Yes, It Is
#5195 posted by Lunaran on 2008/10/13 15:36:27
you don't just run up to stuff in quake and click it to death
#5196 posted by JneeraZ on 2008/10/13 16:49:20
No, you stand back a ways and click it to death.
#5197 posted by anonymous user on 2008/10/13 18:59:47
oooauu baby
#5198 posted by necros on 2008/10/13 19:57:17
No, you stand back a ways and click it to death.
hehe pretty much. :) i mean, sure you dodge shots and take cover in quake, but you do that in melee too, but aside from dodging shots, you're also juking back and forth to trigger melee attacks while avoiding the damage.
it's at least on par with quake in it's simplicity/complexity.
the big difference now is that item management is removed and placed in the player's hands.
i think what's maybe missing is more variety in the main attack-- the sword itself.
what i think i'll do is something like oblivion where the direction you move affects the type of swing you'll do.
back: normal damage + bleeding
forward: strong single attack (more damage if bleeding)
or there's the option of just making sword hits do different effects and you'd switch them like weapons in quake.
or something.
thanks for the feedback though, i appreciate it. :) very helpful while developing this on my own for so long.
#5199 posted by Lunaran on 2008/10/13 20:20:35
being at range means you have an order of magnitude
- more space in which to dodge projectiles and advancing monsters
- more targets to prioritize
- more attacks of your own to choose from
your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking. Occasionally I see a label appear like "regeneration," and the combat doesn't appear to change at all.
movement based attacks would definitely help although there'd have to be reasons to use each one depending on the situation you're in. More than one melee weapon with some differentiation between them would be nice too (ala the warrior class in Hexen).
Charged Attack?
#5200 posted by ijed on 2008/10/13 20:23:45
Holding down fire charges the sword, when released it does a single strike for more damage.
Thirdperson camera would be good as well to put the dodging back in - but the general reaction to thirdperson cameras in Quake is disgust.
Could work well with the teleport spell though.
Interesting
#5201 posted by Kinn on 2008/10/13 23:23:03
MMO-style combat mechanics generally need to be supported by a really good HUD/interface. Without the proper feedback as to what the heck's going on, it all tends to get a bit messy and confusing. Being in first-person might not be helping matters either, but what the hell, it sounds like an interesting experiment.
#5202 posted by necros on 2008/10/14 00:15:46
your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking.
if you're talking about the very beginning, i wade into the monsters because my original plan was to stick with the fiend pet. his melee attacks hit everyone in front of him, so i was going to make monsters swap between me and it but i ended up getting cut off from him and he drops like a rock. at that point, i knew i was in trouble, so i pop regeneration to mitigate some damage. now i'm fully trapped in a corner, surrounded by hknights so i teleport through them in order to get some space.
ijed: i tried it out with the built in fitzquake 3rd person cam. it's ok, but you loose some accuracy esp. w/regards to teleporting (at least for me). it's not something i'd want to enforce on the player.
kinn: yeah, not having the ability to display information is making me run up against a lot of walls.
cooldows are displayed in the ammo counters but that means i can only ever have 4 cooldowns (and the cells slot is used to display pet health %).
i might try to shift this over to doom3, but then that'd be even more work and d3 isn't as flexible as quake before you need to start compiling the sdk.
#5203 posted by T|M on 2008/10/16 23:11:14
saw this picture in #qdq anyone know when it will be finish?
http://trinca.quaddicted.com/temp/joequake112.jpg
Soon
#5204 posted by ijed on 2008/10/17 02:29:58
A month or two I think.
But Ask Trinca
#5205 posted by ijed on 2008/10/17 02:31:20
#5206 posted by Trinca on 2008/10/24 23:45:58
near christmas T|M i wish... layout is almost finish necros,negke and ijed are helping me a lot, i will not rush this map like others... i wanted to make this a blast, i will try hard at least...
http://trinca.quaddicted.com/temp/joequake106.jpg
http://trinca.quaddicted.com/temp/joequake107.jpg
http://trinca.quaddicted.com/temp/joequake108.jpg
http://trinca.quaddicted.com/temp/joequake109.jpg
http://trinca.quaddicted.com/temp/joequake110.jpg
still have many stuff to fix, but i�m not withy any hurry... the best are helping me out and i dont want to desapoint then!
#5207 posted by necros on 2008/10/25 02:30:23
this is a really great looking map, and i see you've put some good work into the lighting. shots 3 and 4 esp. look atmospheric.
great job so far :)
Love It
#5208 posted by DaZ on 2008/10/25 03:02:12
Yeah I am really looking forward to playing this one!
One thing I will say is that will the bright skybox in one of the pictures the level looks quite dark, maybe adjust the skylight parameters there? Otherwise...Kick arse.
Necros
#5209 posted by Trinca on 2008/10/25 06:56:38
thks to you concerting in lights!!! you gave me 90% help on this issue. i read the Aguire manual just have some dificult on the softangle :\
Daz skybox is not decide iet :\ i must get a proper on...
thks for the motivacion! i will not quit this one and i will not rush it.
That Looks Pretty Good
#5210 posted by nitin on 2008/10/25 08:00:29
not sure if you can break up the texturing a bit, that would be the only thing I can think of from those shots.
If It Was Me...
#5211 posted by metlslime on 2008/10/25 08:11:48
i'd try using more grassy ground in the exteriors (so it's green and brown instead of just brown.)
Green And Brown
#5212 posted by HeadThump on 2008/10/25 09:02:08
I did a remix of two of the original Quake ground textures recently, blending together green vines and leaves and a muddy background.
If it suits your needs, here it is, already palettized:
http://mortisville.quakedev.com/ground_rmx1.bmp
You Put A Bmp On The Internet
#5213 posted by DaZ on 2008/10/25 10:23:49
that is so 2008
#5214 posted by JneeraZ on 2008/10/25 12:04:13
Looks good, Trinca! I love the old temple and dirt style.
Metl
#5215 posted by megaman on 2008/10/25 12:33:56
nooo, the browniness of it all is what makes it stand out for me in the first place ^^
DaZ
#5216 posted by megaman on 2008/10/25 12:34:43
www.bmpr.com (beta)?
#5217 posted by Trinca on 2008/10/25 14:12:33
thks Willem, necros in lights and negke in brushwork are helping me a lot :) i hope the final work will please you all.
Trinca
#5218 posted by JPL on 2008/10/25 16:16:51
Now go finish this Maya map: I want to play it !!!!
Looking Good, Trinca!
#5219 posted by generic on 2008/10/25 17:04:30
I am really looking forward to this release. Just don't let Negke convince you that you need a Puzzles or Traps section :p
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