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Code features and support


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 04:20 
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Revenant  i am a xaser
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Joined: 10 Jun 2010, 05:51
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EXP System? Seems a little overboard for what we're trying to do here. What on Earth would we use it for?


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 06:54 
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Cyberdemon  Approved Adder
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Agreed. An EXP system doesn't work well for a project like this, let alone for a one-map project. However, scoring system might be better, that if you even want to bother with such thing in the first place.


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 14:41 
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Hades Elemental  Hades Elemental
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Joined: 19 Dec 2010, 18:53
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I disagree with an EXP system, this is just one map! Even if a rather big one. EXP systems belong into mods, not things like this...

I wouldn't mind seeing wolf3d-style scoring though. :)


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 14:58 
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Arachnotron  Not an Arachnotron
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Quote:
...have you ever seen people who earn EXP points in your real life? I doubt that :-P
wut?


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 15:23 
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Icon of Sin  Icon of Sin
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I'm just worried that some sort of keypad system will slow down the game a lot. Do we really want to enter a pin code, or play a keycard animation at every single locked door? Could get quite tiresome.

Also, an EXP system while impressive, really has no part in a single Doom map to be honest.

Maybe we could add in an ironic achievement system or something as a little laugh instead, or go with the collectable idea I suggested earlier. Find all 50 hidden doomguy dolls to unlock a giant purple dildo at the map credits. :V


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 17:50 
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Imp  Imp
Joined: 01 Mar 2012, 17:51
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The EXP system is more being retro fitted into a scoring system. I just have level up stuff in there that I'm probably going to comment out. The idea is to have some easy stuff to integrate to get certain things like scoring out of the way now so we don't need to worry about it later. Basically the EXP system is set up to give EXP equal to monster health * 10 . I think it'd make for a good scoring system, and I can EASILY gut the level up and stat bar displays out of the module no problem.

As far as the concerns with the keypad, I am right there with you about it slowing down the game. The way the UI will be set up, it wont have to be some BS with a bunch of switches or anything, it will be a fully working UI with mouse support etc. So if the concern is being able to use/navigate the menus that's not really an issue. My concern is, how the hell are you supposed to help the player figure out the door code?

Secondly, to my knowledge, it seems the keypad idea would ONLY be used at specific locations and spots. Not throughout the entire level.

Also, keep in mind, everything I've shown you guys I've already pre-written and is fully debugged. I just am adapting some old work of mine to cover this. So as far as actual implementation is concerned, there is no need to worry about me wasting my time or something :P


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 18:06 
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Icon of Sin  Icon of Sin
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Quote:
My concern is, how the hell are you supposed to help the player figure out the door code?


Well, you go into a decrepid bathroom. There's bloodstain on the wall. You look in the mirror, and the reflected blood stains spell out the code. :P Pretty much what happens in every gritty thriller TV series and horror movie in existence. :XD:

Maybe you could randomise the code so that players cannot simply memorise it too. :-P


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 Post subject: Re: Code features and support
PostPosted: 22 Apr 2012, 18:16 
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Imp  Imp
Joined: 01 Mar 2012, 17:51
Posts: 40
CaptainToenail wrote:
Maybe you could randomise the code so that players cannot simply memorise it too. :-P


This would be very easy to accomplish.

I have some more technical details on the keypad by the way. It'd be like setting any other type of door lock, except you'd call an acs_executealways on use on a line. The script is going to take 2 parameters, one for the door code and the other for the sector tag to raise if input is successful.

As far as randomizing it, I think following that format you could use line ID's and just set them at level load. Considering this is just going to be one level, this shouldn't be an issue. Sadly, I don't think I could combine the random door code into the line without it becoming a real headache beyond that.

Don't forget, keypads aren't the only thing that can be made here. I can build pretty much any kind of menu-based features that anyone would like very very easily. :)


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 Post subject: Re: Code features and support
PostPosted: 23 Apr 2012, 04:56 
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Revenant  i am a xaser
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Hmm, I suppose retrofitting EXP as Score is fine. So long as the system's already there, why not use it?

I'm hoping there won't be any conflicts between the Blackfire stuff and my weapon scripts, but if so, it's an easy fix on my end. Scripts are all named -- it's just the global vars I'm worried about.


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 Post subject: Re: Code features and support
PostPosted: 23 Apr 2012, 07:53 
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Imp  Imp
Joined: 01 Mar 2012, 17:51
Posts: 40
Xaser wrote:
I'm hoping there won't be any conflicts between the Blackfire stuff and my weapon scripts, but if so, it's an easy fix on my end. Scripts are all named -- it's just the global vars I'm worried about.


I use defines for all my script numbers and I only use 1 global array (I think). I don't believe script conflicts are going to be a big deal.

EDIT: and upon re-reading your post, I realized you're using named scripts. I still used numbered scripts to maintain Skulltag compatibilty, so I'm almost positive there shouldnt be an issue.

Also, I need to double check as to what global variables I am using, but I know it's going from 63 counting down.


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