Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
User avatar
Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Gencool » Tue Jul 19, 2016 12:10 pm

Well, since mob fights are next on the list, now would be the time to figure something out.

I honestly think the 8 directions method would be best, especially for shooting.
Melee could stick to 4 directions, and snap the sprites together somehow if they're within range.
ImageImageImage
- Gencool (aka Puppetsquid) -- I make weird stuff
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Tue Jul 19, 2016 2:23 pm

Gencool wrote:Well, since mob fights are next on the list, now would be the time to figure something out.

I honestly think the 8 directions method would be best, especially for shooting.
Melee could stick to 4 directions, and snap the sprites together somehow if they're within range.

If I'll have to refactor the directions, it would make sense to use angles, rather than just 8 directions.
Both of these changes would require a lot of time to implement, if I have to do it. I would prefer to have all angles instead of 8.
But in any case - I'm not going to do it any time soon.
I will be adding mob fights with 4 directions.
User avatar
Hak86
Posts: 108
Joined: Thu Mar 31, 2016 8:58 am
Location: Somewhere...

Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Wed Jul 20, 2016 4:13 am

kcd.Spektor wrote:I will be adding mob fights with 4 directions.
Sounds better than waiting until a0.(A big number) :)
This is a bad signature. :|
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed Jul 20, 2016 7:47 am

Hak86 wrote:
kcd.Spektor wrote:I will be adding mob fights with 4 directions.
Sounds better than waiting until a0.(A big number) :)

Indeed, and I don't think it would be a(something), most probably not event b(something)

So let's try to come up with ideas on how the combat with 4 directions can look like.
Throw in any ideas.
User avatar
Hak86
Posts: 108
Joined: Thu Mar 31, 2016 8:58 am
Location: Somewhere...

Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Wed Jul 20, 2016 12:16 pm

kcd.Spektor wrote:Indeed, and I don't think it would be a(something), most probably not event b(something)

So let's try to come up with ideas on how the combat with 4 directions can look like.
Throw in any ideas.

For melee, If you are in the same square as someone you could press a button like 't' to attack them if you are facing them.
This is a bad signature. :|
User avatar
Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Gencool » Wed Jul 20, 2016 12:37 pm

So, this is an odd thought, but I figure I'd throw it out there;

How about having combat mirror the ship battle system?

You click on a target and a window pops up, like a cross between V.A.T.S and pokemon. You can use different attacks and target different body parts, depending on the classes involved.
The crew sprites are still active in the ship, and you can move around to effect things like ranged attacks- if you move out of line of site the window closes.

You'd have a handful of abilities that take different lengths of time to charge, and have different effects and bonuses.

E.g.
Humans:
Rifle (high damage, low accuracy, can be used at any range)
Melee (Low damage, high accuracy, can only be used close range)
ConcNade (aoe knockback, high accuracy, any range but may effect self/teammates)

Spiders:
Pounce (ranged only, stuns and moves you next to the target)
Fangs (high damage, medium accuracy, melee only)
Entangle (slows/ reduces accuracy of target, low accuracy, melee only)

Then you click on a bodypart to target (or maybe on an annotation box that points to the part in question)
Different parts might have different effects; head is extra damage, but harder to hit, legs slow the target and decrease their dodge, arms/weapons are extremely hard to hit but can stop their attacks from charging for a short time.
If there's multiple targets in range, you can switch between them with some arrow buttons on the sides of the window.

You could also aim at systems in the same way to attack them, some might have screens and panels you should attack in a specific order to deal the most damage. Some may have security systems you can knock out temporarily, or power boxes for the doors so you can choose your priority.


This way the rotations don't matter, but if/when you add them they would add to the visuals, while this method may be more friendly to online play where lag can really mess about with aiming.

Some classes could even customise these attacks a bit (I can see humans swapping their rifles for pistols/shotguns)
ImageImageImage
- Gencool (aka Puppetsquid) -- I make weird stuff
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed Jul 20, 2016 2:05 pm

Here's my idea:

1. Press X to toggle combat mode ON/OFF
When in combat mode you can't use systems with Q
can't put out fires with F
and can't repair with R
But you can press(hold) space which launches an attack in the direction you are facing.
There is a delay between shots/swings.
In player inventory you can equip certain race specific weapons.
Weapons have different stats:
Damage
Projectile flight range
shot delay
Ammo is unlimited (because otherwise it would be even harder to implement)

2. Some races will have mostly long range weapons.
Some (spiders?) will have powerful melee weapons.

3. In inventory you can equip a weapon
change your space suit.
Equip buff items that enhance some player stats like: repair speed, fire exting. speed, movement speed, oxygen supply, shot damage, hacking speed.
Also secondary weapon like Grenade, or acid spit, or something like this that you can reuse but it has a longer delay(like a charge bar).
OR!
Instead of a secondary weapon we can have "skills"
on buttons 1, 2 ,3
and they can be combat ones or neutral ones(insta-repair, start a fire, make a breach, insta-break door)

4. New shop systems will sell MOB equipment.

5. When you are in combat mode different sprites are used.

Only thing I'm worried here is friendly fire.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu Jul 21, 2016 8:54 am

Updated the TODO list.

Also can someone please create a wiki page somewhere?
Just start it anywhere. so everyone who want's can contribute.
jrb00001
Posts: 201
Joined: Fri Jan 15, 2016 2:22 pm

Re: Hurray! Another multiplayer clone project. :)

Postby jrb00001 » Thu Jul 21, 2016 11:05 am

Gencool wrote:So, this is an odd thought, but I figure I'd throw it out there;

How about having combat mirror the ship battle system?

I really like this idea. It would be something unusual for a character vs character fighting system.
jrb00001
Posts: 201
Joined: Fri Jan 15, 2016 2:22 pm

Re: Hurray! Another multiplayer clone project. :)

Postby jrb00001 » Thu Jul 21, 2016 11:12 am

kcd.Spektor wrote:Also can someone please create a wiki page somewhere?
Just start it anywhere. so everyone who want's can contribute.

I requested one on miraheze.org. The progress can be tracked on this page: https://meta.miraheze.org/wiki/Special:RequestWikiQueue/1499.

EDIT: The wiki was created while I was writing this post.

Who is online

Users browsing this forum: No registered users and 8 guests