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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
im less inclined to beat up "beta louis" than real louis. but this is not l4d. if you want to shoot my zombies with l4d actors, go and get that mod someone made. i think it was azukki.
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Thu Sep 17, 2009 11:20 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Zombies '09
Very well spoken Geti I like the way you think.
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Thu Sep 17, 2009 11:41 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombies '09
SPRITE LEAK FUUUUUUUUCK jk, not really that big of a deal. Just trying to make Geti feel bad. Yeah, for like the fifth time, we're not going to make a left 4 dead mod. put anything l4d related in requests, not this thread. Also, a few of the sketches we're passing about.
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Fri Sep 18, 2009 3:49 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: Zombies '09
Ok sprites = twisted metal gotcha! also
what the heck is a "gas tower" sounds interesting
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Fri Sep 18, 2009 3:53 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Zombies '09
I assume it is a static flamethrower.
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Fri Sep 18, 2009 4:00 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Zombies '09
ZevN47 wrote: Ok sprites = twisted metal gotcha! also
what the heck is a "gas tower" sounds interesting From what I can tell you need to learn how to infer.It looks like a turret, that spews gas, the gas that the bloaters emit ( you know, what the gas mines, and the gas grenade launcher use ) . Anyways, this is getting too interesting, Hammerfight is being released soon, and you are tapping the dev room.
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Fri Sep 18, 2009 8:58 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Zombies '09
I may be a bit late, but anyway... The mounted weapon could have a reload time a tad lower, as well as a burst that triggers about 5 pixels earlier and a spread of about two times what it is already. You might also want to increase fire rate and air-burst particle count whilst decreasing the velocity, sharpness and mass of the same. That would leave it as a pretty decent anti-crowd weapon...
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Fri Sep 18, 2009 1:15 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Zombies '09
whats that this is not anyway left 4 dead? what about the tongue and the bommer thing hmmm
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Fri Sep 18, 2009 4:11 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Zombies '09
Gtailc, I thought we had made such wonderful strides in your language development. You disappoint me.
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Fri Sep 18, 2009 5:38 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
411570N3 wrote: The mounted weapon could have a reload time a tad lower, as well as a burst that triggers about 5 pixels earlier and a spread of about two times what it is already. You might also want to increase fire rate and air-burst particle count whilst decreasing the velocity, sharpness and mass of the same. That would leave it as a pretty decent anti-crowd weapon... mounted weapons are going to get limited reloads. but im thinking about lowering the velocity of the round a little and yeah, tweaking the shrapnel speed and spread. you arent late, as i havent even mocked up the code yet <_< gtaiiilc wrote: whats that this is not anyway left 4 dead? what about the tongue and the bommer thing hmmm ouch, my english. aside from that, oh no, generic zombie designs! except all the stuff that's different. O_o
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Fri Sep 18, 2009 11:39 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Zombies '09
Geti wrote: 411570N3 wrote: The mounted weapon could have a reload time a tad lower, as well as a burst that triggers about 5 pixels earlier and a spread of about two times what it is already. You might also want to increase fire rate and air-burst particle count whilst decreasing the velocity, sharpness and mass of the same. That would leave it as a pretty decent anti-crowd weapon... mounted weapons are going to get limited reloads. but im thinking about lowering the velocity of the round a little and yeah, tweaking the shrapnel speed and spread. you arent late, as i havent even mocked up the code yet <_< So, since they are mounted weaponry, and stereotypically powerful, and have limited reloads, how about buyable reloads? There are many ways you can do it, a special grenade, or a held device ( refer to control chip ) . And here is an idea for the ammo counter, how about it uses a percentage gauge. ( * Mows down a large grouping of zombies * - - * Gauge lowers 76% → 37% * )
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Sat Sep 19, 2009 12:56 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
or hey, just add some funds with lua. that could be a good idea, but reloads are going to be expensive. the fire-rate of the mounted MG mod of the FABAR is going to be slightly lower, but the bullets are going to have a bigger burst, there will be 100 rounds to a mag (maybe 200, we'll see). a box of bullets would cost about 150 oz of gold, if a buy system were implemented. The turret itself would be ~320 oz, and come with 3 boxes of ammo. your reloads would be displayed as a counter next to the ammo counter on the outpost's HUD. Think novamind AA rockets.
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Sat Sep 19, 2009 1:21 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombies '09
we're examining possibilities for reloads and what they player will need in order to ensure that their guns keep firing. I mean, ammo supply is really the only thing limiting the number of zombies you can kill, that's why ammo supply is such an important part of stationary defense. I don't know what we're going to decide on, but i can assure you that reloading will cost the player something, otherwise there would be an enormous balance discrepancy between the AITF and the zombies.
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Sat Sep 19, 2009 1:39 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Zombies '09
What about making it have an infinite ammo, BUT it can overheat and thus need to cool down before it can shoot again? Some fps games use this in stationary MG emplacements, but I haven't seen any of this in CC.
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Sat Sep 19, 2009 2:23 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Zombies '09
ProjektTHOR wrote: Gtailc, I thought we had made such wonderful strides in your language development. You disappoint me. And with a sigh he strides off into the sunset, leaving the withered egos of the populace in the dust. I seem to have problems with crashes when the Engineer Vulcans explode; something about too many particles in the same spot. Anyone else got these? someone is going to point it out earlier in the thread and I will feel dumb
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Sat Sep 19, 2009 3:02 am |
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