Page 4 of 21 FirstFirst ... 2345614 ... LastLast
Results 31 to 40 of 206

Thread: TANX (Iron Strike)

  1. #31

    TANX (Iron Strike)

    Quote Originally Posted by Huehnerschaender
    I think this can be done easyly... question is, if it brings a better gameplay... I really don't know. What do the others think?
    I think the proof will be in the tasting. If you can implement it and see what your beta testers say. Make sure you point out to them that you need feedback on that particular aspect of the gameplay. If the it is generally felt that it adds to the game play then leave it in, else IFDEF it out and release it as a upgrade if after he official release you get people asking for it.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  2. #32
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25

    TANX (Iron Strike)

    Quote Originally Posted by Huehnerschaender
    I think this can be done easyly... question is, if it brings a better gameplay... I really don't know. What do the others think?
    Well my list of pros would be:

    - when heading back for those left behind (and sometimes very needed) repair kits, it takes such a long time to go back and forth, it would kinda help to speed things up a tad.

    - it adds a touch of realisim in that the player will actually seek the roads when traveling instead of just driving 'whereever', because it wouldn't matter otherwise.

    - adds tactical more tactical choices in the game. "Do I follow the road, which will be faster? Or do I try to play it safe and go around through the mud? And if I get caught while in the mud, what are the odds that I'll be ambushed?"

    - it's sort of the purpose of having a paved road (noone would actually pave roads if they didn't actually help vehicles get around. cosidering the real life cost/maintenance of roads, thats expensive 'eye-candy' )

    - it's not a really hard thing to impliment

    my list of cons include:

    - it might take a bit of time to impliment

    - tweeking settings will be required

    - players might not like the idea and get a bit fustrated.

    - if the speed/ manuverability settings make it too much of a difference it could reverse the effect of being a handy enhancement and a hinderance...


    My idea of a difference between road vs. dirt/grass/mud movements might be the initial starting acceleration would be higher... as there is more traction on a road. you might be able to 'get going' a bit quicker so that you can avoid stuff easier...

    It's one of those ideas that can go either way I guess. :?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #33
    idee_fixe
    Guest

    TANX (Iron Strike)

    Will, I really like your points; I was going to right very much the same! Your points on seeking the roads and the tactical decision are spot on.

    I think the best way to look at it is not to create a disadvantage for driving on dirt and mud, but to create an advantage for driving on the roads. Don't slow the player down for driving on the mud, speed them up for using the road. Changing accelleration is a good idea too, especially for mud situations.

  4. #34
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25

    TANX (Iron Strike)

    The interesting thing about a road is that it's also an Infantry killer. Ground troops have to avoid flat, open and uncovered terrain at all costs. And when they do cross a road or an open area of land (mostly out of lack of other options) they normally do it tactically.

    Now this aspect might be just plain too complex to add in the short amount of time, but honestly thats how they would do it normally.

    Thoughts about adding Troops:

    Against a tank... troops would either try to sneak up on it from behind and out of the direction of it's turret [size=9px](a little hard to do when we can just swing our mouse/joystick around and click, but hey. )[/size] or run away to a hidding spot or defensive position as they don't stand a single chance going toe-to-toe with one. Can you say squishy.?.

    Maybe something simple if this becomes a reality in the game. A not too complex algo that detects covered locations or the nearest trench, gun mount, etc... try to keep it simple so as not to make the gameplay too unrealistic.

    Troops do NOT charge tanks. :lol: Not even the dumbest trooper would not dare this.

    So some other behaviour would need to be used if they are included. Maybe something akin to the way they behave in the Command & Conquer games?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  5. #35

    TANX (Iron Strike)

    Hey Will,

    nice thoughts, but I think all this is too much for a game which is styled like TANX. The troops will not have a single chance to play out ANY tactics. When they are spotted, they die. All they can do is to shoot for a second. Seek and destroy. That's Tanx. The way you steer your turret is unrealistic, but it brings action into the scene. So troops are only cannonfodder. But they are able to bring fun into the game.

    The way I am implementing troops at the moment is the following:

    They are on the map like any other enemy. They are able to follow pathpoints as patrols are available now.

    When they are encountered by the player, all the can do is shooooooot. Running away or hiding doesn't make sense here, because you aimed them with the mouse as fast as I can paint a triangle.

    What I can do (and I will) is, that if the players cannon hits the ground near a trooper, he will run away from his current position, maybe hiding under a tree. Thats the only useful "protection" for the troops. The "invisible" areas of the player.

    A first draft movie can be shown soon!
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  6. #36
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25

    TANX (Iron Strike)

    Yeah... I understand. I would not entertain this idea myself either. I was just explaining --perhaps in too much detail-- what you could expect in real life.

    Most of which is not really good for TANX.

    Quote Originally Posted by Huehnerschaender
    What I can do (and I will) is, that if the players cannon hits the ground near a trooper, he will run away from his current position, maybe hiding under a tree. Thats the only useful "protection" for the troops. The "invisible" areas of the player.
    You took the thoughts right out of my brain! :lol:

    Yeah a big explosion right close to anyone will scare the living crap out of them...

    Maybe one more tiny thing you could do is if you are detected by the player and there is a trench in a set range from him, he could try to jump in the trench (if it is not full --3 troops max!) other wise drops to the ground(with riffle) or crouches(with rocket launcher or bazooka) and fires...

    Quote Originally Posted by Huehnerschaender
    A first draft movie can be shown soon!
    Sweet! Can't wait.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  7. #37

    TANX (Iron Strike)

    You could also have the troops run away a small % of the time. If they escape generate an enemie tank and have it move to the position (thus they called in backup). This will give them a little more meaning then simply cannon fodder

  8. #38

    TANX (Iron Strike)

    Nice idea Mr. Darling

    Whatever we do with the troops, here is my start.

    This video shows the first draft of the troopers. They can run, shoot, die and fly away *lol*

    There is no real intelligence in them by now and I also need to make further animations (idle, crawl, etc)

    At the moment they can be shot, blown away and run over by the players tank *hehe*

    Ok, take a look at the video and tell me what you think:

    http://www.dino-it.de/soldiers.wmv

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  9. #39

    TANX (Iron Strike)

    Looks great! Its starting to look like a commercial level game!

    It would be nice if you could make them crouch while they fire.

    How did you create the .wmv file?
    [size=9px]BEGIN GEEK CODE BLOCK
    <br />d s-- : a24 GB GCS GTW GE C++ P L+ W++ N+ K- w++++ M- PS+ PE+ Y- t+ 5+++ X+ R*
    <br />tv b+ DI++ D+ e++ h+ G-
    <br />END GEEK CODE BLOCK[/size]
    <br />Create your own GeekCode block at: <a href="">...</a>

  10. #40

    TANX (Iron Strike)

    Glad to hear you like it.

    Of course there will be more animations later on. Crouching is only one of them, but all this needs time. I have to check what I can achieve until September.

    I also want to have at least 3-4 kinds of troopers in the game. One with MG, one who throws grenades, one with a bazooka and maybe an additional one with a flamethrower.

    The video is made with Windows Movie Maker. It comes with Windows XP.

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

Page 4 of 21 FirstFirst ... 2345614 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •