I was raiding one of the enemy bases in the sky, and the last enemy dropped a level 6 precision rifle, rendering both my level 4 grappling hook and level 4 jetpack completely useless.
Perfect example of what I was talking about. This just punishes the player for finding good stuff. I think the weight based restriction we came up with would be a better solution and make more sense to the player.
Yeah, next version will base grappling hook and antigrav device usage on weight and not maximum item level in your inventory. However, this will still cause situations where you pick up new (heavy) gear, and your old hook/antigrav device will stop working. In this case, you'll have to drop some gear, or find better devices and hooks.
Also, I noticed there's a multiplayer option on the main menu. Anyone know of any servers?
Start one! Make sure to post it to your Twitter -- this will make it appear on my homepage's link. I will try and join anyone's server to help test the multiplayer functionality (which should be pretty solid now).
A few small suggestions which would greatly improve the FPS aspect of the game.
If possible.
1) Make bullets to use models rather than round sprites. Even a few polygons would do.
2) Based on #1. Make different ammo models for different guns. A bullet for a sniper rifle/assault rifle, a globe for a blaster (with some effects like a trail?), a small rocket/missile for a heavy weapon, a grenade for the g.launcher.
3) Make assault rifle to fire in bursts which follow (almost) the same trajectory. Keep an average shotgun bullet damage higher to let the shotguns keep their niche. Right now AR don't feel like AR, but like another blaster.
4) Allow transparency to be read properly from the terrain.png. Right now it produces weird glitches. It will be VERY nice for a foliage/elevator block.
I can sprite the textures .
P.S. It would be great to have a setting to increase the speed of all bullet-type projectiles. I don't want to play tennis, I want to play FPS . It would make the game a bit harder (because enemy projectiles would be faster) but more fun for people like me.
P.P.S. It would be AWESOME to be able to make proper sprites for items in inventory; the scaling makes them to look weird, so it would be nice to have separate sprites for an item in the game and an item in inventory.
#1+#2: I can put this on the "to-do" list. I'm a terrible modeler, so hopefully I can find some free models somewhere? Doing some projectile trails shouldn't be too difficult, and I agree it would look cool.
#3: Woah, I really like that idea of burst firing! I think I can make this happen
#4: I tried to make this work awhile back, and I had problems -- had difficulty with the fact that terrain is huge chunks, so the same mesh would have to handle transparency against itself. I'll have to take another look at this...
P.S. It would be great to have a setting to increase the speed of all bullet-type projectiles. I don't want to play tennis, I want to play FPS . It would make the game a bit harder (because enemy projectiles would be faster) but more fun for people like me.
One of the big advantages to the assault rifle and sniper rifle are their fast projectiles... if all weapons had fast projectiles, it would take this element away
The game isn't just a FPS, but an RPG+FPS -- and the weapons have pros and cons. I also think the game is pretty hard as-is, and dodging bullets is pretty fun
P.P.S. It would be AWESOME to be able to make proper sprites for items in inventory; the scaling makes them to look weird, so it would be nice to have separate sprites for an item in the game and an item in inventory.
I can put this on the to-do list. If you make some sweet item graphics (and separate inventory graphics) I can just insert, it would make this feature get added much quicker
phr00t,
I purchased 6 copies of through BMT and each time selected "this is a gift for someone" and put their email addresses in the box, but nobody has received their copy. They were purchased yesterday and today. I will PM you with the order numbers and maybe you can see what the issue is?
I've contacted BMT Micro to figure out what is going on. Hopefully we'll have some answers soon...
There's the second release of my DOOM texture pack:
http://www.mediafire.com/?xjlv115ojj3ifzo
- New armor/helmet/boots sprites, other items were changed as well (generators, batteries), all freehand.
- Proper toxic terrain textures, a new wall texture.
Flowers glow in the night.
What do you guys think? Make this guys awesome textures the new default textures?
I think I have to include these in the main distribution to at least be an option!
Also, Deon, here is the original GIMP texture image:
http://www.mediafire.com/?8c1pwjjrrc5e1myYou can (or anyone can) use it to make lighting new textures easier.
Effect Transfer Units (Aka ETUs) give a temporary bonus/malus to stats/skills. A medkit is basically an ETU with a fixed bonus type (Hpregen).
R-Click an ETU in your inventory to use it on yourself or equip it (like a weapon) and point it at an NPC to use it on them.
ETU's can have positive, negative, or mixed bonuses.
You are 100% correct, fine sir! Thanks
The "extended" Demo is well, anything but extended.
The original demo was too short, so I extended it -- so it is the extended demo.
I think it is just the right length now.
I found a bug. You can "steal" an NPC's effect if they use an ETU on themselves. The effect itself, not the ETU.
It's placed in your inventory and can't be used in any way, though it can be sold (Ironically, for more than the ETU itself is worth).
You can also equip as many Antigravity packs as you want. And since they can be modded...
Yay bug reports! Thank you, very good to know. I'll make sure these are fixed in the next release.