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DroLeo420
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Incarnated marvels, simplified...


« on: April 12, 2008, 10:18 PM »

I think it would be cool if a lot more stuff was available to buy. for instance, health, for if you desperately need to heal, and shield. Damage bonus, Invisibility, speed maybe jump boot-type pickups, maybe some tools, like a grappling beam, or a jetpack... and stuff like that
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Dario
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« Reply #1 on: April 13, 2008, 10:44 AM »

Yeah, I was thinking along that line originally. Smiley

Originally, you were going to have the ability to buy health/armor/ammo, equipment, team-abilities (like vote for an air-strike, as opposed to land-strike [deploy robots]) and alllll kinds of stuff. Of course, it would have taken another millenium to get all that stuff done, so that was put aside labeled as the plans for the UT3 (then UT2007) version of Gunreal, called Ground War. I plan to pitch this as a retail game in the near future, because it would take a full team to implement all this stuff... but I think it would make for a capitally entertaining game (with a singleplayer story).

What you see on a shopping screen may look like buttons and text, but each thing has a ton of work/content associated with it that expands the game's completion time by a lot.

For example, originally, you going to be able to equip and throw ammo as a grenades, or mix ammo (like strap a lightning gun battery to a plasma gun cell), and either just throw them together for a bigger explosion, or load your plasma or lightning gun with them... but just adding 1 new type of damage per weapon adds 2x more effects that I have to make (I have to double the number of projectiles, hit effects, firing and impact sounds, and make customized meshes) 3x more code the programmers have to make (each weapon would have multiple "modes" - for example, there would be the plasma gun, then the plasma/lightning gun, and new variables for how the projectiles affect everything, and then of course they have to apply the above-mentioned stuff that *I* made), and thus add 3-4x to the overall dev time, because then you have to add the bug-fixing and fine-tuning layer on top of all that.

With a properly-sized team, it can be done. With just a couple people, it would simply take too long to attempt...

---

Here's an old Photoshop concept, scrapped together as I was playing with the idea of a new vehicular gametype (until Epic stole my "War" title for a rehashed Onslaught Grin - Big mistake, because now if Epic ever does a *real* war gametype, what on earth are they going to call it?).

Edit: I realized they actually call it "warfare", not "war"... but still, now they're going to have to call a *real* war gametype something else, because the WAR-Mapname prefix is taken.


* G-UT3-InterfaceA1.jpg (209.39 KB, 1024x768 - viewed 140 times.)
« Last Edit: April 13, 2008, 10:59 AM by Dario » Logged

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Rymosrac
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« Reply #2 on: April 28, 2008, 11:44 AM »

I'd be pretty pleased if come kind of way to save favorite loadouts besides just the last one you purchased.

Also, I'd like it if the re-buy feature didn't overwrite your last loadout if you spawn without buying anything.

Edit: I guess the real issue is that it can take longer than I'd like to restock / reequip yourself. Though I suppose that might be intentional.
« Last Edit: April 29, 2008, 01:56 PM by Rymosrac » Logged

Houthscha!
yannickgd
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« Reply #3 on: May 11, 2008, 02:57 AM »

i got too a little idea like unreal is now it costs money if you get killed whit a car. but why we don't say entering this car cost cash or special shopping pads where you can buy cars
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Dario
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« Reply #4 on: May 11, 2008, 09:02 AM »

When I made the above concept, I was once toying with the idea of allowing people to dump money or adrenaline into vehicle pads in order to make the vehicles spawn faster. Those vehicles, however, were going to be much more powerful than the ONS vehicles, and take way longer to spawn.
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