This is what we call details my friend. And if I am to choose between graphical details of mechanic details. There is no doubt for the choice in my case.
Gameplay is always priority
If it can save ur life once in a while it's worth.
Keepin the action alive is what you want, the details will provide that
But the new generation of players are like bunches of girls,
looking for the appearance of something before its functionnality.
Shining graphic with tons of polygons and cool HD textures 4K resolutions is where the community is at now.
While the hit boxes and general game mechanic just still remains the same fucking thing since 2004
Shm...
Re: Venice Unleashed
Posted: 2016-01-05 20:09
by LiamNL
It's not like you had 3d rendered games with tripping features before, probably because nobody ever would want it. Yes gameplay is more important than looks but you don't have to add useless nonsense that only a couple of people would want and just irritate the other 500 that play the game.
Re: Venice Unleashed
Posted: 2016-01-05 20:55
by W.Darwin
You lack of consistency my friend. The words you choose to take are innaccurate. '' Useless nonsense '' is wrong. Since it is a real-life factor that can influence the outcome of a firefight and real life soldier need to considers, In terms of realism it has sense.
And since this game is about teamwork, Slowing down the lonewolves who just run and shoot is an other valuable point.
Therefore it also has a useful purpose.
It is neither Useless or nonsense.
Also, for your interest, There was a game with tripping feature before. It is called SWAT, a tactic oriented game in wich you could trip in staircases when u was running in them.
Re: Venice Unleashed
Posted: 2016-01-05 21:07
by LiamNL
So you are imagining that this system would constantly trip the people who are lonewolving? And how would the system think somebody is lonewolving? Being alone is not a good queu for that as there are many reasons to be alone for several minutes, like waiting for reinforcements.
Also PR (and Squad for that matter) is about balancing realism and gameplay, not about what would be the most realistic way to fuck you over every single turn by letting your artificial character trip over his own shoelaces, something that you can't even do anything about. Running and shooting was never a viable alternative to waiting and aiming in these games because you had almost no chance of hitting anything because of it, making them trip every 5 minutes isn't stopping them from running and shooting.
It is useless in the sense that it adds nothing to the overall game experience except for annoyance over something you can't even counter or prepare for. Trip often enough whilst rounding a corner and opening fire and you will be cursing at the screen like everybody else. What would you like next, manual breathing with one button being in and the other being out and dying if you forget to press the next button every second? Or maybe you'd like to extend the game to 24 hour matches where bowel movements are a thing you need to keep an eye on.
Re: Venice Unleashed
Posted: 2016-01-05 21:15
by W.Darwin
This is my last reply, i'll try to be clear. Because I slightly think you are trolling me.
Tripping doesnt rely on the individual, its a command randomly triggered when a soldier is RUNNING in DEBRIS.
The purpose behind is to make the team advance slowly and safely. Also, you can just avoid the rough terrain if you desire. My god! Man you are slow.. I feel stupid just by answering you
You sound like a child who cannot simulate reasonnable situation in his mind,
you probably think this idea implies to randomly fall in plain terrain, at any given moment.
Kof.
(I was just thinking, in this same theory. The soldier who trip could Spam the Space key to stand back up faster. It would create a stress factor to amplify the intensity of a firefight, to a point where a player could apprehend the scripts and navigate at a good speed thru hard terrain)
Re: Venice Unleashed
Posted: 2016-01-05 21:27
by LiamNL
That is part of your fault for not properly conveying the suggestion, which I still think is useless, PR can't have quick time events due to engine limitations and Squad wouldn't want any of that junk.
Also except for your concept of tripping due to rubble your posts have been pretty inconsistent yourself taking different subjects along with your suggestion to try and prove something about it that isn't relevant. Nobody brought up gameplay over graphics till you thought it up as a justification for making people trip in games.
Re: Venice Unleashed
Posted: 2016-01-05 22:28
by Spook
Darwin you would perfectly fit into Squads suggestion forum section. Jamming grenades, simulating adrenaline boosts, tripping over debris. Whats next? Simulating ability to roll a booger when camping a position for longer than 2 hours?
Re: Venice Unleashed
Posted: 2016-01-05 23:00
by W.Darwin
All these suggestions were very good Spook! We could have a neat trippy effect while chilling at a Campsite, over a firepit, smoking a blunt hehe (Or smoking hooka with some middle-east citizen)
We could even have grades related to game experience, allowing only 10 hours and + players to create and lead a squad.
Or 20 hours of infantry before applying for crewman or pilot.
Having a level up allowing the character to be more resilient to war condition like, 0.3 less suppresion effect, +3 seconds of sprint
Even the ability to unlock feature such as fastrope or parkour.
MAN, the sky is the limit
They have a game with an open engine in wich they can code anykind of scripts and mechanic!
Re: Venice Unleashed
Posted: 2016-01-05 23:33
by Spook
No, the money,the manpower and the hardware is the limit.
A game of these proportions with all kinds of details and extreme amount of varying features is not feasible if you are looking for making profit at any point.
The closest you will get to this kind of game is probably Star Citizen, even though its a completely different genre, but they kinda have that mindset. And even they will probably never actually reach nearly all the goals they set in the kickstarter campaign, even though they got a bigass dev team and alot of money and resources.
Re: Venice Unleashed
Posted: 2016-01-05 23:39
by W.Darwin
[R-CON]Spook wrote:is not feasible if you are looking for making profit at any point.
The number 1 motivator should be passion, not money....
Anyway I am aware of these factor, your point is factual.
All i'm saying is the FPS world have not changed for 10 years now..
We have the means to improve this dynamic and create more immersive firefight in 2016, you can't say otherwise.
(And its not with flashy particles and explosions animation that its going to get more intense)
Look at this video at about 3 minutes. You could have improved game motion where u can lean onto surfaces, adjust with, let's say, Ctrl+Scroll the level of crouch you want. Be able to blend with the surface better. Be able to throw a magazine to your partner, your gun even.
Re: Venice Unleashed
Posted: 2016-01-06 00:40
by Rhino
W.Darwin, you are more than welcome to use the open source Rhino Engine for free to create this project of yours with all these awesome features! Plus its super easy to code them in too with the engine being open source and all
................... Sorry I couldn't resit
In all serious thou while yes, some of your ideas might work, some might not, implementing them in such a way that they are actually streamlined and usable for the player is a pretty tough order, and that's forgetting the coding side of things which is seriously not straight forward at all. It is worth looking at the Unity engine thou if you do want to get your hands into something like this since that engine is very flexible and probably the easiest to code with and has had some amazing games made on it! https://unity3d.com/
Re: Venice Unleashed
Posted: 2016-01-06 00:53
by W.Darwin
Are you making fun of my ignorance !!
hehe,
It was pretty funny I do not take it as an offence don't worry
I'm quite impressed by your suggestion.
I thought Unity was an engine designed for flash games and such.
Although I am not sure what is this about.
Do you mean that coding animation and mechanic over unity engine could be transfered into Squad ?
Ugh.. I'm a bit confused.
Maybe did you meant to suggest me to start my own MMOFPS over unity engine. Hehe...
To hear Squad engine AKA UnrealEngine3 still give a hard time to the DEV's. hmm.
I thought the game motor was picked in order to gain a higher level of freedom in coding/prog.
Soldiers are trained to be versatile on the battlefield.
Having some of these capacity would be darn cool
(Hey Rhino, since you are here. How about we get engine failure and wheels failure like H.A for jeeps and cars? It would be pretty cool )
Re: Venice Unleashed
Posted: 2016-01-06 01:18
by Rhino
W.Darwin wrote:I thought Unity was an engine designed for flash games and such.
Although I am not sure what is this about.
Do you mean that coding animation and mechanic over unity engine could be transfered into Squad ?
Ugh.. I'm a bit confused.
Maybe did you meant to suggest me to start my own MMOFPS over unity engine. Hehe...
To hear Squad engine AKA UnrealEngine3 still give a hard time to the DEV's. hmm.
I thought the game motor was picked in order to gain a higher level of freedom in coding/prog.
God no, some of my favourite games of all time are made on the Unity Engine, Kerbal Space Program (KSP) being one of them and iirc it got indie game of the year even. I've also been playing another Unity game over the past couple of days, "The Long Dark", which is pretty awesome too. But there are lots of really good games made with Unity, City Skylines is probably the biggest title which isn't an indie game made with it.
And no, you can't transfer one to the other. The point of Unity is it is so much easier to work with than most other engines, Unreal is a pretty complex engine and even thou yes, developers have a lot of freedom with it, getting things to work as you want them to isn't at all straight forward and takes countless hrs of coding to get even some of the most basic features in. Hell Squad is still working on getting basic wheeled vehicles working right in the engine which from the sounds of it, sounds pretty basic but when you get into the deep code, is seriously complex especially when talking about all the networking physics involved across 100 or so players.
Unity is a much more basic engine which makes coding things for it a lot easier, which is why KSP has managed to make an entire solar system with complex physics, and rocket silence, that even NASA has gotten involved with a little. Trying to get that to work on the Unreal engine with the size of team they had an no initial funding and you would be still trying to get the rocket off the launch pad
As such, if you really want to get your hands dirty with trying out these ideas of yours, I would suggest trying out Unity or learning the UE4 engine if you want to get them into Squad yourself. If not, best to post in the Squads suggestion forums
Re: Venice Unleashed
Posted: 2016-01-06 01:33
by W.Darwin
[R-DEV]Rhino wrote:
----I've also been playing another Unity game over the past couple of days, "The Long Dark", which is pretty awesome too.
----get into the deep code, is seriously complex
---- NASA has gotten involved with a little.
----As such, if you really want to get your hands dirty with trying out these ideas of yours, I would suggest trying out Unity or learning the UE4 engine if you want to get them into Squad yourself. If not, best to post in the Squads suggestion forums
I saw this game when it came out! Looked pretty neat yeah!
I hope by ''complex'' you meant BeamNG style of things hehe
NASA ? O_o
Unfortunately im just throwing ideas out of the blue. The PC I use barely run's PR haha.
Squad is far ahead for this little piece of hardware i'm using.
In terms of game development I was still thinking about making some statics for that exotic map u made
Re: Venice Unleashed
Posted: 2016-01-06 01:45
by UTurista
But ya W.Darwin is right, making a good game is just a matter of scripts and mechanics, easy.
look just a small example of a working PR Game, where you trip when running over debries and not spamming space.
setNetCode(NetCode.Excelent);
//lol JK
setNetCode(NetCode.Crappy);
while(true){
Action action = player.getAction();
if(randomValue() == 5)
doCTD(player);
else
switch(action.type()){
case walking:
if(runningOnDebries(action) && playerNotSpamming(Key.Space))
doTrippPlayer(player, action);
else
doWalk(player, action);
break;
case shooting:
doShoot(player, action);
break;
case deployingFastRopes:
throw new HardcodedException("Fastropes are hardocoded, cann't be achived");
doDeployFastRopes(player, action);
case usingVehicle:
doUseVehicle(player, action);
increaseOddsOfCTD();
default:
doCTD(player);
}
updateGame();
drawGame();
}
trivial
Re: Venice Unleashed
Posted: 2016-01-06 01:47
by Zeno
W.Darwin wrote:
To hear Squad engine AKA UnrealEngine3 still give a hard time to the DEV's. hmm.
I thought the game motor was picked in order to gain a higher level of freedom in coding/prog.
Its Unreal Engine 4, and they have the highest level of freedom in that engine.
Re: Venice Unleashed
Posted: 2016-01-06 02:23
by W.Darwin
I knew it Zeno! They are all lazy !!
If you look for me, i'll be dolphin diving with the Saiga in the suggestion thread
Re: Venice Unleashed
Posted: 2016-01-06 03:50
by crazygamelover
I too know a little code myself...
Dim WDarwin As Single
WDarwin = Val(txtSpamTroll9000.Text)
If WDarwin > 9000 Then
MsgBox "Shut the hell up"
Else
lblRhinoReply.Caption = "Thank you for your suggestion"
End If