Flying Steel wrote:BTW, are you chatting and staying in sync with Psychcf so that you don't both end up effectively duplicating the same code independently?
Absolutely! As psychcf said I've forked his code and we're pushing changes back in forth to keep our development in sync.
Psychcf wrote:For the record, I was planning on making the mod more ET like, rather then TF. TF is fun, but I think the ET style of gameplay is more fitting. ET:QW does have deployables, so it would be pretty cool to see that (we'd need to animate them somehow though). ET gives the covert ops a sniper rifle, so it's sort of like a combination of the sniper and spy classes in TF.
Interesting, I haven't actually played ET:QW before but I'll have to check it out.
Flying Steel wrote:Sounds good. What would be really useful next is to add code for class-specific physics settings, to affect the movement of different classes. Acceleration rates, friction (deceleration rates), air friction, top speed governor, jump power, gravity influence, etc., basically anything that affects player mobility.
Good idea, I'll start looking into this. It'll good to be able to customize each class independently even if we don't know how we want those classes to work.
Flying Steel wrote:Then, allowing assigment of the Mutator mode Grapple Hook and Mutator mode Jetpack to specific classes would be next on the todo list.
Finally comes what will probably be the hardest part, creating totally new features (like deployables, such as deployable turrets) which in turn can be assigned to character classes.
Giving the grappling hook and the jetpack to different classes should be too hard, although I think the two are mutually exclusive in regular nexuiz. I'll have to look into it.
As tundramagi mentioned, a lot of the turret basics are already done for us. However deploying and upgrading turrets will take some work. As will adding different deployables like resupply stations and what not.
Keep the ideas rolling
