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Baker



Joined: 14 Mar 2006
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PostPosted: Sat Apr 17, 2010 5:37 am    Post subject: Practical Game Logic (QuakeC) Ideas Only Dropbox Reply with quote

1. Monsters that only move when you are not looking at them (think of the possibilities). Provided QuakeC can do this. I know QuakeC can do line of sight but not sure if the "behind you" 180 degrees can be ignored from the calc.

2. The concept that using a teleporter damages you slightly.

3. Why does the Portal QuakeC mod crash every non-DarkPlaces engine eventually. Qrack seems rather resistant to the crashing, but still crashes when you do a portal underwater or half-underwater if I recall correctly. And most other engines crash on use of the gun.

/Even if nothing comes of this thread, at least I have recorded this and got them out of my head.
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Swift



Joined: 26 Jan 2010
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PostPosted: Sat Apr 17, 2010 7:27 am    Post subject: Reply with quote

I want to see this QuakeC portal using actualy BSP portals. Smile
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Wazat



Joined: 15 Oct 2004
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PostPosted: Sat Apr 17, 2010 6:06 pm    Post subject: Re: Practical Game Logic (QuakeC) Ideas Only Dropbox Reply with quote

Baker wrote:
1. Monsters that only move when you are not looking at them (think of the possibilities). Provided QuakeC can do this. I know QuakeC can do line of sight but not sure if the "behind you" 180 degrees can be ignored from the calc.


Easily done. Just reverse one of the directions and narrow the dot product to the desired range.

Imagine a stone statue that becomes impervious to damage when you look at it, so you have to turn and fire really fast to harm it, or bounce a grenade off the wall and behind you. It only moves when you look away, so you may not even realize the statue is moving until it slashes you from behind.

Combine that with a mirror in new engines and that could be interesting, though I get the impression that that's not what this thread is about.

Quote:
2. The concept that using a teleporter damages you slightly.


Easily done in the teleporter touch function. After teleporting the player, damage him either a set amount, or by a percentage of his HP.
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qbism



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PostPosted: Sun Apr 18, 2010 5:19 am    Post subject: Reply with quote

Medusa monster: turns PLAYER into a stone statue when viewed directly.
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ajay



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PostPosted: Sun Apr 18, 2010 11:09 am    Post subject: Reply with quote

Weeping angels....
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Baker



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PostPosted: Sun Apr 18, 2010 11:12 am    Post subject: Reply with quote

ajay wrote:
Weeping angels....


Shhhhhh. Very Happy
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Baker



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PostPosted: Sun Apr 18, 2010 11:24 am    Post subject: Reply with quote

qbism wrote:
Medusa monster: turns PLAYER into a stone statue when viewed directly.


Stop! Thief!

/No it's all good ... but yeah. I've been trying to think of very strategic game elements beyond shoot and kill. I want some mental engagement in game play.
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r00k



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PostPosted: Mon Apr 19, 2010 1:19 am    Post subject: Reply with quote

3d jigsaw, gotta move pieces to get out of the level.

I think monster AI should be coded like old arcade games where they grouped and moved fast in a pattern. Imagine a bunch of running rats or spiders etc..
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Wazat



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PostPosted: Mon Apr 19, 2010 3:49 am    Post subject: Reply with quote

r00k wrote:
I think monster AI should be coded like old arcade games where they grouped and moved fast in a pattern. Imagine a bunch of running rats or spiders etc..


Steering behaviors would be cool in Quake.
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r00k



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PostPosted: Mon Apr 19, 2010 9:24 am    Post subject: Reply with quote

even 1 model can be a bunch of animated little models running about...
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frag.machine



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PostPosted: Mon Apr 19, 2010 12:41 pm    Post subject: Reply with quote

Trapbombs, disguised as items, dropped weapons, backpacks or severed heads. If someone touch it, kaboom. Could be a random skill (like in Total Destruction) or something the player can buy/learn in a RPG-like game. Uses rockets (5 ?10 ?).
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Baker



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PostPosted: Mon Apr 19, 2010 11:15 pm    Post subject: Reply with quote

EF_SHADOWONLY ... don't draw the model but do draw the shadow. Possibly an interesting invisibility effect for multiplayer except that no one uses shadows in multiplayer (and anti-wallhack type stuff would make this method rather inconsistent) ... so maybe this would good for interesting single player monsters where perhaps they are only visible if damaged and otherwise you only get to see their shadow.

/Yes, stepped halfway out of the QuakeC box.
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Baker



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PostPosted: Mon Apr 19, 2010 11:17 pm    Post subject: Reply with quote

I always thought the airgun QuakeC modification was interesting. And yet this has seldom been used thus far.

(The airgun mod could blow items around).
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Baker



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PostPosted: Thu May 13, 2010 2:39 pm    Post subject: Reply with quote

ajay wrote:
Weeping angels....


Ha! Someone made this out of the blue two hours ago.



Monsters invulnerable and unmoving when you are looking at them. Attack and move when you are not watching them.

Very difficult.

http://quakeone.com/forums/quake-mod-releases/works-progress/5517-angel-blink-mod.html
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Pulseczar



Joined: 12 Aug 2006
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PostPosted: Thu May 13, 2010 2:58 pm    Post subject: Re: Practical Game Logic (QuakeC) Ideas Only Dropbox Reply with quote

Baker wrote:
1. Monsters that only move when you are not looking at them (think of the possibilities). Provided QuakeC can do this. I know QuakeC can do line of sight but not sure if the "behind you" 180 degrees can be ignored from the calc.

http://www.youtube.com/watch?v=muLIPWjks_M

Baker wrote:
I've been trying to think of very strategic game elements beyond shoot and kill. I want some mental engagement in game play.

You spawn at the beginning of the level. You can't move, but you are handed a Rubik's Cube to solve. When you solve it, all the monsters in the level gib and you advance to the next map. With each level/map, you have less time to solve the cube and/or a harder cube/puzzle to solve (more planes, more sides, etc.). If you don't solve the cube in a certain amount of time, all the monsters on the level come find you and kill you.

Laughing

Baker wrote:
I always thought the airgun QuakeC modification was interesting. And yet this has seldom been used thus far.

(The airgun mod could blow items around).

CustomTF used it ('air fist') for years and years.
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Last edited by Pulseczar on Thu May 13, 2010 3:13 pm; edited 1 time in total
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