firstoff, dont use any of this for single player imo. the BF2 bot a.i. is very low quality, its one of the worst ai of it's time. they just move to destinations and shoot things. they arnt effective. focus primarily on player versus Player and you'll have a winning combonation that is consistant. then after the first build, you can tweak performance in small quantities.Wilkinson wrote:This is the Un-Offical Design Plan.
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Just a Mock up. I will put plenty more detail once we are approved for starting the minimod.
No. You can't change the skin. I don't think we will have Pick up kits for zombies in Any way. They will not be able to pick up Human kits as well.
Night maps are going to be really fun in Mulitiplayer.
Although Bots can't climb Ladders, it still calls for great SP action with no NVGs but some Lights here and there.
Also, the jumping off of rooftop will need to be experimented. we need to know how much HP is lost when you jump off a Bldg. I'm sure that can be changed in Python though.
you talked about ladders. is it possible to make some ladders invisible? is it possible to make ladders faction specific? also im really stoked about this idea mate...the most enjoyable prospect is the nooby zombie side of me that secretly wants to mock people and pull their hair when they arnt looking.
and the last thing is, im kinda bummed you cant do it via kits.(you better find out for sure, all the same...) it means that all zombies will have the same physical attributes. all of them wont be unique snowflakes, it will just be a moshpit of nutjobs trying to dry hump LAVs from a distance. so obviously it will need to be experimented with. maybe one of the python related DEVs knows more than we know i dont know... (just cus i said LAVs doesnt mean im focused on the army btw. i am thinking civilians too, but im thinking skins are going to be the easiest thing to change.)
the exterior image of the zombies doesnt matter yet. thats just a flashy shell and doesnt need to be focused on until close to the end. whats important is gameplay balance. its far more intricate than a player model. keep it simple at first but introduce your differentr weapon slots, and limit them. its important that the weapons are limited. if the team doesnt have handicaps there will be no balance. it will be a COD4 type balance and not a PR type balance. limitations are the key. you limit a soldier's movement and he'll find cover faster and earlier. you limit a solders ammo and he will fire his rifle sparingly. in this case we can do both and to even that balance you give the humans strong rifles to take a zombie out instantly.
cant view your document btw





