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From: Marcelo F. <mar...@gm...> - 2006-07-08 16:15:27
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hey test. > welcome to the world of programming, - lol I entered this world 7 years ago, but thx. > KISS > > you know? > Keep it simple, stupid. > Keep it small and simple. > Keep it sweet and simple. > Keep it simple and straightforward. > Keep it short and simple. > Keep it simple and smart. > Keep it strictly simple. slackware.. sweet. :D I used to love this "way of life". lmao. > and now take what you want..? Why not use what is already around? no one said not to use what is already around. As I said, it would require (big) changes not a complete reimplementation. > At the > moment you have 2 slots in the limbo to do some selections? Is this done nice > with the pull down list? Is this done nice with the selection of the slots > (1=heavy weapon at the moment, and 2=light, pistols)? Do we really know if > the players will like it later? wasn't the idea to select not q heavy weapon and a pistol and (...) but any combination of guns that the player can carry? > Last question first: No, we dont, we have to > give it a try and see what other think if they use it. Ok? that's why I sent this message to the list. I belive all of you have played TC:E and ET, so... > Next, what if you > do something like showing all possible models (excluding the ammo-packs) and > do some selection made by the count of the ammo-packs for this weapon? Make > this sense? Should a user select a weapon even without any ammo? not really. But for a first alpha release that's ok. We would have to implement some sort of search when doing this because if 2 guns use the same ammo-pack it would be nicer to put all those packs on the same place. So making sure that the user did select at least 1 ammo-pack would require more work. Ofcorse, one could bring to this topic one idea of how do this without all this work. Questions and problems without answers won't help anything. > Next > problem, if the user selects different Weapons - how to put these in his > key-bind-weapon-system? Do we need something like 1 = mp, 2 = pistol, 3 = > knife, 4 = flash (by the time, we have made the first flash-wipe-out the user > screen thing), and so on... - - KISS? simple: 1 - heavy weapons (mp, ak, sniper rifle, ...). 2 - Pistols. 3 - Knifes. 4 - fragmentation granade. 5 - smoke granade 6 - flash bang. Pressing the key again would cicle trought the weapons you have selected for that category. > How do you select your weapons when > playing tce(test)? Never thought about? This slot-thing with weight/speed > relation is something that is the design-conception - not the user interface. Sure. But the interface have to reflect the game design. As far as I understood what I told was the idea of this game. > If you dont know, i will give it a try: > a player selects his weapons with key-binds 1,2,3,...8,9,0. > so you have 10 slots to fill up with weapons. you really dont need to use all > at the beginning. The player selects the weapon for the slot and the minimum > ammo is one filled mag. Player can select this weapon with more mags. At the > first, without weights, try something like select only 10 items (or more, > hope you wont hardcode it ...). For example: > at key-bind-slot 1: select a mp with 3 mags = 4 items > at key-bind-slot 2:select a pistol with 2 mags = 3 items > at key-bind slot 3: select nades 3 = 3 items and now its over to select any > more. If player likes he would have his selection on other > key-bind-slots.....and you know this key-bind-slot thing could always > overwritten with special bindings of the player-config, if you look in the > code the weapons are put on internal slot-numbers similiar like this > 1,2,3-key thing. And if you dont know how to start then first write down how > it is done at the moment and i am shure you will get some ideas. interesting idea but the only change from TC:E is that the player can select the ammount of ammunition he has. Is that what you were talking about all the time? Sry if I got it wrong. but don't you think it'd be nice to have one ak47 and one mp5 and no pistol or nade? It's faster to switch guns than to reload. And those guns are more powerful than pistols. I can see a lot of situations where it would be pleasant to have this setup. > kind regards, test-dr > cp. goes to dustpuppy, so i dont have to tell it all again. he's on the list now. take care. -- Marcelo C. Freitas / ]eVe[gsa.OgRo(BR)* Open Tactical Combat 2006 http://sourceforge.net/projects/otc6 AdaOS http://www.adaos.net Profile no last.fm: http://www.last.fm/user/eVeOgRo IM's: MSN: bat...@ho... ICQ: 24263609 Jabber: Og...@ja... GTalk: mar...@gm... Yahoo: baterausp |