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Messages - necro
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1036
« on: February 07, 2006, 05:02:00 am »
one on one would still be pretty difficult and fun, though I know more than that is possible (as I've done it...kinda)...but is the idea liked?
So, does the following sound good: +8X8 tile mapped scrolling levels with simple moving enemies that, on contact, take you into a 'battle mode' +using the weapons at your disposal, you fight in a either a real time or turn based combat system +perhaps their are automated computer terminals with which you can order a weapon or amo +perhaps have item storage upgrades (start able to carry five items, then ten, then twenty)
1037
« on: February 06, 2006, 05:22:00 am »
Well, the combat does not nescicarily have to be turn based...a real time combat engine could be used
1038
« on: February 05, 2006, 07:46:00 am »
well, I need to know how we are handling events (like talking to people, opening chests, or perhaps a permenant event like a dungeon being opened or a master defeated) to know exactly how we will set up the maps, and we shouldn't make the maps to large or else we might have problems.
Please resend the newer map system with the teleporting door additions so I can see what I can do.
As far as chars...which chars do you want specificaly?
1039
« on: February 04, 2006, 08:03:00 pm »
Again...with out a bit of pressure here in there chaos and disorder will colapse any project
1040
« on: February 04, 2006, 07:52:00 pm »
I think you might like these a bit better  (2X enlarged) exactly 11 by 11 each   17X16
1041
« on: February 04, 2006, 07:14:00 pm »
{FINISHED CODE} I will hereby resserve this post for all finished code segments, and will stored and show them in this post
1042
« on: February 04, 2006, 07:12:00 pm »
{PSEUDOCODE} I will break down all pseudo code into chuncks in this post and hereby reserve it for this purpose: none? ------------------ <>c1--> CODE | ec1Title screen Opening Menu Get Saved Data or Create New Game Data Open Map and set temp Vars Run Main Enginec2 |
ec2
<> c1 --> CODE | ec1 Passed vars list, M, [A], listS4ME c2 |
ec2
c1 --> CODE | ec1 Draw Map Get Key Check for move, and if so then check tile to move into If walk-able, move If checked tile is an event, run Event Manager If K=2nd: run item from Character Actions and pass 1 into E If K=Alpha: run PDA from Character Actions, pass 2 into E If K=Math: run Inventory from Character Actions, pass 3 into E Run Enemy AI program If passed a battle event (E=4), open Battle Engine If passed a map event (E=5), run Map Manager End [code]
Character Actions Vars Passed Into: +E which event to do
[code] If passed item, see if item will affect anything, if so, do it If passed inventory, open inventory menu and alow item use and equiping If passed PDA, open mini-Map/Emails/Enemy Data Files/Alow Level Ups "this program will be unstructured do to its variability in what features we add/need" c2 |
ec2
Map Manager c1 --> CODE | ec1 Run PreBuilt Program (undocumented as of yet) c2 |
ec2
Map Enemy AI/Manager Vars Passed Into: X,Y,S,T c1 --> CODE | ec1
Check if enemy(ies) dead Check if any enemies left to spawn if enemies exist, run through enemy elements list and execute enemiesc2 |
ec2
Event Manager Vars Passed Into: C, the tile collided with to trigger the event c1 --> CODE | ec1 Run through action list and change update things accordingly "this program will be unstructured do to its variability" c2 |
ec2
<>
Vars Passed Into: I, ID of map Enemy C, variable of map tile on or colided into (to generate background) c1 --> CODE | ec1 Draw Back Gound Get Key Check for move, and if so then check tile to move into If walk-able, move If 2nd: run main weapon's data If Alpha: run melee If Math: run secondary If Clear: Open Inventory/Options Menu Run Enemy AI program If Died, delete all non-save data, pass death variable, return If Win, increase money and expirence, check for found item, return End c2 |
ec2
Enemy AI c1 --> CODE | ec1run through enemy elements list and execute enemies from their data branches "this program will be unstructured do to its variability"c2 |
ec2
Weapon Data c1 --> CODE | ec1 run weapon from progam "this program will be unstructured do to its variability"c2 |
ec2
1043
« on: February 04, 2006, 07:10:00 pm »
umm...was kevin actualy upset or was just afraid I was puting a bit to much pressure?
1044
« on: February 04, 2006, 06:25:00 pm »
well, here are my thoughts on posible enemies: security drones and mecha, zomies of some kind, possibly some kind of aliens.
Some item ideas: +crow bar: an 18 inch long metal bar with tapering pronged heads on either end, one of which is bent at a 90 degree angle: opens grates and breaks soft crates +Belt Saw: a mechanical saw with a thick serrated belt that rapidly cuts through most soft metals and materials, but over heats quickly: Cuts open weak locks and cables +Phospur Torch: A presurised phosphur cylinder and simple valve conected to a pressurised canister of peroxide, they ignite on contact and issue through the forward nozzle at a high tempature: weld things together, burn alien growths off walls, melt through circut panels, etc +Mechanical Detonation Charge (MDC): An explosive desinged on the principle of hydralicly presurising the outer chamber until it forcefuly ruptures, they are 100% stable and non-volatle explosive devices that never fail to detonate predictably:blow open stuff, can kill you +Lipid Incindinary Bomb: A metal sphere with a highly flamable lipid inside of it will begin to self react as soon as it decrastalises in the abscense of electrical charge: will catch an area on fire, will kill you if to close +Endothermic Grenade: A honeycomb of seperated fluids, when the simplistic mechanical explosive inside goes of it will force the two together and create a rapid heat absorbing reaction: put out fires, will kill you if in proximity +Magnetic Propultion Device: A wrist mounted device designed to work with special tracks and wires, it will take power from and move along them rapidly +Magnetic Coupling Line Luancher: this small launcher fires traversable lines from their original position to the coupling receptackle in which they go +PDA: this will alow you to cuminicate with electronic devices and access areas of the complex +UWB-Com: the Ultra Wide Band-Com alows for the wireless reception and transmission of data at short range and can be added to the PDA +HAVMAC Suit: A suit designed to protect from heat, explosions, tramatic force, radiation, electro-shock and toxins...it can not sustain some one in airless enviroment, and offer unhinder mobility +Adaptable Life Support Suit (ALSS): a high quality suit with an unbreachable helium torus fusion micro generator capable of producing energy for decades, however, the suit is slow and has low mobility +Powered Adaptable Life Support Suit (PALSS): a high quality suit with a micro generator, it also has expandable energy storage and a pilot assisting hydralic exodrive which will mechanicaly mirror the pilots movemnts and carry the suit's weight with ease.
1046
« on: February 04, 2006, 12:52:00 pm »
Well, we need to decide on the following: How will it look, how long, what items, what the enemies are, how enemies are fought/encountered, and how maps will work
I was thinking we could make the game similar in look to desolate but with much more complex enviroments and more overall variety. Also, I thought it would be neat if you could avoid enemy encounters by avoiding them on the main map (very simplistic AIs) and when you colide with their sprite, they will fight you in a "battle mode". Possibilities for combat are traditional rpg styles or prehaps a real time grid system like mmbn in which you weild weapons against an enemy or enemies. It is also possible to make the game in the pseudo 3D stylings of other games, or to make the entire game side scrolling with seprate battles. Please, let us get these decided quickly now and voice your opinions. I propose that I and BC will come to a concensus as to what should be done after all opinions are heard, and in the case of us not reaching a concord on an issue, we would ressolve it by random drawling.
1047
« on: February 03, 2006, 07:58:00 pm »
but you can't move diagonaly, so diagonal maps would never be used, hyrule feilds would proably be multiple maps to encompass everything needed (and would likely be one of the larges areas of the game just like OOT) but it is not the hub to everything. Hylia Lake is off of Goron Mountain, cuscost and lon lno are before the falls area, etc.
Also, the maps don't have to be the same dimensions as long as the line up map map, are overlap where you want to connect maps
1048
« on: February 03, 2006, 07:13:00 pm »
BCTurk's Story won, BC, please write an overview of how the game might run, what items, etc.
Kevin, please add a sub forum for the project:
I propose these topics for organising it -1.)Anouncements and Urgent Issues -2.)Planning,Items,Events,Etc -3.)Story -4.)Code -5.)Data,Vars,Maps and Images -6.)Ideas and Discusion
1049
« on: February 03, 2006, 05:10:00 pm »
lol
1050
« on: February 02, 2006, 05:08:00 pm »
even if you did mind, does that mean I would? or would it...nah, I would make it anyways.
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