Mod gameplay features

Mod gameplay features

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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GrOuNd_ZeRo
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Mod gameplay features

Post by GrOuNd_ZeRo »

I am not much of a programmer my self but there are some things i'd like to see, it has no priority but it would be nice,

-Aircraft HUD display, nothing too extreme, but a basic HUD which states basic information such as the angle a plane is flying in, speed, weapon selected (see below) and maybe the heading, this would be a nice feature that would definitly add to the eyecandy, I am not asking full 3D cockpits or what not, and ofcourse, where ever I point the mouse the nose of the aircraft should point like gunships.

A basic HUD for ground units would be nice too, something more interesting than a circle to aim with.

-Improved targetting, currently missile can't lock on worth shit, units have problems firing their weapons alot of the times, esspecially with guided weaponry, i'd also like to have a weapon selection option for units in both RTS and FPS mode, I.E. I want a tank to only uses it's machinegun against infantry for example.

-Turn Based support, for in the future, personally I think that turn based games still have a future, when you feel like playing a relaxing turn based game rather than having to make snap decisions, Turn based gameplay is alot like Steel Panthers and MAX.

-Abillity to turn off FPS mode in the lobby, some players don't like it since it's distracting them from strategy, in the future, in Skirmish battles, you could set up these things too.

Also, i'd like to know how to make customized explosions, I have some ideas on how to make a Mushroom cloud for nukes and such for those mushroom nukers out there as SJ said ;) this is for OTA ofcourse.
Gunthahaha
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Post by Gunthahaha »

Gr0uNd_ZeRo wrote:-Abillity to turn off FPS mode in the lobby, some players don't like it since it's distracting them from strategy, in the future, in Skirmish battles, you could set up these things too
But the FPS mode can be usefull when a unit is blocked; without it, the only solution is to self destruct the unit :|
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Min3mat
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Post by Min3mat »

or press c!
yeah i'd love this a Dungeon Keeper styley (with WAY better graphics 8)) i.e. keep it is as it is now but 1 selects wpn 1 2 selects wpn2 etc and maybe 1+shift+2 selects wpns 1+2 8) This would rock
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zwzsg
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Post by zwzsg »

I don't understand the "abillity to turn off FPS mode in the lobby". So far it doesn't give any advantage to player in FPS, and even more, units perform better when left alone. Don't like? Don't use it! You don't have to ban it from the other, since it won't give them any edge.

I still think that 1 2 3 ... should be kept binded to group selection, so as to command other units while staying in FPS mode.
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Min3mat
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Post by Min3mat »

but atm u cannot control a unit from any other than FPS mode so it makes no sense to be able to control groups in FPS mode
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zwzsg
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Post by zwzsg »

That's because I wish that later they let me control other units without going out of cockpit, that'll open all kind of possibilities. Ever played battlezone?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

What about using the 1-2-3 buttons on your numpad?

otherwise pressing W will scroll through available weapons and there will be a "full guns" type option.

I do agree, a command function in FPS mode would be very nice.
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Min3mat
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Post by Min3mat »

it would if you could control the unit from a 3rd person angle :)
Rubenes
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Post by Rubenes »

You know the game Sunday Panzers? Make it like that, but do make some good AI for the other units and add commands to control your army. It would be great if there was a mode like that.
SJ
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Post by SJ »

Actually some sort of turn based mode is something i have thought about. It would work pretty much like the Combat mission games with a planning phase followed by a (30/60?) second action phase. Although as the code look now it would be kind of hard to do some of the nicer features like replaying the action phase several times/pbem etc. What is needed for that is a better save game feature which isnt really that hard to create just requiring work. Any takers ?

As for FPS mode stuff, someone else would have to do that since I dont really consider it a priority.
Rubenes
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Post by Rubenes »

I'll try, if you tell what has to be done.
I'm not good at C++, but maybe I can help.
SJ
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Post by SJ »

To begin with you would have to add more variables to the CUnit::LoadSave function. Then you would have to make something similar for projectiles which will probably be harder since there is no unified loadprojectile function.

After that, probably save down the pathfinding data and some such stuff which shouldnt be that hard.
Rubenes
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Post by Rubenes »

SJ wrote:To begin with you would have to add more variables to the CUnit::LoadSave function. Then you would have to make something similar for projectiles which will probably be harder since there is no unified loadprojectile function.

After that, probably save down the pathfinding data and some such stuff which shouldnt be that hard.
Okay... i'll try... But what has to be done with the pathfinding. Your instructions are not very clear. What am I supposed to make? The turnbased idea?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

If I only knew how to add some of these things my self... :(

I do not mean to pressure you in anyway SJ, just remember that ;)
SJ
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Post by SJ »

Okay... i'll try... But what has to be done with the pathfinding. Your instructions are not very clear. What am I supposed to make? The turnbased idea?
Hm that was for better save games that would be a good base to built turn based stuff on but could also be usefull for other things such as saving the game. :) You probably dont have to worry about the pathfinding stuff to begin with but what i mostly meant was to save down the path estimation data which is the same stuff that goes into the pe and pe2 files for the maps but are continuosly updated during the game when craters and buildings are created on the map.
Rubenes
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Post by Rubenes »

SJ wrote:
Okay... i'll try... But what has to be done with the pathfinding. Your instructions are not very clear. What am I supposed to make? The turnbased idea?
Hm that was for better save games that would be a good base to built turn based stuff on but could also be usefull for other things such as saving the game. :) You probably dont have to worry about the pathfinding stuff to begin with but what i mostly meant was to save down the path estimation data which is the same stuff that goes into the pe and pe2 files for the maps but are continuosly updated during the game when craters and buildings are created on the map.
Ah, so you mean add some extra variables per "square" of land so pathfinding can be improved and changed?

But I think I'll give a shot at making a 3rd person mode first.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Make 3P and 1P mode a toggle, much like how you change view? that'd be good!
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Zoombie
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Post by Zoombie »

SJ wrote:Actually some sort of turn based mode is something i have thought about. It would work pretty much like the Combat mission games with a planning phase followed by a (30/60?) second action phase.
You are a genius! Combat Mission was the greatest Turn based game i had ever played, asied from Age of Wonders: Shadow Magic. Also if this was in Spring it would give me unit's and tactic's that i actually know! The most i know of world war II is that we won :lol:
Rubenes
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Post by Rubenes »

GrOuNd_ZeRo wrote:Make 3P and 1P mode a toggle, much like how you change view? that'd be good!
Ok, but aiming with a mouse is not going to work in 3D. So I'll need to use the keyboard. And I've got the source code now, but how do I compile it?
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