From: BFGalbraith <bga...@kr...> - 2002-03-24 03:50:57
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OK, here's what I have NOT included yet in the "New Hack and Slash Computer Game Project Documentation" ( http://www.planetquake.com/gg/hands_docs/index.html ) from The Serpent Lord's "The Future of Hack and Slash." ---------------------------------------------------------------------------- The system needs to be documented to be useful: * playing the game, starting and joining games, settings, etc. * editing the game, code, maps, models, gfx, sounds, music, etc. * creating classes of characters, and weapon classes * using other Hack and Slash entities The weapon system is incomplete: * Missile attacks should not use hit points like hand to hand (see player.qc, player_attack) * Check whether weapons are automatically aimed up and down The HP used by each attack should be part of the class entity: * HP can be used to damage, manipulate, maneuver or recover * So, each attack should have a damage and manipulate value * animation_jab_damage, animation_kick_damage, animation_push_damage * animation_jab_manipulate, animation_kick_manipulate, etc. * OR you might combine them into a single .vector value * animation_jab_hp or animation_jab_hitPoints or something * The vector '1 2 0' might represent 1 damage, 2 manipulation * I don't know what the third number might be used for (kick?) Cameras need some work: * I'm not sure we need "hint" cameras, maybe they should work just like "revert" cameras, and both should be classified as "moving" as opposed to "fixed" cameras * "spawnflags" are a confusing way to specify options perhaps it (and other confusing options like "health") should be replaced with more human readable options like "camera_type" ("moving" or "fixed" perhaps) and "camera_distance" (a number) The Hack and Slash levels need some work: * gym_01: faster attack animation, add animation_rise_frames * oq_hands: disable trigger near single player start in deathmatch * valley: add monsters then run "QBSP - Only Entities" * IKLITE emulation in OpenQuartz light.exe is not bright enough Fixing OQ light is doubly important because IKLITE no longer runs from QuArK (though this could be called a bug in QuArK) * wyvern too dark because of this problem with OQ light * 3streams: big black blotches, whether IK or OQ light is used (could it be a problem with the QBSP programs? QuArK texturing? if so, perhaps using an older QBSP will have different results?) The QuakeForge engine needs some work: * The menu system has not been totally re-implemented * Client side QC should allow us to design a new status bar * We need a system for installing the game and engine in Linux * Input doesn't work in QF dedicated servers (Windows only?) * Joystick control does not seem to work in Windows * 24 bit texture support (32 bit without alpha) * 24/32 bit textures on players (option to disable team colors?) * 24/32 bit textures on water and other textures still only 8 bit * Alternate water warp effects like scrolling instead of oozing * Allow larger playable area (compile option, per-map variable, or an option to compile with or without the variable?) see MSG_ReadCoord, MSG_WriteCoord and similar functions in msg.c --------------------------------------------------------------------------- -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |