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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Sepelio wrote:Another suggestion.
If we implement difficulty levels, whether or not your health and ammo is carried across is determined by that.
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).
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).
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.
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.
MC SE7EN wrote:i think we need a whole separate board to discuss this whole project..
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.
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.
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.
Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.
Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.
Flying Steel wrote:Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.
Wait, why is Zymotic using MD3 models for characters while Nexuiz uses SMD models for characters?
Lee_Stricklin wrote:Flying Steel wrote:Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.
Wait, why is Zymotic using MD3 models for characters while Nexuiz uses SMD models for characters?
Why are you asking this question?
It's Zymotic NOT Nexuiz.
Zymotic is newer so I guess it uses slightly more advanced stuff that couldn't be put into Nexuiz.
Mizu Kitsune wrote:zymotic use md3, dpm, and zym just like nexuiz, but more complex; ie 3 seperate zyms/dpms/md3 for the segments, and more animations with more complex animations.
tZork wrote:/me pokes hes head in and likes the topic. I always enjoyed a game with a good SP mode, in addition to on-line play. I may be able to help a bit making this happen. /me returns to vacation mode.
Mizu Kitsune wrote:ok. everyone wants their sp concept to be used, so following the 2.5.2 release we should have a contest. it will last until the 2.5.3 release. submissions require a storyline, 2 campaign map minimum and at least 1 extra content, THAT ISNT IN SVN, IT HAS TO BE THEIR OWN, as well as the submitters source code for the mod, svn code may be used as long as they do the above. the winner will have their storyline as nexuiz's storyline and be put in the credits.
Flying Steel wrote:And that's assuming there are multiple ideas that people pursue. If we get to that point (so far only a few people have posted ideas, most not yet followed up on) then the best scenario is for the content creators who will be 'making it happen' to come to a consensus on what all they want in a campaign and then work together to create a single official Nexuiz campaign.
Maybe our eyes would be happy to see your talent!Mizu Kitsune wrote:i draw almost daily, but mine are all anime drawings and technical sketches, but only for my eyes.
Flying Steel wrote:Also note that because we are aiming for Official Nexuiz inclusion [...]
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