Posted: Tue Jan 13, 2004 11:27 am
Well, here are some closer plans on the tweaking.
-- WEAPONS, AND OTHER INVENTORY MISC STUFF --
Since Quake does not really have Drakan like inventory, I'll first start off from the good-old-quake like systems and see what can I do with it; and later, to replace it.
So far, the idea is this:
Weapons will be broken down to numbers as in any FPS.
Number: Weapon
1: Short sword / Long sword / Twohanded
2: Mythrilsword/ Magic sword / Magic twohanded
3: Fire sword / Flaming sword / --
4: Ice sword / Sword of Ice / --
5: Axe of Fire / Icy Axe / Lightning Axe
6: Lifebringer / Soultaker / Mace of crypt
7: Bow w arrows/ Bow w poison arrows
8: Bow w firearrows/ Bow w explosive arrows
9: Ground pounder / Dragonstrife
As you might have noticed, these are pre-definied weapons. I will have to think of a way to make this modified Quake2 engine load the weapon abilities of a certain file and not use pre-loaded ones; hope I can do it. :/
Bonuses will be the usual quake bonuses: extra damage, invulnerability, health up, invisibility. (I wonder if I can get speed boost into the game. :/)
Misc items are not really working atm; but who knows, I might get it sorted (just started editing, heh )
-- MULTIPLAYER STUFF --
First of all: QUAKE2 SUPPORTS NPCS IN MULTIPLAYER. So there can be matches where players gotta slay beasts, in co-op or for score. I can even make types where you can see your allies HP and their benchmarked distance from you (hope it'll work :/)
I am not sure if I can get QoD programmed into the Quake2 engine, but I'll rather check how to get Dragons working first. lol
CTF is also supported by Quake2.
-- SINGLEPLAYER --
Well, bad and good news here too. If everything works as planned, we could finally make maps where you plays as a dragon himself/herself. Bad news is for a human+dragon map I have to develop a dragon AI, which seems tough atm but I'll see what can I do.
Another not very good piece of news is that the lack of inventory and the user definied objects would be a huge problem for Singeplayer maps in this type of game, so I am not sure what to say here. I think we could tweak it really well (Quake2 can also be tweaked) but it will need a really deep insight. I will be working on it...
Basically, if I could get the inventory and player-edited objecting done, we could have a true copy of Drakan singleplayer. I will try to get to the bottom of it, but this two seems to be the biggest problem so far.
Well, here is it, broken down to pieces. It's a very complex project, and doubtlessly it will take loads of time and patience. (And I have doomsday going too :S eeek. Hopefully I can get that done as soon as I want...)
EDIT:
Tweaking news for today:
+added FPS counter into the game
+added 3rd view perspective
+added 32bit graphics support
+added melee attack/object type
+added jetpack support (tweaked way: fuel is unlimited - we want dragons and they dont run outta fuel )
+added zoom feature (don't know how will it work with 3rd view though).
More changes are in plan; I gotta see how this thing works though once I get close to a C++ compiler :/
-- WEAPONS, AND OTHER INVENTORY MISC STUFF --
Since Quake does not really have Drakan like inventory, I'll first start off from the good-old-quake like systems and see what can I do with it; and later, to replace it.
So far, the idea is this:
Weapons will be broken down to numbers as in any FPS.
Number: Weapon
1: Short sword / Long sword / Twohanded
2: Mythrilsword/ Magic sword / Magic twohanded
3: Fire sword / Flaming sword / --
4: Ice sword / Sword of Ice / --
5: Axe of Fire / Icy Axe / Lightning Axe
6: Lifebringer / Soultaker / Mace of crypt
7: Bow w arrows/ Bow w poison arrows
8: Bow w firearrows/ Bow w explosive arrows
9: Ground pounder / Dragonstrife
As you might have noticed, these are pre-definied weapons. I will have to think of a way to make this modified Quake2 engine load the weapon abilities of a certain file and not use pre-loaded ones; hope I can do it. :/
Bonuses will be the usual quake bonuses: extra damage, invulnerability, health up, invisibility. (I wonder if I can get speed boost into the game. :/)
Misc items are not really working atm; but who knows, I might get it sorted (just started editing, heh )
-- MULTIPLAYER STUFF --
First of all: QUAKE2 SUPPORTS NPCS IN MULTIPLAYER. So there can be matches where players gotta slay beasts, in co-op or for score. I can even make types where you can see your allies HP and their benchmarked distance from you (hope it'll work :/)
I am not sure if I can get QoD programmed into the Quake2 engine, but I'll rather check how to get Dragons working first. lol
CTF is also supported by Quake2.
-- SINGLEPLAYER --
Well, bad and good news here too. If everything works as planned, we could finally make maps where you plays as a dragon himself/herself. Bad news is for a human+dragon map I have to develop a dragon AI, which seems tough atm but I'll see what can I do.
Another not very good piece of news is that the lack of inventory and the user definied objects would be a huge problem for Singeplayer maps in this type of game, so I am not sure what to say here. I think we could tweak it really well (Quake2 can also be tweaked) but it will need a really deep insight. I will be working on it...
Basically, if I could get the inventory and player-edited objecting done, we could have a true copy of Drakan singleplayer. I will try to get to the bottom of it, but this two seems to be the biggest problem so far.
Well, here is it, broken down to pieces. It's a very complex project, and doubtlessly it will take loads of time and patience. (And I have doomsday going too :S eeek. Hopefully I can get that done as soon as I want...)
EDIT:
Tweaking news for today:
+added FPS counter into the game
+added 3rd view perspective
+added 32bit graphics support
+added melee attack/object type
+added jetpack support (tweaked way: fuel is unlimited - we want dragons and they dont run outta fuel )
+added zoom feature (don't know how will it work with 3rd view though).
More changes are in plan; I gotta see how this thing works though once I get close to a C++ compiler :/