Full single player system

Developer discussion of experimental fixes, changes, and improvements.

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Postby Sepelio » Mon Jul 27, 2009 3:23 am

Another suggestion.

If we implement difficulty levels, whether or not your health and ammo is carried across is determined by that.
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Postby MC SE7EN » Mon Jul 27, 2009 3:29 am

Sepelio wrote:Another suggestion.

If we implement difficulty levels, whether or not your health and ammo is carried across is determined by that.


i think this could work pretty well with the idea i just posted too..on harder levels, your health only resets if you return to base, but on easier levels, you get back some (or maybe all) of your health between levels..
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Postby MC SE7EN » Mon Jul 27, 2009 3:37 am

oh, and for the record, 'returning to base' wouldnt be optional..either it would happen or it wouldnt as the story dictates. if youre in an enemy base, for example, you couldnt just pop by your base and get some more health and ammo before heading back to the enemy base for the next level..thats unrealistic and makes no sense

on easier difficulties, health and ammo could be regained, at least a little bit, between levels, and on harder difficulties it would only be restored between major shifts in the campaign (or if you somehow end up in a place where it makes sense, like an infirmary)..

some levels it may even be good to start with only a little health and make the player regain it before going into battle (like if you were knocked out and dragged off/captured and left in a prison or something, then when you wake up, you have only a little health and have to find medpacks/health pickups before you run off and get yourself killed)..
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Postby MirceaKitsune » Mon Jul 27, 2009 12:08 pm

Keeping your inventory could be an optional choice as well, though I don't think it would make sense to start with new inventory each time you pass through a door. Some maps may even have a free roam area where the player must go back and forth without loosing everything they collected. Maybe the map changing trigger could have a spawnflag for that (would actually be useful if at some point the player enters a map where they are disarmed, eg: captured by enemies and the next map they start in a prison cell where they are empty handed).

Difficulty levels would be great, but imo the main thing they should affect is the strength of monsters vs. the player (or how easily the player takes damage overall). Keeping your weapons or not should always be a choice of the map I think, since it depends on where you travel to and if it makes sense to be re-equipped on your way there or not.
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Postby Flying Steel » Mon Jul 27, 2009 2:30 pm

MirceaKitsune wrote:Keeping your inventory could be an optional choice as well, though I don't think it would make sense to start with new inventory each time you pass through a door. Some maps may even have a free roam area where the player must go back and forth without loosing everything they collected. Maybe the map changing trigger could have a spawnflag for that (would actually be useful if at some point the player enters a map where they are disarmed, eg: captured by enemies and the next map they start in a prison cell where they are empty handed).


Perhaps the simplest and most fitting way of handling this is to just have ammo and armor available enough that what you take with you isn't an issue for the player anyway. On top of that, maybe put a lower ceiling on the amount of each kind of ammo you can pick up.

Like have respawning armor and ammo sites between enemy hotspots. Having ammo slowly regenerate would also be a good idea I think, especially for levels where you are fighting as a character class with a fixed weapon.

Difficulty levels would be great, but imo the main thing they should affect is the strength of monsters vs. the player (or how easily the player takes damage overall).


I know quite a few games have done it this way, but it still seems like kind of a hack. A much cleaner way of doing is to increase the amount of enemies with difficulty, imo.

Or we could not have difficulty levels, and then different campaigns get different difficulty ratings.
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Postby MirceaKitsune » Mon Jul 27, 2009 3:06 pm

Flying Steel wrote:Perhaps the simplest and most fitting way of handling this is to just have ammo and armor available enough that what you take with you isn't an issue for the player anyway. On top of that, maybe put a lower ceiling on the amount of each kind of ammo you can pick up.

Like have respawning armor and ammo sites between enemy hotspots. Having ammo slowly regenerate would also be a good idea I think, especially for levels where you are fighting as a character class with a fixed weapon.


Yes. General pickups may not respawn, but the mapper can place exceptions especially around "map doors". I think respawning items are necessary in any singleplayer map, but only placed in some areas.

Any item respawns by default though. The mapper must manually set "respawntime -1" on an item in order to have it not respawn again (currently not working, will post it on the tracker).

Flying Steel wrote:I know quite a few games have done it this way, but it still seems like kind of a hack. A much cleaner way of doing is to increase the amount of enemies with difficulty, imo.

Or we could not have difficulty levels, and then different campaigns get different difficulty ratings.


In Unreal classic, each monster is assigned to a difficulty level. I find that system useful... in our case each monster entity could be specified a difficulty level at which it may work.
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Postby TVR [Public Terminal] » Tue Jul 28, 2009 6:36 pm

MC SE7EN wrote:i think we need a whole separate board to discuss this whole project..


Use the Zymotic project board, as it is the Alientrap single-player shooter that could possibly share the media of a Nexuiz plot-based campaign.
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Postby ai » Tue Jul 28, 2009 7:26 pm

TVR [Public Terminal] wrote:Use the Zymotic project board, as it is the Alientrap single-player shooter that could possibly share the media of a Nexuiz plot-based campaign.

No, that's not good. Zymotic forums are for Zymotic, no matter how few posts there are. This is Nexuiz single player.
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Postby Mizu Kitsune » Tue Jul 28, 2009 11:43 pm

TVR [Public Terminal] wrote:
MC SE7EN wrote:i think we need a whole separate board to discuss this whole project..


Use the Zymotic project board, as it is the Alientrap single-player shooter that could possibly share the media of a Nexuiz plot-based campaign.

i agree. making nexuiz sp would make to many conflicts with zymotic.
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Postby MC SE7EN » Tue Jul 28, 2009 11:44 pm

Mizu Kitsune wrote:
TVR [Public Terminal] wrote:
MC SE7EN wrote:i think we need a whole separate board to discuss this whole project..


Use the Zymotic project board, as it is the Alientrap single-player shooter that could possibly share the media of a Nexuiz plot-based campaign.

i agree. making nexuiz sp would make to many conflicts with zymotic.


has anyone even heard anything about zymotic development recently? is that ever gonna be done?
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