Author Topic: Elimination: A New FPS  (Read 88945 times)

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Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #225 on: December 22, 2011, 06:49:06 pm »
mmm, tasty. Make sure there's an indicator of where the shot came from though.

It turns out that it will be easier to implement than I thought it would be, so I'll definitely put it in :D

Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #226 on: December 24, 2011, 12:43:28 am »
Just a progress update.  Enemies now fire at a player even when the player isn't looking at the enemy.  I will add indicators telling the player where the enemy is, but it will not be in this test release.

For the first test version coming up, the difficulty level you select will make no difference in the gameplay.  Later I will add 4 difficulty levels.  In the original Gemini, the difficulty level determined how often an enemy fired at you.  For Elimination, I'm instead creating something very similar to Doom.
 
In Easy, items will provide double health, armor and ammo.
 
Medium is the standard difficulty, like in the screenshots you've been seeing. 

In Hard, extra enemies will be added, enemies not found in the "Medium" or "Easy" difficulty.  There will be additional ammo and health added as well, but not enough to make it easy to beat these extra enemies.

In Crazy, items will provide double health, armor and ammo, and enemies will "respawn" after a certain period of time has passed.

Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #227 on: December 27, 2011, 08:58:07 pm »
The first 5 levels of the game should (but I'm not positive) be available to test in no more than 2 weeks.  In the meantime I was bored, so I wanted to talk about where I will be taking Elimination after that.

For my next step, I will be designing 8 levels that will happen inside an ice cave.  The levels will be of medium difficulty, and 1 level will be a secret level.  As I work on the levels, I will continue to add more features into Elimination.  Here's what you can expect when I make the ice cave levels available:

* You can hide behind an object so that an enemy can't fire at you
* You will be able to collide with and slide along objects, including enemies
* Puzzle Elements -- There will be about 2 or 3 puzzles in this set of levels
* Easy to hard difficulty will be implemented.  I'm not yet ready to add "Crazy" difficulty
* The rest of the powerups -- Map, Disintegration Suit, Case of Cylinders and Pressurizer -- will be implemented
* There will be a "melt" effect between screens, similar to the one in DOOM

Offline Darl181

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Re: Elimination: A New FPS
« Reply #228 on: December 27, 2011, 09:41:19 pm »
Not sure if this has been asked before:  Is it possible to strafe, a la Maze3D II and console games?
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Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #229 on: December 27, 2011, 10:34:59 pm »
Not sure if this has been asked before:  Is it possible to strafe, a la Maze3D II and console games?

You mean like walking side-to-side?  Yes, you can do that!  I don't show it in the screenshots because it's difficult to fire/strafe at the same with Wabbitemu

Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #230 on: December 31, 2011, 02:50:07 pm »
Thanks to everyone who is testing Elimination for difficulty!  While that's happening, and until I can find out what's going on with bugs, I'm going to begin work on the Ice Cave levels.  You can view my updated progress report if you wish.

It's likely that the Ice Cave levels will be levels 17-23.

Offline DJ Omnimaga

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Re: Elimination: A New FPS
« Reply #231 on: December 31, 2011, 03:16:06 pm »
Good to hear. :)

Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #232 on: January 05, 2012, 11:42:30 pm »
I'm going to be implementing a new method for strafing (walking side-to-side).  Instead of ALPHA to strafe left and MODE to strafe right, ALPHA will toggle strafing on and off.  The left and right arrow keys will be used for walking sideways when strafing is turned on.  I'm doing this for two reasons:

1. It seems that some 84+ models have some hardware problems with keys.  Hopefully this will somewhat overcome the difficulties
2. In the game's current state, it's hard to strafe and fire at the same time.  In a typical FPS, it's very important that a player be allowed to walk out from behind a wall, fire, and move back quickly to avoid being shot.  This new system should make that easier.

On another note, I'm adding a new collectible item, "batteries."  The player will have infinite access to an electronic medkit, and the medkit requires 5 batteries to operate.  At any time, a player can use 5 batteries to activate the medkit, which will heal the player to 100% health no matter how damaged he is.  There is no limit to the number of batteries you can carry, and they will stay with you from level to level.  I'm hoping that batteries will add a fun replay value as a third item you will want to score 100% on.  (So at the end, you will see what percentage of enemies you killed, what percentage of secrets you found, and what percentage of batteries you found.)

Offline Deep Toaster

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Re: Elimination: A New FPS
« Reply #233 on: January 05, 2012, 11:51:16 pm »
Sounds fun. Games with "collectible" items always make me play a lot longer than I would otherwise because i always want to see how many I want to get :D




Offline DJ Omnimaga

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Re: Elimination: A New FPS
« Reply #234 on: January 06, 2012, 12:59:06 am »
Yeah I always found it hard to straffe in Gemini too and even Doom 83. Hopefully it should make it easier.

Offline calc84maniac

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Re: Elimination: A New FPS
« Reply #235 on: January 07, 2012, 07:53:53 pm »
Since toggling might get kind of confusing, how about holding ALPHA to strafe, letting go to turn?
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Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #236 on: January 07, 2012, 08:08:07 pm »
Since toggling might get kind of confusing, how about holding ALPHA to strafe, letting go to turn?

Maybe I'll allow the player to choose between one or the other.  Here's the deal:  For some players, such as myself, it's hard to hold ALPHA and tap/hold/release 2nd at the same time.  (It's all in the thumb ;D)  During a fight, expert players can flawlessly switch between strafing and turning, but players such as myself can only do one or the other.  Whenever I fought during Chex Quest, I either straffed until the enemy was dead or ran/turned until the enemy was dead

Offline TIfanx1999

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Re: Elimination: A New FPS
« Reply #237 on: January 07, 2012, 09:01:47 pm »
I think I like the idea of toggling it on or of. I'd have to try it to be sure though.

Offline Hot_Dog

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Re: Elimination: A New FPS
« Reply #238 on: January 15, 2012, 08:12:23 pm »
Screenshot coming soon!  I have to test Level 17 now that I've implemented a new attack system (read on!)

From now on, moving forward and backward will not make an enemy fire slower, which is much more realistic.  (Enemies are not supposed to panic when you charge toward them ;D

On the other hand, when you strafe and then stop, it takes time for the enemy to "come back to his senses" and aim correctly.  How does that help?  You can take a quick shot or two at the enemy, strafe left, strafe right again so the enemy is in front of you, and then fire a few shots again.  Then you can strafe again before the enemy "comes to his senses."  Of course, it doesn't always work, but strafing is much safer than standing still.  (See the screenshot to see a rough shot of this in action)

By the way, I implemented ALPHA to toggle strafing on and off.

Offline jsj795

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Re: Elimination: A New FPS
« Reply #239 on: January 16, 2012, 09:33:55 am »
will there be some kind of cross hair or any kind of indication of where you're aiming?


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