Back to the Korax Forum Archives


Forum

SE ideas

Thu, 11 Sep 2003 15:48:53

RambOrc

Hey Moose just got an idea this second, what about using the sound D'Sparil in Heretic gives when he dies (that ethereal scream or whatever) for the Banishment spell of the Cleric? When you banish a monster, while it disappears you'd hear this scream.
Thu, 11 Sep 2003 19:16:56

RambOrc

Another idea... a spell called "True Nature" which would reveal the true nature of an enemy. It'd be basically the spell used in Heretic and Hexen, just a bit enhanced: by casting the spell, the enemy changes into an animal that depicts his true nature best - cowards will change into a chicken, sly people into a snake, disgusting or boorish people into a pig etc. It'd apply to every being (except when enough magical protection exists, like with some boss monsters), be they monsters or humans, NPCs or foes. It'd be temporary like the original spell, and the duration would depend on the spellcaster's level. Also, the animal wouldn't just go on and attack you but it'd rather behave like its base attitude, i.e. a chicken would try to run/fly away, a snake would try to get behind you to attack with poison fangs (it can only attack you if it's outside your field of view), and a pig would ignore you and start rooting around for some food. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 11 Sep 2003 19:54:27

Moose

1) I like it, not only because it sounds like a good idea but it should also be easy to implement. 2) Should also be possible, how would it determin what personality it's target has?
Thu, 11 Sep 2003 20:00:33

RambOrc

Either by making a certain type of monster or NPC become always a certain type of animal, or making it random - 3rd possibility would be to pre-define this for every monster manually, but I'm not sure that would be feasible - unless we also predefine other stuff for monsters and/or NPCs (like aggressiveness, individual health/attack modifiers, etc.).
Thu, 11 Sep 2003 20:11:51

Moose

Maybe it should be pre-defined for the NPCs atleast, they will have personalitys shown in their speech.
Thu, 11 Sep 2003 21:36:40

Camper

Shame on you Mr. Ramborc. That about the snake was very lame, because you now it, that the real behaviour of snakes isn't like that.
Thu, 11 Sep 2003 22:20:17

RambOrc

AFAIK there is a poisonous snake that creeps up and attacks from hiding, but then again I never watched those TV shows you did. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Thu, 11 Sep 2003 22:40:58

mago

Actually, type of snake will flee from humans. I once saw a documentary in Discovery where a guy was trying to show to the camera the most poisonous snake in the world (which was big), and all the animal would do is try to flee from him, even though one bite would kill the man in a matter of hours. A friend once caught a snake in his ranch, in Brazil, and even though it was a known poisonous, "vicious" and "man-killer" one called Cascavel in (portuguese), it just fled as fast as it could when we let her go away from his house. You know all animals only attack larger things when attacked first. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 12 Sep 2003 08:26:23

B0rsuk

Well, hi. I think it's right topic. I have some ideas how to make character attributes more significant. Agility: - there's time delay between pressing jump key and your character doing it. 1 - 200 miliseconds 5 - 175 ms 10 - 150 ms 15 - 125 ms 20 - 100 ms 25 - 75 ms 30 - no delay .... or something like that. Clumsy characters would feel clumsy. Note that it won't affect jump distance, so all areas that should be accessible are accessible. Every jump can be done, but it requires more concentration sometimes and therefore is harder to do under fire. - in pure Hexen, you can't change movement direction to opposite instantly, because your character stops for short time. You can't stop instantly, in general. It's really important when fighting chaos serpents in melee on skill5. Higher agility could make movement acceleration/decceleration(?) faster. Vitality Low vitality should make red flashes (when you are hit) more disturbing. (similar to berserk wearing off) Character with halfway developed vitality has no flash penalty at all.. Also low vitality could shake your crosshair/aim a bit when you are hit. Vitality may affect how much are you pushed by certain weapons. It may reduce damage from poison type attacks.
Fri, 12 Sep 2003 09:44:19

mago

Hey, I really like those ideas. They make sense and doesn't seem to be that hard to code, but for that we're goinna have to wait for Moose... I also had new ideas for SE, but I have to gather them first and then I'll post.
Fri, 12 Sep 2003 10:47:10

B0rsuk

FIghter's Berserk doesn't feel like berserk, too much. There's no reason to call it rage, let alone mindless. I believe that when berserking, fighter should be forced to move forward. At least on skill level5. Strafing and turning should still be possible. New spell: Poison Breath Works like cleric's poison cloud pushed with disc of repulsion. Area of effect about 2 times larger, but duration much shorter (1/4 of original or so). The cloud flies forward, gradually slowing down. New spell: Flash For 0.5-1 second caster is surrounded with white particles (to prevent it from being overpowered in multi). After that, very strong light flash is emited. Nearest monsters in front of you (90 degree cone) can't attack for few seconds. Players - their screen turns white for few seconds and fades back to normal. (like Quake 3 Fortress flash grenade). Effect (range, duration) depends on few things: - monster/player orientation (yes, if it shows you his back you can't blind it!) - sector light level - monster level It shouldn't work thru walls. Invisible instahit projectiles (like BFG) ? Not my problem ;] Give it to Heresiarch, hehe. New spell: Swap Positions Like Hexen banishment device, but teleports you in place of monster/player, and it - in yours. Ability to get into inaccessible areas isn't necessarily good thing :=\, so the spell may be discarded. New items I believe these should be quite easy to draw, and not so hard to code Amulets - you can wear only one of them at a time. Perhaps even standard AC amulet should be disallowed at same time. Amulet of fire Significantly increases Strenght and Agility, and decreases Vitality so you take much more damage. Amulet of water Each time you hit an enemy in melee, you gain 1 life point and 1 mana point. Works only once per second to avoid high agility abuse. Amulet of air Reduces damage from missiles by 1/2 or 1/3. Perhaps it should be chance of deflecting missile, instead. Reduces Strenght and increases Agility. Amulet of earth Increases Vitality, decreases Agility. Might give slow life regeneration. Amulet(cloak?) of mists From your side, (or for other players)it looks like cleric + icon of defender - blend in and out. For monsters, it takes 1 second for them to notice you and start chasing. I think these items have high effort2fun ratio.
Fri, 12 Sep 2003 12:25:27

mago

Bersek: this makes sense, and it's an interesting idea. Still, this might give the Berserk factor (and thus, the warrior) a great disadvantage, by adding an extra difficulty that other characters doen't have. New spells: they are really cool, and could blend well in the game. The second one would work more in Multiplayer, though. PS: Although I'm talking, the only ones who can really decide upon those would be Janis or Moose. Just giving my opinions. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> New amulets: If you don't want any new change besides the color of the gem, from the original amulet, then it can be done in no time at all. Actually, I've already made some changes in the gem's colors, while I was testing the Colorize option in PSP4, it must be in the server somewhere. The main problem would be the coding (again, time to Moose or Janis to respond).
Fri, 12 Sep 2003 18:46:35

B0rsuk

Leave alone colors. I'll take care of that. I prefer to avoid "color change" monotonny. After all, it's one small sprite per item. By the way: Swap Position spell would shoot missile (similar to Banishment Device), but it should be highly homing, like Bloodscourge.
Fri, 12 Sep 2003 18:54:06

RambOrc

What about a berserking fighter to bellow out in rage every time he kills a monster with a melee hit?
Fri, 12 Sep 2003 19:47:23

Ichor

That may get annoying after a while, since the fighter can kill monsters very quickly, especially at higher levels. Maybe if the sound was randomly played (1 in 16 chance perhaps?).
Fri, 12 Sep 2003 23:09:06

mago

Or maybe if the player kill X number of monster within Y amount of time. If he is killing (fighting) a whole pack of monsters, than he would get a "reason" to go berserk.
Sat, 13 Sep 2003 10:14:46

B0rsuk

It would be cool. This is how it works in Rune. Each hit increases your bloodlust bar by certain amount. The bar slowly decreases over time. If you pump it to maximum, Ragnar goes berserk. If you want to implement berserk sounds, they have to be at least half as cool as those in Rune. Otherwise I'll vote against. By the way: I'm editing Stone Wending at the moment, removing icicles. Stone doesn't grow icicles last time I checked. (well except stalacTITes etc, but...). Emerald doesn't grow icicles for sure. Idea: forget those yellow wendigo balls. Give Stone Wendigo short range (area) attack. When he raises his hands, nearest area starts to tremble (earthquake), and rocks start falling from ceiling. (Guardian Of Fire) Player is damaged by each falling rock. It would look very silly on open areas, so alternatively player could take damage if he won't leave wendigo area in 1-1.5 seconds. I prefer first solution (with rocks, even if it means that Stone Wendigos would never appear under sky).It would work like Houndeye sonic attack in Half-Life.
Mon, 15 Sep 2003 19:57:08

Moose

Jump delay - I like the idea but I don't know how easy it would be to code, and it could annoy people (me) who somtimes have problems jumping anyway. Damage flash - I don't like this one as much, maybe instead have a small black out if you take 'x' amount of damage in 'y' amount of time. Beserk - Battle scream should be easy enough, but as somone said not every time. Poison breath spell - Already in well sort of. Other spells/Amulets - Should be to much of a problem, well I say that now <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . Wendigos attack - I would like to leave it as it is, less to code and I don't have to look at loads of other stuff to get it to work.
Mon, 15 Sep 2003 21:46:54

RambOrc

After thinking it over, I'm against any kind of movement hampering effect. One of the most important reasons for DOOM being so popular up to this day is the very good fight/move engine - many 3D games have crappy movement, making those FPS a lot less fun than they could be. A little realism or effect isn't worth giving this up IMO, especially that this far we've been working on making this even better (speed values over 10).
Mon, 15 Sep 2003 22:17:07

B0rsuk

It's not about movement speed, but about how smooth and fluent it is. Quake 3 has quite fast movement speed, and it's nowhere as popular as Wolfentstein: Enemy Territory. Good example of game where pretty slow (comparing to weapon damage) movement speed meets great gameplay. Reasons behind DooM being popular: - it was first - good engine, many features - great graphics and sounds (if you don't believe download DooM alphas from doomworld.com) - well developed maps (again, play doom alphas) Free movement... uhh, yeah, but it would NEVER be so popular with alpha-like level design, weapons and gui in general. This is especially visible in alphas: crappy, boring maps and lifelike monster sprites SHINE among plain walls.
Tue, 16 Sep 2003 18:32:32

Moose

I've had an idea, I'm probabally going to regret it when I come to coding it but still here I go. Instead of picking a class to start with like you do currently, you make a choice a little while into the game to join one of the orders. You then get training from members of that order, before becoming a fully fledged mage/cleric/fighter. It could be part of the story. To start with you wouldn't have any spells, very little skill or strength, you would either not be armed or would just have a simple weapon (fists, wooden staff(heretic)). Height would now be random, but with a range.
Tue, 16 Sep 2003 19:08:21

RambOrc

I see a lot of problems with this - and it'd immensely increase the amount of work to be put into the story and gameplay design.
Tue, 16 Sep 2003 19:14:04

Moose

ok, it was just an idea.
Tue, 16 Sep 2003 19:19:07

RambOrc

OTOH in the "new TSP" you'll command a group of adventurers which should open up a whole new range of possibilities.

Back to the Korax Forum Archives