Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Ideas  (Read 11339 times)

Darkon

  • Escaped Lunatic
    • View Profile
Ideas
« on: July 22, 2002, 05:58:00 am »

Not sure if these have come up, but I would think these would be nice:

Enchanced wounds/clothings display:
(this one originates from a game called URW(UnReal World), which is somewhat similar to Armok)
-a combination of text and a model of yourself that you could rotate around
-the model would work in different modes: wounds,normal appearance and protections
-wounds mode just shows the wounds graphically and perhaps whatever that is oozing/sticking out, etc
-normal mode just shows what you look like right that moment(with clothes and equipment that is)
-protection mode probably needs submodes for different damage and it shows the damage resistance of different areas for different damage types(affected by clothing and whatever inherit protection from skin, etc)


Enchanced main view:
I think it needs some more freedom in viewing around. For example looking straight up is now impossible. And I don't think it lets you put the view point too down either..imagine the viewpoint behind a human at ground level looking up to a titan, which is determined to see what kind of stain the unfortunate player leaves on the grass when stomped on.

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Ideas
« Reply #1 on: July 22, 2002, 11:18:00 am »

All right, I've written those things down.  I think I remember the wound display from UnReal World, although I haven't taken any pictures of myself in the forest dressed in furs for Armok yet, so I'm not quite as cool...  someday...  a long time ago, before the wound display, UnReal World had a little text readout that said nothing more than "many little damages" when your character was injured.  That was rad.

I'm not sure about the protection display...  maybe if you have some kind of "god mode" on.  Otherwise your probably wouldn't be able to tell exactly what your defenses are to every type of attack.

I think you can look straight down now, but only down on the top of your head.  My current idea was to enhance the first person view mode -- that is, when you hold the right mouse button down and move the mouse up until you're in your head, you are in first person mode.  Then the interface would change and you'd be able to look in any direction you like.  There would also have to be some targeting changes (right now it is hard to select targets in first person mode).

Logged
The Toad, a Natural Resource:  Preserve yours today!

Captain_Action

  • Bay Watcher
    • View Profile
Re: Ideas
« Reply #2 on: July 22, 2002, 08:23:00 pm »

Some User Interface suggestions...

Have walking/runing/crawling chosen by the distance of the mouse pointer from the feet of the palyer's model. So when I click far from my character s/he will sprint, or if I click next to the character they will slowly walk. That would much nicer than hitting "m" fiddle with the slider and then having to do this again after running from those face horrors.

Also, if I right click on empty space I would like it if my character got back on his feet.

Why do most wounds make my characters fall down? This also occurs after the wound "heals" to a scar.

Finally, I found some exploits for you to fix.   :D

Since the fleshballs never die you can wack'em once, leave, come back later, and wack'em again.

Combine the above with this for even more sick skill/stat gains. If you use the weakest setting for the striker(s)'s force. You can hit fleshballs without KO'ing them! You can build skills and stats quite quickly!

Great release though.

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Ideas
« Reply #3 on: July 22, 2002, 08:52:00 pm »

Boxers train with punching bags, which look curiously like flesh balls :)  You're right about the skill increases though -- a conscious flesh ball attempts to defend (and sometimes succeeds?!?!?), so you'll get skill points.  This is bad.

If muscle heals back to a scar, that won't help -- if the wound was serious enough, there will still be a missing chunk of flesh, and you'll never walk again.  The larger problem seems to be nerve damage.  It happens way to often and the nerves have too much effect.  Once that is toned down things should be more workable.

The only thing I don't like about your movespeed suggestion is that your speed wouldn't be predictable, so you might die unwittingly in certain situations -- maybe if it says under your mouse or somewhere else how fast you'll go before you click it would be fine.  Thoughts on the Captain's suggestion?  Would people like it in general?

Logged
The Toad, a Natural Resource:  Preserve yours today!

SkeleTony

  • Bay Watcher
    • View Profile
    • http://http://home.earthlink.net/~skeptic69/index.html
Re: Ideas
« Reply #4 on: July 23, 2002, 03:15:00 am »

Can fleshballs grow hair?If so this could get you in some trouble with parents and such.

I think fleshballs should get some kind of Hulk-like "rage mutiplier"...like if you keep jabbing them and running they will grow HUGE(and fast!) or maybe they will symbiotically attach themselves to one another to form a giant flesh golem and stomp your ass!!
As for the "click here to run at such-and-such speed", I dunno...I get a piercing eye-ache everytime I think back to certain games where imprecise clicking cost me a lot of time and effort.Maybe you could set it up so that the player could hit the 'M' key to start the character moving in the direction he is facing at a walk pace, then by hitting 'M' repreatedly you can increase to jog(hit 'M' once while walking), then run(hit 'M' again while jogging), until finally the PC is sprinting.Hitting 'M' while sprinting reduces speed to run, then jog etc. in reverse order.This seems realistic(of course I may be overlooking something but I am not one to think things through before spouting off my ideas and opinions.I should have been a pro athlete!)enough.

Now let me state right here and now that I am firmly AGAINST males having nipples in STA:GoB.I think that Armok is probably a pretty sharp fellow as gods go and there is no reason he should make such a stupid flub as putting non-functional breast feeders on a gender who are incapable of lactitation.

Logged
quot;I am in a very peculiar business...I travel all over the world telling people what they should already know"-James Randi

Captain_Action

  • Bay Watcher
    • View Profile
Re: Ideas
« Reply #5 on: July 23, 2002, 01:00:00 pm »

I would go for a set of buttons that altered movements rates. Hmmmmm. How about a screen where we can setup our own binds ala quake 3?
Logged

Kurtulmak

  • Bay Watcher
    • View Profile
    • http://www.bay12games.com
Re: Ideas
« Reply #6 on: July 23, 2002, 04:39:00 pm »

Without nipples there would be no nipple stew.  That is unacceptable.
Logged
"The evil gnome-god Urdlen makes his home in a layer of solid rock criss-crossed with the infinite tunnels that he has carved in his hatred."

ThreeToe

  • The Natural
    • View Profile
    • http://www.bay12games.com
Re: Ideas
« Reply #7 on: July 23, 2002, 04:48:00 pm »

Something needs to be added to alter speed- I had forgoten you could- The current system being so complicated.  I like the Captain's plan with the added feature of being able to turn it off and go one speed no matter where you click.  Clicking 'M' to change speed should be added too- but we should watch how many quick-keys we add or we'll be like Nethack using 'Q' to 'D'rink.
Logged
Show your true champion nature:  support Bay 12 games!

Harlander

  • Bay Watcher
    • View Profile
Re: Ideas
« Reply #8 on: July 23, 2002, 08:26:00 pm »

Actually it's Q to 'Q'uaff, but it is true that Nethack has far too many keyboard shortcuts... I mean, seperate keys to equip armour and rings?
Logged