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Author Topic: Barricade: what comes after Warden  (Read 7769 times)

werty892

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Re: Barricade: what comes after Warden
« Reply #15 on: November 06, 2014, 03:19:19 pm »

Oh hey, its you! Warden was confusing as fuck for me since my computer was a potato, so hopefully this runs better. I'd be interested in testing, so sign me up.

Fniff

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Re: Barricade: what comes after Warden
« Reply #16 on: November 06, 2014, 03:38:03 pm »

What time would it be?

GentlemanRaptor

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Re: Barricade: what comes after Warden
« Reply #17 on: November 06, 2014, 04:00:40 pm »

Oh count me in. We'd use the Teamspeak, right?
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Araph

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Re: Barricade: what comes after Warden
« Reply #18 on: November 06, 2014, 04:04:05 pm »

Oh hey, its you! Warden was confusing as fuck for me since my computer was a potato, so hopefully this runs better.

Even with dynamic shadows, it should! IIRC, Warden was usually somewhere around 300-400 draw calls per frame, whereas Barricade currently pulls 100-200 at most. CPU-wise, it's way, way lighter just by dint of not being loaded down with a bunch of poorly-written outdated crap code.

What time would it be?

Probably around 5:00 PM PST, 8:00 PM EST, if that works for enough people.

We'd use the Teamspeak, right?

Yep, same as last time!

I could probably make it this saturday.
I'd be interested in testing, so sign me up.
Oh count me in.

Aw yis
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GentlemanRaptor

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Re: Barricade: what comes after Warden
« Reply #19 on: November 06, 2014, 08:52:37 pm »

I probably won't be available at 8:00, but with luck I might make it on a bit later.
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Amusingly, he's a Marksdwarf, which gives me the mental image of him conducting medical malpractice an appendectomy from fifty paces with a crossbow.
On bay12, a poll option of basically 'nuke the world' named 'Apocalypse Hitler' is like asking an alcoholic if they want some whiskey.

Araph

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Re: Barricade: what comes after Warden
« Reply #20 on: November 07, 2014, 03:18:46 am »

So, I played a couple rounds of Barricade with a friend tonight. Two hours of bugfixing to iron out all the major issues before starting and it worked, technically. It had some good moments (the audio is way better in this than in Warden so far), particularly involving breaking down doors, but there were some holes. Some really big holes. You might describe them as 'gaping' and you would be correct.

I read up on Valve's Source Engine networking thingy, and I'm going to be transitioning all the movement and physics over to a system based more strongly off of that over the next couple days. That's one of the two big issues that I noticed with the game so far, but the other is a little more gameplay-related.

The game is supposed to revolve around building the best defenses you can with meager supplies to survive against a monster attacking the building you're in for a set amount of time, so I'd like to know what the prospective players think: if you were in that situation, what wacky Home Alone-esque shenanigans would you like to be able to get up to? Think traps, defenses, anything you think would be cool in a game like this. We need something more than barring doors and cowering in corners.
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werty892

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Re: Barricade: what comes after Warden
« Reply #21 on: November 07, 2014, 07:25:56 am »

Shotgun traps, that would be rare though. Spikes, nails on the floor, swinging heavy objects, rolling cabinets down stairs, etc.

GentlemanRaptor

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Re: Barricade: what comes after Warden
« Reply #22 on: November 07, 2014, 08:40:39 am »

Multi-floor traps, i.e. an intentionally weakened section of floorboards, some type of noisemaker to alert players that the monster is getting near, heavy/sharp objects balanced on a door that fall when the door is opened all the way, the exploding lightbulbs from Skyfall, tape recorder lures, and a blinding light trap. That's all I've got for now.
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Amusingly, he's a Marksdwarf, which gives me the mental image of him conducting medical malpractice an appendectomy from fifty paces with a crossbow.
On bay12, a poll option of basically 'nuke the world' named 'Apocalypse Hitler' is like asking an alcoholic if they want some whiskey.

Rex_Nex

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Re: Barricade: what comes after Warden
« Reply #23 on: November 07, 2014, 08:45:31 am »

This might not work if there are/will be floating monsters, but flour traps that leave a trail when walked on.
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ventuswings

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Re: Barricade: what comes after Warden
« Reply #24 on: November 07, 2014, 10:47:36 am »

The idea reminds me of Alien Isolation, with all the mention of traps and good sound design  :)
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Facekillz058

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Re: Barricade: what comes after Warden
« Reply #25 on: November 07, 2014, 10:51:17 am »

I've an idea.
How about custom traps?
Like, hear me out for a moment.
You've got a trigger, let's say a pressure plate, or a trip wire, or a sound detector or something.
Then you have the active component(s). Stuff like shotguns, explosives, blades, logs, bladed logs, boulders, whatever you can get.
This also gives me a little bit of an idea, slightly ripped off a Minecraft server I used to frequent.
How about we have a set up period of day light, before the match starts and the monster comes out, where we can go outside the house and gather materials and the like and build our defenses, then at night, a random player is selected to become the monster, and things play out from there?
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MikaTheCrazy

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Re: Barricade: what comes after Warden
« Reply #26 on: November 07, 2014, 11:08:34 am »

Maybe have players able to nail objects together, and to the environment. For example, you could nail some planks across a door, or even nail planks together, so you can use them as a bridge.
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Fniff

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Re: Barricade: what comes after Warden
« Reply #27 on: November 07, 2014, 11:57:56 am »

Maybe a few supernatural traps? Like holy water sprayers. Effective but either extremely limited or with hidden consequences.

sjm9876

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Re: Barricade: what comes after Warden
« Reply #28 on: November 07, 2014, 12:03:27 pm »

I'd say the physics system and traps are kinda interworked. A good physics system along with the ability to attatch objects together/move them freely around allows a fair bit of freedom in trap making without even having to get into the details. Of course, more possible trap types are also pretty damn awesome, tho none occur that haven't been mentioned
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Araph

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Re: Barricade: what comes after Warden
« Reply #29 on: November 07, 2014, 05:44:44 pm »

Shotgun traps, that would be rare though. Spikes, nails on the floor, swinging heavy objects, rolling cabinets down stairs, etc.
Multi-floor traps, i.e. an intentionally weakened section of floorboards, some type of noisemaker to alert players that the monster is getting near, heavy/sharp objects balanced on a door that fall when the door is opened all the way, the exploding lightbulbs from Skyfall, tape recorder lures, and a blinding light trap. That's all I've got for now.
This might not work if there are/will be floating monsters, but flour traps that leave a trail when walked on.
I've an idea.
How about custom traps?
Like, hear me out for a moment.
You've got a trigger, let's say a pressure plate, or a trip wire, or a sound detector or something.
Then you have the active component(s). Stuff like shotguns, explosives, blades, logs, bladed logs, boulders, whatever you can get.
This also gives me a little bit of an idea, slightly ripped off a Minecraft server I used to frequent.
How about we have a set up period of day light, before the match starts and the monster comes out, where we can go outside the house and gather materials and the like and build our defenses, then at night, a random player is selected to become the monster, and things play out from there?
Maybe a few supernatural traps? Like holy water sprayers. Effective but either extremely limited or with hidden consequences.
I'd say the physics system and traps are kinda interworked. A good physics system along with the ability to attatch objects together/move them freely around allows a fair bit of freedom in trap making without even having to get into the details. Of course, more possible trap types are also pretty damn awesome, tho none occur that haven't been mentioned

Triggers:
Tripwires
Pressure plates
Player-activated thingies

Traps:
Explosives
Heavy physics-based objects
Nails or other sharp/pointy things
Situational weaknesses (silver for werewolves, holy water for demons, etc)

Utilities:
Barriers cobbled together with random objects
Noisemakers
Flour-footprint-tracking

And then the basic setup is having one or more triggers linked to one or more nearby events. Now that physics is being relocated to being entirely the server's responsibility, physics-based traps are within the realm of possibilities. I really like the ideas we've got so far; I'm gonna have to start putting at least a few of them in before the actual testing begins, so Saturday might not work out. It shouldn't take more than a couple days to get it playable again, though. Thank you all for chiming in! You have no idea how much it helps!

Update on server stuff: player movement is entirely server-based now, and it's a very noticeable change in a good way, to say the least. At a later date (i.e. when it starts to be a problem as it is) I'll move over door physics too, but we're off to a good start on this.
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