top 10 things that would make nexuiz complete.

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby torus » Sun Feb 04, 2007 5:26 pm

But... If the projectile movement was relative to the player, then what would happen if someone shot a rocket while flying off a jumppad like in greatwall. The rocket's speed would be added to the players speed, and you would get a VERY fast rocket. I still like the idea though.

This is what I think could help nexuiz. They probably arent feasible, but in case they are:

1. Reticle change based on weapon. for example, a shotgun would have a very simple retical, while the nex would have a sniper-esque one.

2. Some kind of superweapon. Like the redeemer in UT 2k4, there wouldnt need to be alot of them, and they could respawn slowly/ with very little ammo, but they would add a really cool element to gameplay.

3. Weapon sounds and animations. In my opinion, the weapons in Nexuiz look really cool, but the animations are a bit poor, except for the animations of the hagar and the mortar, which rock. for alot of the energy weapons some kind of "charging" animation would be awsome, especially for the nex which has a long recharge time between shots. I was thinking like the minigun "spin up" animiation in UT 2k4 and Doom 3.

Same goes for the sounds. The hagar, the mortar, and the nex all have really cool sounds, but the other weapons' sounds are a bit tinny and weak. When you use the hagar, it sounds and feels like you are blowing the opponent into oblivion, but the machine gun (which is one of the best weapons in the game) sounds really weak.

4.I think that nexuiz needs an aspect of its gameplay that is really unique, and sets it apart from all the other quake based fps. For example, the upcoming half life 2 release, episode 2, http://en.wikipedia.org/wiki/Portal_(computer_game) , is something that really sets half life apart from other fps, along with the gravity gun. And im without a doubt going to buy that game. Nexuiz doesnt have to be changed so drastically as to make it slow, but right now, in the words of my friend chris when I told him about nexuiz,
"just sounds like another first person shooter"


In some ways, the hook accomplishes this, but many people dispise the hook (although i think its great fun).

5. Accurate gravity. Right now, the source of gravity is always "down," but not in relation to the map- in relation to an arbitrary set of coordinates. For example, in facing worlds, a player can "fall off" the map. With accurate gravity, a player could walk on the underside of the map, because the source of gravity is the mass of the map. While this may not work with the current version of facing, if accurate newtonian gravity were accomplished (or even to have gravity coming from source points placed by the map maker), some really cool things could be done- like maps in a battle school type area (from the book ender's game). Of course, im sure implimenting this would be a herculean feat.

6. A standard model format, like said above.

7. Many of the things rufsketch1 pointed out about gameplay, although aside from character models I dont think that Nexuiz looks bad at all, especially with a skilled map maker.

I think that if ANY of these could be added, nexuiz would be improved immensely, and even be able to compete with commercial games. Nexuiz should be unique in some way- otherwise (aside from a great helpful community, cost, and overall funness of fps like these), there is not much that would attract new players- especially over games like F.E.A.R., which are also free. :) :lol:
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby rufsketch1 » Sun Feb 04, 2007 6:00 pm

5. Accurate gravity. Right now, the source of gravity is always "down," but not in relation to the map- in relation to an arbitrary set of coordinates. For example, in facing worlds, a player can "fall off" the map. With accurate gravity, a player could walk on the underside of the map, because the source of gravity is the mass of the map. While this may not work with the current version of facing, if accurate newtonian gravity were accomplished (or even to have gravity coming from source points placed by the map maker), some really cool things could be done- like maps in a battle school type area (from the book ender's game). Of course, im sure implimenting this would be a herculean feat.


that's a GREAT idea! should make for some EXTREMELY fun gameplay. it acutally shouldn't be that difficult to accomplish if you just have it attracted to a plane. for example a code that would check if an object is above a certain point, it should have a tendency to accelerate downwards. if it's below a certain point, upward, if to the left, then right, and if to the right, then left. this would of course leave a distance for the sake of not having theing get completely shaky when it hits that point. so if it's 2 units near the point in any direction, no change in motion until it gets past that space.



as for the rocket idea, yes, it would make for some extremely fast rockets, but thats how it would be in real life too. also, i think the rocket should have a definite push on the character when fired in midair. say i'm launched off a jump pad skywayrd, if i shoot a rocket upward, it should slow me down a bit, because the mass of the rocket pushes against my character, and i have no ground on which friction would help me counteract this force.



and i think the grappling hook is a pretty diverse idea. i think a cool weapon would be an electro orb type weapon that when you fired the orbs, and alternate fire would make them freeze in midair can you say great wall of doom? for an even cooler strategy. these orbs could be shot at by other people, and they wouldn't explode, they'd go and bounce off in the direction that the other person shot them, can you say backfire? :)
rufsketch1
Advanced member
 
Posts: 52
Joined: Sat Feb 03, 2007 6:02 pm

Postby Shoe » Sun Feb 04, 2007 6:38 pm

I think the gravity thing would be interesting, though a much simpler way to implement it would just be custom gravity zones. Like a definable brush that can override the standard gravity.

The idea of being able to walk upside-down due to a mass's center of gravity is a neat concept but it'd be hard to execute, since DP has trouble shifting the player view like that (I read this a long time ago, but it may still apply). Custom gravity zones, though, would be a good feature.
Shoe
Keyboard killer
 
Posts: 517
Joined: Wed Mar 08, 2006 2:18 am

Postby divVerent » Sun Feb 04, 2007 7:44 pm

rufsketch1 wrote:i personally dont like the fact that i can't shoot someone in midair while we're both faling without having to point downwards, it's just unrealistic.


That's a good point, but I'd ALSO not like that rockets don't end up where the crosshair points to while I walk.

Maybe an option would be newtonian physics + toggleable aiming correction. You'd then enable aiming correction most of the times, but if you shoot at someone who's moving the same way as you are, you'd disable it (actually, you might want to have multiple fire buttons for that then).

Another fun idea on that would be an aiming help for slow weapons - a second recticle would then appear where you WOULD have to shoot to hit the player given the current player's movement speed and the characteristics of the weapon you are holding. However, that would only work with client-side code.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby torus » Sun Feb 04, 2007 7:57 pm

Another fun idea on that would be an aiming help for slow weapons - a second recticle would then appear where you WOULD have to shoot to hit the player given the current player's movement speed and the characteristics of the weapon you are holding.


That would also make it waaay to easy to hit someone. Part of the challenge of the RL is to have to judge the person's trajectory in relationship to teh rocket. hmmm. Could be interesting though. 8)
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby cyan » Sun Feb 04, 2007 8:50 pm

I AGREE ON EVERYTHING.

glad im not alone, nexuiz really needs some changes to be " The game "

Don't get mad esteel, even though i know u will :lol:
irc://irc.quakenet.org/#careland

- cYan & Lunas IRC channel :P
cyan
Alien
 
Posts: 159
Joined: Tue Feb 28, 2006 9:57 pm
Location: Aabybro, Denmark

Postby rufsketch1 » Sun Feb 04, 2007 9:04 pm

nexuiz has a ton of unrealized ability. i think, if we were to get the water working, we'd have some pretty screens to tote. and not only would that attract more players to make the game more fun, but it would attract more attention from programmers :).

oh, and the grappling hook, seriously needs to not be fully bright, it looks awful. but plays amazingly :).
rufsketch1
Advanced member
 
Posts: 52
Joined: Sat Feb 03, 2007 6:02 pm

Postby rufsketch1 » Sun Feb 04, 2007 9:06 pm

oh btw, does the engine nexuiz is based on take advantage of nvidia true shadow technology? i notic that nexuiz fps are noticably lower in similar environments as doom 3. environments with the same number of lights.


and of course, nexuiz could certainly use some press...
rufsketch1
Advanced member
 
Posts: 52
Joined: Sat Feb 03, 2007 6:02 pm

Postby Ivan » Wed Feb 21, 2007 8:42 pm

A "puppy gun" would make Nexuiz complete. It is a gun that turns your insides into puppies and then the puppies eat their way out of you. After that they run around and infect people with AIDS because they are so huggable. :P
Ivan
Alien
 
Posts: 109
Joined: Mon Feb 19, 2007 7:23 am
Location: Ohio, US

Postby Psychcf » Wed Feb 21, 2007 8:46 pm

Ivan wrote:A "puppy gun" would make Nexuiz complete. It is a gun that turns your insides into puppies and then the puppies eat their way out of you. After that they run around and infect people with AIDS because they are so huggable. :P


YES!!! that's it, that's what this game needs. Once it has that, close the SVN, we're done here. :lol:
Psychcf
Forum addon
 
Posts: 1554
Joined: Sun Dec 03, 2006 11:38 pm
Location: NY, USA

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron