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FLARE [ARCHIVED]

Additional issues to consider adding to list

pennomi
Thursday, June 9, 2011 - 21:33
pennomi's picture

I realize that the list of issues is already quite long, but these have been on my mind off and on for the past few days. What do you think about these ideas? (Some are clearly a lot more work than others...) Certainly feel free to disregard the ideas you consider unfit for FLARE. I've got no personal attachment to any of them. ;)

  • Additional missile settings:
    • seeking missiles (no idea how to do this)
    • missiles that reflect off of walls
  • refactor post_power to allow chaining hero powers together (eg. a missile with an explosion at the end)
  • large monsters (perhaps replace the aim_assist option with the entity size... this works; I've tinkered with it. Then calculate collisions with walls based on monster size... I haven't got this to work yet, though I didn't try too hard)
    • possibly add collisions between entities (so the hero can't walk through them any more... this would drastically change gameplay, however.)
  • patrol options for npcs (?) and monsters
  • monsters alert nearby allies when alerted (group awareness)
  • power ideas:
    • reflect_missile (% chance)
    • vampiric effects
  • event options:
    • on_click (as opposed to run_once)
    • spawn_monster

Naturally, I doubt I'd be able to do all of these. But I'd be happy to tackle them one-by-one if you like. Also, some issues already on the list are quite a bit more pressing than these are.

Lastly, do you have any issues on the current list that you'd like me to give priority to? I work best on smaller things, since I'm still not perfectly comfortable with C++, but I'd certainly welcome an assignment or two to knock out over the weekend.

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wokste
joined 14 years 2 months ago
Saturday, June 11, 2011 - 02:22

The following ideas are really good:

 

 

  • missiles that reflect off of walls
    • Nice, will give at least one power a more unique feel.
  • Add collisions between entities
    • Note, one of the monsters could teleport. It should be updated, to choose a good location as well.
  • patrol options for npcs and monsters
    • This could either be predefined or slightly more random. I don't know which one is the best.
  • monsters alert nearby allies when alerted

 

 

I had some issues on my mind as well (Warning some issues can drasticly change the gameplay)

 

  • To avoid spamming of the same attack, allow a recharge on powers.
  • Refactor status effects so they use a seperate class. This will make the engine more powerfull. Possibly some code could be shared with inventory. (e.g. using inheritance.)
  • Monster randomisation. (To improve replayability)
  • Putting monsters in teams to allow having allies.
    • Build in summon powers
  • Improved resistance / weakness system.

I hope to start in a few weeks with implementing some of these.

 

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johndh
joined 14 years 8 months ago
Saturday, June 11, 2011 - 20:04
johndh's picture

> To avoid spamming of the same attack, allow a recharge on powers.

I definitely agree with that one.  Due to stun-lock, no melee enemy can touch a 2nd-level ranger one-on-one, and no mass of melee enemies can even get a hit against a character with the earthquake power.

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DrSeemann
joined 14 years 18 hours ago
Sunday, June 12, 2011 - 08:00

> To avoid spamming of the same attack, allow a recharge on powers.

 

I guess that this problem (I'm using a lvl 3 ranger and got killed twice :B ) could be fixed by implementing Attack Speed, and "pain chance" on mobs. If you cant shoot too fast (depending on your attack speed) and mobs don't stop at a single arrow, they will be able to hit you :). I guess, first post btw :D

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wokste
joined 14 years 2 months ago
Sunday, June 12, 2011 - 11:16

> I guess that this problem (I'm using a lvl 3 ranger and got killed twice :B ) could be fixed by implementing Attack Speed, and "pain chance" on mobs. If you cant shoot too fast (depending on your attack speed) and mobs don't stop at a single arrow, they will be able to hit you :). I guess, first post btw :D

I see I was not clear. 

You have some powers, that are more powerfull than your basic attacks. In the current situation, powers can be used over and over. By limiting the uses of the powers we can force players to contiunally switch between them. This will

  • Increase the skill needed for the players (They have to look at when the powers recharge)
  • "Force" the player to use more powers.
  • Avoid some almost game-breaking effects. (*stun*, *stun*, *stun*, *stun*, *stun*, *kill*)
  • Hopefully make the game more tactical in general.

Note that it does not make it easier for the player, maybe more fun but definitely not easier.

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DrSeemann
joined 14 years 18 hours ago
Sunday, June 12, 2011 - 13:13

Completely agree. Chaining powers, developing combos moving fingers fast :). On Mu Online IE at a certain level if you chain some skills the character automatically hits ignoring enemy's defense. It would be really cool if this game engine improves that feature.

I got your point.

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Clint Bellanger
joined 15 years 8 months ago
Tuesday, June 14, 2011 - 04:37
Clint Bellanger's picture

I think putting an optional cooldown on powers is a good idea. Definitely makes sense for e.g. something like Quake. I'll add it to the issue list.

I'm not as worried about a ranger having an unfair advantage one-on-one against a melee foe; that's kind of the point. Maybe some behavior numbers can be tweaked to help with this (e.g. increase pursuit chance so the creature doesn't stand there after taking a hit; increase the "take-hit" animation speed so that the creature is free to move sooner).

I'd rather give more enemies optional ranged powers to help with this, e.g. some melee creatures should throw a stun missile (e.g. a Net attack) to help them close in on a ranged hero. Also it helps to mix up creatures in groups. This might be less of an issue when creatures attack in packs rather than one-at-a-time.

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