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[Sprint#4] Mine shaft and mutant basic AI
http://www.coopordie.com/forum/viewtopic.php?f=8&t=441
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Author:  Pat AfterMoon [ Sun Sep 27, 2009 4:17 pm ]
Post subject:  [Sprint#4] Mine shaft and mutant basic AI

Initial sprint description: Sprint4.pdf

First video: The mine shaft automatically goes up when the level of acid sea allows it. The machinery can be started or stopped by the red button. The level of damage of the machinery is showed by the green gauge. If the machinery is too much damaged or if the player push the arrow button, it automatically goes down and slowly repair itself.
The AI of the mutants is currently not implemented, they only walk around and flee when hit.


PS: This is an early prototype, don't take care of the visuals, this is only for testing the game-play.

Author:  ANDREI [ Sun Sep 27, 2009 8:00 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

nice! my face is still "O_O", it will be a great game :D but you may finish it on 2011 because of campaing, weapons and more things

Author:  xRDVx [ Sun Sep 27, 2009 9:06 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

Well... Who said it needs a campaign?

And.. Well... If you get a few guys that are able to do modeling/scripting/effects/music that can be speeded up :P

You see... I know games sometimes are done by one person... but... that's not the rule :P

In any case. Well.. yeah.. It's something I didn't expected... It looks "Woot". And those little mutants look too cute to be shoot at ^^

Author:  Pat AfterMoon [ Sun Sep 27, 2009 10:16 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

xRDVx wrote:
Well... Who said it needs a campaign?
You're right, no campaign is planned. The target is a sort of procedural mission system with a high re-playability.

xRDVx wrote:
And.. Well... If you get a few guys that are able to do modeling/scripting/effects/music that can be speeded up
Exactly ;)

ANDREI wrote:
you may finish it on 2011
2011 is a decent estimation for starting officially the game. After this date the game will evolve step by step, patch after patch.

Author:  xRDVx [ Sun Sep 27, 2009 10:22 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

Uh.. sorry, but I Don't want to wait till 2011 for yet another thing...

I want it earlier =) Maybe 23:59, December 31th, 2010... but not 2011.

In any case.. Feel free to .. well.. look for help somewhere else because almost no one looks the forums here and I don't really know modeling/scripting/effects/music?

Meh.. I guess I've to wait and may be help you with moral.. Keep up the high work =)

Author:  Pat AfterMoon [ Sun Sep 27, 2009 10:29 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

xRDVx wrote:
Uh.. sorry, but I Don't want to wait till 2011 for yet another thing...
You will have things earlier, but it will be called "beta test" ;)

xRDVx wrote:
look for help somewhere else because almost no one looks the forums here and I don't really know modeling/scripting/effects/music?
I will hire freelances for all artworks. I have planned a decent budget for this and for acquiring some needed tools (Unity Pro is on my list).

Author:  ANDREI [ Mon Sep 28, 2009 6:22 am ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

Pat AfterMoon wrote:
xRDVx wrote:
Uh.. sorry, but I Don't want to wait till 2011 for yet another thing...
You will have things earlier, but it will be called "beta test" ;)


lol, i forgot xD. and lol, that "hurt" sound sounds like crap



also.. i have got unity3D with indie license :\ i'm not sure if i will use it

Author:  xRDVx [ Tue Sep 29, 2009 6:21 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

Uh.. may be he screams less and we hear more the sound of the Flesh and the clawns or acid acting up over the object/body.

In any case..

I pretty much like how the Mining facilities work, and / or how the mutans work.

Though I'd like to ask if you're planning on something related to points earned by each mission sucessfully completed, wich will be less if the mining is hurt, or there are "incapacitations" or basing on how many health 'points' we lose on the way, + may be the monsters we kill?

That, or, then how are you thinking to diference good/usual players from bad/ocassional players?

Just curiosity, I may guess and say you'll tell me to wait untill beta.

Author:  ANDREI [ Tue Sep 29, 2009 8:59 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

pat, you should implement achievements and perks (or something like perks) in game because this will make coopordie 2 more populated, because of the desire to earn achievements and perks/rewards...

Author:  Pat AfterMoon [ Tue Sep 29, 2009 9:22 pm ]
Post subject:  Re: [Sprint#4] Mine shaft and mutant basic AI

On a first step I just want to have a functional mine shaft and decent mutants. The goal is to turn on a mine shaft and prevent it to be damaged by mutants. The lower is the altitude of the mine shaft, the better is its productivity, so you are encouraged to take risk with the acid sea.

The mutants are alerted by the noise of the mine shaft, so the gameplay could be compared to a survival mode around a mine shaft. The more you could defend it, the more it produce, the more you gain "points".

When what is written above will work in multi-player, I will look for more. There are endless possibilities.

PS: and yes, the current "hurt" sound is :tongue:

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