Author Topic: Elimination: Vote on Powerups to include  (Read 17742 times)

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Offline Hot_Dog

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Elimination: Vote on Powerups to include
« on: October 19, 2011, 03:26:06 pm »
Elimination will be able to support up to 4 power-ups.  Vote for the ones you would like to see in the game.

Offline ben_g

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Re: Elimination: Vote on Powerups to include
« Reply #1 on: October 19, 2011, 03:32:58 pm »
there seems to be something wrong with the poll: I can't vote.
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Offline DJ Omnimaga

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Re: Elimination: Vote on Powerups to include
« Reply #2 on: October 19, 2011, 03:37:32 pm »
Same here. From what I gather, this sub-forum seems admin-only except for replies/viewing ???

As for power ups, an idea is a power up that makes you instantly win the game, leading to the ending and credits screen. J/k I kinda like 1, 3, 5 and the last one.

Offline Hot_Dog

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Re: Elimination: Vote on Powerups to include
« Reply #3 on: October 19, 2011, 03:40:08 pm »
Try it now

Offline ben_g

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Re: Elimination: Vote on Powerups to include
« Reply #4 on: October 19, 2011, 03:42:18 pm »
still doesn't work.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Hot_Dog

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Re: Elimination: Vote on Powerups to include
« Reply #5 on: October 19, 2011, 03:52:54 pm »
Try it now :)

Offline DJ Omnimaga

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Re: Elimination: Vote on Powerups to include
« Reply #6 on: October 19, 2011, 03:55:05 pm »
Ok it works now :D (Make sure you made it not restricted by post count, though, in case only me can vote :P)

Offline ben_g

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Re: Elimination: Vote on Powerups to include
« Reply #7 on: October 19, 2011, 03:56:20 pm »
I could vote too, so I don't think he restricted the post count.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline LincolnB

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Re: Elimination: Vote on Powerups to include
« Reply #8 on: October 19, 2011, 04:51:44 pm »
K, this is pretty awesome. I chose Herm Injection, Belt, A192 Pressurizer, and Disintegration Suit. I would recommend a different name for the Belt, tho.
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Offline Hot_Dog

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Re: Elimination: Vote on Powerups to include
« Reply #9 on: October 19, 2011, 05:45:58 pm »
K, this is pretty awesome. I chose Herm Injection, Belt, A192 Pressurizer, and Disintegration Suit. I would recommend a different name for the Belt, tho.

Yeah, belt doesn't seem to make sense, because you don't carry extra ammo permanently.  You just get extra ammo.  So if you normally can hold 50 rockets, maybe you get the "belt" or whatever and you have 55.  Once you get below 50 rockets, you cannot hold more than 50 rockets until you get another "belt".

So I'm renaming it "Case of Cylinders."

Offline Deep Toaster

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Re: Elimination: Vote on Powerups to include
« Reply #10 on: October 19, 2011, 10:42:28 pm »
My thoughts:
  • Herm Injection: Good idea. It's a classic power-up in many games.
  • Case of Cylinders: Same as above.
  • Map: I think secret areas should remain secret, because that adds replay value.
  • Invinicibility: Again, classic power-up.
  • A192 Pressurizer: I'd just go with an entirely new bonus weapon (maybe with limited ammo that can't be refilled), because IMHO that would pretty much be the same thing and make more sense when you think about it.
  • Tactial Analyzer: I think health bars shouldn't be something "extra" because it's often a necessity when you're dealing with a whole room of enemies.
  • Disintegration Suit: Sounds awesome, but I'd recommend combining it with Invincibility (it makes sense that way).




Offline Yeong

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Re: Elimination: Vote on Powerups to include
« Reply #11 on: October 19, 2011, 11:18:28 pm »
My thoughts:
  • Herm Injection: Good idea. It's a classic power-up in many games.
  • Case of Cylinders: Same as above.
  • Map: I think secret areas should remain secret, because that adds replay value.
  • Invinicibility: Again, classic power-up.
  • A192 Pressurizer: I'd just go with an entirely new bonus weapon (maybe with limited ammo that can't be refilled), because IMHO that would pretty much be the same thing and make more sense when you think about it.
  • Tactial Analyzer: I think health bars shouldn't be something "extra" because it's often a necessity when you're dealing with a whole room of enemies.
  • Disintegration Suit: Sounds awesome, but I'd recommend combining it with Invincibility (it makes sense that way).
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Offline Hot_Dog

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Re: Elimination: Vote on Powerups to include
« Reply #12 on: October 19, 2011, 11:19:58 pm »
My thoughts:
  • Herm Injection: Good idea. It's a classic power-up in many games.
  • Case of Cylinders: Same as above.
  • Map: I think secret areas should remain secret, because that adds replay value.
  • Invinicibility: Again, classic power-up.
  • A192 Pressurizer: I'd just go with an entirely new bonus weapon (maybe with limited ammo that can't be refilled), because IMHO that would pretty much be the same thing and make more sense when you think about it.
  • Tactial Analyzer: I think health bars shouldn't be something "extra" because it's often a necessity when you're dealing with a whole room of enemies.
  • Disintegration Suit: Sounds awesome, but I'd recommend combining it with Invincibility (it makes sense that way).

Thank you for your valuable input!  Here's a couple of my thoughts:

Tactical Analyzer: I agree with you on that one.

Map: Secret areas remaining secret do add replay value.  I'm kinda torn between revealing secret areas and not doing so, because is there any advantage in finding a map just to reveal stuff you can find by exploring?  Although I guess it helps with mazes...hmm...

Pressurizer: Not a bad idea, but I want to maintain the concept that all weapons have strengths and weaknesses.  Even if weapons have double power for a short period of time, there's still some tactics. (For example, with double weapons, rockets become overkill, and chainguns still waste 4 bullets per use)

Disintegration Suit:  Again, not a bad idea, one I thought about.  But then the player would be totally invincible and not have to waste a single bullet.  Besides, I thought it be fun for the player to be vulnerable to open fire while running towards a target (and perhaps shooting along the way :))  It's like Doom's beserk: Even though fists have great power, you're still not invulnerable

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Re: Elimination: Vote on Powerups to include
« Reply #13 on: October 19, 2011, 11:37:40 pm »
Map: Secret areas remaining secret do add replay value.  I'm kinda torn between revealing secret areas and not doing so, because is there any advantage in finding a map just to reveal stuff you can find by exploring?  Although I guess it helps with mazes...hmm...
I personally think maps for difficult levels are good, but not for revealing secret (optional) zones.
Pressurizer: Not a bad idea, but I want to maintain the concept that all weapons have strengths and weaknesses.  Even if weapons have double power for a short period of time, there's still some tactics. (For example, with double weapons, rockets become overkill, and chainguns still waste 4 bullets per use)
Good point. I just thought it wouldn't make much sense for a gun to suddenly have twice as much firepower, and so I suggested instead making a temporary gun with greater power.
Disintegration Suit:  Again, not a bad idea, one I thought about.  But then the player would be totally invincible and not have to waste a single bullet.  Besides, I thought it be fun for the player to be vulnerable to open fire while running towards a target (and perhaps shooting along the way :))  It's like Doom's beserk: Even though fists have great power, you're still not invulnerable
I see what you mean now. That seems like a good idea :)
« Last Edit: October 19, 2011, 11:38:06 pm by Deep Thought »




Offline Hot_Dog

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Re: Elimination: Vote on Powerups to include
« Reply #14 on: October 19, 2011, 11:56:44 pm »
Deep Thought made an interesting point about maps.  I have edited the poll so that you can vote for any kind of map--whether it reveals secrets or not.  Remember that you can change your vote if you want.

If the map is one of the four powerups to be included, I'll take another vote as to whether it should include secrets or not.


Pressurizer: Not a bad idea, but I want to maintain the concept that all weapons have strengths and weaknesses.  Even if weapons have double power for a short period of time, there's still some tactics. (For example, with double weapons, rockets become overkill, and chainguns still waste 4 bullets per use)
Good point. I just thought it wouldn't make much sense for a gun to suddenly have twice as much firepower, and so I suggested instead making a temporary gun with greater power.

Now that makes sense.  The idea of a pressurizer is it adds more pressure than what you would get from the explosion generated from a normal projectile.  So the projectile comes out at twice the speed.