would be checked one frame and the other the next? |
Author: | TorrentHKU [ Wed Feb 24, 2010 12:10 am ] |
Post subject: | Re: Two Ideas |
Oh jesus, that would lag like a mofo. Our best hope for water is probably something like Lake Magilar. |
Author: | Azukki [ Wed Feb 24, 2010 1:05 am ] |
Post subject: | Re: Two Ideas |
Actor (and device) customization would be great, if your personal presets were implemented in a simple and convenient way, which is entirely possible. The AI customizing their soldiers as per their needs, goals, funds, etc, would really make the game feel more dynamic. It would require significant changes to the buy menu, but the buy menu would benefit from being remade anyways; and made more modifiable. In general, it could be somewhat difficult to incorporate, but I think it could be entirely worth it. Hay capnbubs, I'm 95% sure you both like this idea and have some influence in development. Dynamic water would likely be very laggy for the average player, and difficult to implement. I think it's worth investigating possible means of incorporation, but unless a smooth and undemanding way is found for free/cheap or relatively simple to do, dynamic water is probably not worth doing. Static water, like Lake Magilar, (areas with water resistance, buoyancy, and visual effects) (but done better) yeah, that should be done in vanilla content. The only significant complication to that is the area/volume of movable objects. It should probably be an ini-defined variable, for the most customization of objects. (for instance, say I want to make rocket exhaust with high mass that floats despite a calculated density higher than water) Alternatively, the engine could automatically find the area of MOSprites, and go off of that to find density and buoyancy. After area/volume is known, functional static water wouldn't be very difficult. The visual effects could be more difficult though. |
Author: | Seraph [ Wed Feb 24, 2010 1:20 am ] |
Post subject: | Re: Two Ideas |
I imagine water in CC to consist of an area where sparkle magic renders gravity a bit funny, so if you go into it you kind of float and movement changes, maybe make bubbles come out of the actor every so often and possibly make an oxygen bar present. Heh. In a million years. |
Author: | Foa [ Wed Feb 24, 2010 7:31 am ] |
Post subject: | Re: Two Ideas |
Azukki wrote: Actor (and device) customization would be great, if your personal presets were implemented in a simple and convenient way, which is entirely possible. The AI customizing their soldiers as per their needs, goals, funds, etc, would really make the game feel more dynamic. It would require significant changes to the buy menu, but the buy menu would benefit from being remade anyways; and made more modifiable. In general, it could be somewhat difficult to incorporate, but I think it could be entirely worth it. Hay capnbubs, I'm 95% sure you both like this idea and have some influence in development. Actually, he did what he did because he wanted to severely decrease the amount of Crobos that were in the buy menu. ( for in beta 2, there were 20 crobo uniits you could buy ) Oh and with the current menu bull♥♥♥♥, it would take at least oneminute to fine tune your troops from scratch in the start. Dynamic dynamic dynamic, add more ♥♥♥♥ add more, you there is a limit to how much you can put in until an unidentifiable ♥♥♥♥ develops! |
Author: | Azukki [ Wed Feb 24, 2010 7:56 am ] |
Post subject: | Re: Two Ideas |
Foa wrote: he wanted to severely decrease the amount of Crobos that were in the buy menu Foa wrote: current menu bull♥♥♥♥, Foa wrote: you there is Foa wrote: a limit to how much you can put in until an unidentifiable ♥♥♥♥ develops! |
Author: | Geti [ Wed Feb 24, 2010 9:52 am ] |
Post subject: | Re: Two Ideas |
oh ♥♥♥♥ i know this is beyond offtopic but some dev really needs to hassle data to get him to make it save presets, and make it possible to define presets in .ini. Preferably it would save presets to a .ini, conveniently called presets.ini or similar. even better, make it a premium feature. |
Author: | m4n1ac [ Thu Feb 25, 2010 12:01 pm ] |
Post subject: | Re: Two Ideas |
Eh, I don't think most of you get what I'm talking about. It wouldn't be some complex simulation, with pressure, gravity, etc. taken into effect. It wouldn't flow, but expand. Here's an example. 1. There's one body of water, which is limited by an invisible line, and the land around it. 2. A hole is made, so the water expands, it doesn't flow, fall, but expands. Since it hasn't expanded more than the number of pixels on the water surface (green line) the water level (red + green line) doesn't drop. 3. As soon as the water expands more than the number of pixels on the water surface, the water level drops one square. 4. It goes like that until the water has expanded to the red line. But since you're saying that would lag, maybe it could be simplified. 1. Now the water is split into squares, the game now wouldn't look if each pixel can expand, but if each of the squares could expand. It could expand if there is an empty pixel next to it in the distance of it's height/width, and if it wants to expand below the line. When it would expand it would make water in any empty pixel inside the new square. The water level would now drop if the water expands more squares, than the nuber of squares that are touching the line. 2. The water expands, but since it has only expanded two squares - less than four squares, the water level doesn't drop. 3. As soon as the squares expand for 4 squares the water level drops. Note that the squares don't move with the water level. If the water level is in the middle of a square the square would be only half full. 4. It goes like that until it can't expand. Would that be good? It's way more simple, but wouldn't work that well on small bodies of water. EDIT: I think I got how much pixels the water level would move down with the squares wrong. EDIT1: Yeah, for each time it lowers it would lower for one square, or it could count how much pixels are in a square, and it would lower pixel by pixel. EDIT2: Fixed image. |
Author: | Metal Chao [ Thu Feb 25, 2010 4:56 pm ] |
Post subject: | Re: Two Ideas |
Why do all of you people get so worked up about water? Water isn't fun, it's pointless. You stand in it and it slows you down, you can't fire guns in it, it can kill your mans, no craft would work inside and it might even fry robots. It is a completely pointless addition which would create an unecessary amount of extra computer load for no good reason. Have you ever played a 2D game which was not entirely based around water in which the most amusing part was the fact that you could go into water and it made your mans move about funnily? I sure haven't. |
Author: | m4n1ac [ Thu Feb 25, 2010 5:24 pm ] |
Post subject: | Re: Two Ideas |
metal chao wrote: Why do all of you people get so worked up about water? Water isn't fun, it's pointless. You stand in it and it slows you down, you can't fire guns in it, it can kill your mans, no craft would work inside and it might even fry robots. It is a completely pointless addition which would create an unecessary amount of extra computer load for no good reason. Have you ever played a 2D game which was not entirely based around water in which the most amusing part was the fact that you could go into water and it made your mans move about funnily? I sure haven't. That's why it's fun, it adds another level of complexity so there's more stuff to do. |
Author: | Lizardheim [ Thu Feb 25, 2010 5:29 pm ] |
Post subject: | Re: Two Ideas |
You might aswell have a force field then. |
Author: | Flammablezombie [ Thu Feb 25, 2010 8:07 pm ] |
Post subject: | Re: Two Ideas |
...which we do. Stasis field anyone? |
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