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All Names Taken

Member Since 08 Sep 2011
Offline Last Active Apr 15 2014 12:36 AM

Topics I've Started

Very Rough Idea - First Person Melee System

10 August 2013 - 03:47 AM

Returning to an old game idea, I've been considering the controls for first-person close combat, which is always rather tricky (as there are elements it can't capture that 3rd person can). Although there maybe a 3rd person view as well.


I suppose I'm aiming for a "simple" yet "diverse" system ... yeah I know, those two don't necessarily mesh, but here are my thoughts.


WASD movement, mouse-look as per standard FPS.


M1 clicked performs a light attack.

M1 clicked repeatedly leads into a combo, initially a combo will be two to three moves but as you improve skill (RPG-wise) you unlock further moves to the combo chain.

M1 held down draws weapon back ready for a heavy attack.

M2 held down blocks with either a weapon or a shield.

M2 clicked at the right time will perform a parry that may have benefits liking leaving the opponent open to a powerful attack.


Some other maneuvers either possessed or learned throughout the game.

Running forward + Attacking equals a special dashing/charging attack.

Crouching + Attacking performs a sort of leg sweeping attack.

Jumping + Attacking will cause a variant of a normal attack, usually to strike from above (oddly enough)

Run + Jump + Attack for a leaping extra powerful attack.

Crouch + Attack after jumping or falling for a plunging attack.


And possibly run ... than crouch + attack for a low sliding attack? Crouch than jump + attack equals a rising attack? In a way its kind of fighter game-like, or rather I looked at old-style beat-em ups like Golden Axe and Streets of Rage that allowed you to perform a number of moves on a few buttons and where usually much simpler than complex Street Fighter specials.


There will also possibly be elements like dodging (always wondered how to do 'rolling/tumbling' in first person) possibly with a double tap of the appropriate WASD key.


There are also special attacks binded to a hotkey that can be learned ... from simple stuff like 'Kick' to 'Whirling Blade' (whirling around in first person?).


Does this seem like a reasonable approach? Any problems? suggestions?

The purpose of crew when you fly the ship?

01 July 2013 - 03:56 PM

Been distracted by space-sims and elite-likes of late, so if you guys would humour some ideas?


Taking into account a few requests on space-sims, the main one for this post is having a fully crewed ship ala Star Trek (or even Firefly) and a small side one is missions on foot, planetside, boarding actions, etc (to tie it in nicely with the crew, think Away-Missions).


In most space sims you have the majority if not complete control over the ship your piloting, and I can see taking away a large portion of this control and handing it over to AI crew might lead more to frustration and annoyance. So my thoughts where based around how else having an able crew would benefit you in flying your ship.


In the end I decided that crew would have abilities in up to 3 areas.


Flight Support: Rather than taking over control they can enhance certain aspects to make life even easier for the captain (you).


Independent Tasks: When left to their own devices with enough resources will go about doing useful things on the side that don't directly bump noses with flying the ship.


Away Team Role: In the vain of Star Trek, you select members of your crew to accompany you on missions on the ground, forming squad under your command. So I imagined there needs to be reasons to choose different crew members with different roles.


As such, crew come in a number of traditional classes and roles, each I wanted to give some of the above to (But some admittedly may miss out in areas such as flight support or away team role). I pictured crew gaining experience and 'levels/ranks' and becoming more efficient in their roles as well. So I was hoping you guys could help me out with ideas on abilities in these ability categories, as well as suggestions for other important crew I may have missed.




Navigator: Your expert on traveling through space.

  • Flight Support: Perhaps maps out nearby star systems for you to jump to, the higher the rank the further out systems are mapped. Can be assigned to setting up routes and way points? Can find shortcuts and maybe necessary for traversing the likes of wormholes? Reduce the amount of fuel/energy it takes to FTL around?
  • Independent Tasks: No idea really, can be given over control of the ship as a sort of superior autopilot?
  • Away Team Role: Again no idea ...

Tactician: Experts on capital ship combat (cap-ships being the kind of ships you would captain).

  • Flight Support: Can be assigned to take over fire controls, perhaps you can distribute some weapons between yourself and your tactician, so he can concentrate on aiming turrets on fighters and such. With higher rank will be able to identify weak points on enemy ships for you. Gives you faster missile locks and such. And can perform alittle move I call 'shield blocking', if you remember the likes of X-Wing/Tie Fighter or Wing Commander you could redirect the power of your shields - forward, back, left, right etc, the shield block has the tactician quickly redirect power to take on incoming fire while your busy doing other things.
  • Independent Tasks: Not sure, afraid I'm not giving any examples of what I mean here yet.
  • Away Team Role: Again, not sure.

Engineer: "I can not do'et captin, she needs more power!" This one is abit more fleshed out in its three roles.

  • Flight Support: Mainly need to be assigned to what I'm calling 'Engineering Bays' where they will act to repair damage done to the ship. At higher ranks they repair faster and can come up with ship overhauls/overclocks? Like getting more boost out of the shields, guns, engines.
  • Independent Tasks: Finally an example, on your ship you can create 'workshops' and assign engineers to them, where they will manufacture new equipment and upgrades from resources gathered (Sort of like X-Com's bases with their workshops).
  • Away Team Role: The engineer will be a support role on the ground, able to repair equipment (vehicles?) and possibly construct certain buildings (monitoring posts, outposts, auto-turrets?).

Scientist: So as one performs away missions and collects 'data' and explores anomalies in space the scientist takes that info and creates new toys and technology for you.

  • Flight Support: The opposite to the others so far, I have little idea what the scientist does to help you midflight. I considered having them give occasional advice when encountering new planets or spacial anomalies "It would be unwise to fly into that supernova Captain".
  • Independent Tasks: Very much like the engineer, I picture part of the game is collecting research materials and artifacts on away missions, your scientist sits around trying to unlock the mysteries and will eventually give you a new technology that your engineers can often manufacture something from (Again, your ship is kind of like an X-Com base in my idea).
  • Away Team Role: Not entirely sure, I imagine they could detect and identify research materials and artifacts you encounter on the ground letting you collect the more valuable items "No Captain that is not an alien death-ray ... its a spoon, made in china it says". Possibly they can also give advice on dangerous environments and lifeforms as you explore, or simply taking them along increases their research output.

Physician: The one who puts the rest of your crew back together after something tries to burst out of their chest. Doctors who provide medical assistance to the rest of the crew.

  • Flight Support: No idea, apart from administering to injured crew in battles and such.
  • Independent Tasks: Will typically work in the sick bay healing up the crew, possibly battling any dangerous alien viruses you may pick up along the way. A side idea was that they could at later ranks do stuff like cybernetics and such.
  • Away Team Role: Easily enough the physician is your team medic while on away missions.

Security: Typically big tough bruisers who are the first to get a hold of the ray guns and kick some ass. Your soldiers and such.

  • Flight Support: Again, no idea what they would do for you while you fly around space. I suppose defending the ship from boarding actions (if those where to be implemented) or performing boarding actions.
  • Independent Tasks: Again not sure, I considered having them 'police' your crew to perhaps keep they from getting up to mischief and mutiny.
  • Away Team Role: I imagine you would always take some security along, equipped with weapons and armour to protect you and any others from any dangers, and on the occasion when you are leading a military style operation on a planet.

Comms?: A role I was unsure of including, communications officer who deals with ... well communications.

  • Flight Support: When I thought on it I decided that they could possibly be a sort translator/diplomat when you contact other vessels or aliens, a higher ranked comms will give you much more diplomatic and persuasive conversation options when dealing with them, or know exactly the best way to threaten a Graqf into surrendering. Possibly they would also need time to translate alien languages before you could communicate with them (higher ranks would translate faster).
  • Independent Tasks: Eavesdropping and spying on transmissions between other ships and letting the captain know about that secret attack on Planet Z, possibly this lets you pick up extra 'missions' without having to poke around so many space bars.
  • Away Team Role: Again, no idea.



Pilots: If any one has played Battlecruiser Millennium you had a number of smaller fighters and shuttles aboard your ship, basically pilots would fly these. Since these aren't part of what I consider the 'main' crew I didn't think they needed a role beyond that.


Steward/Cook?: The only other one that came to mind, would I suppose improve crew morale depending on their rank?


Thats all I have for now, any thoughts/suggestions?

Planet Colony - Resources & Commodities?

24 April 2013 - 06:44 PM

So as alittle side idea I was roughing out my thoughts on a game about establishing productive colonies on different planets. A mix of Outpost/Fragile Allegiance with the likes of such things as Anno, Tropico, Patrician and Industry Giant.


In a way I saw it as the opposite to elite, rather than being the spaceship that buys X at one planet and sells to another your the actual planet trying to establish a viable trade system for your corporate overlords (and I thought of elements like you can buy ships and send them off to other planets to buy or sell, but much less directly controlled).


So I was trying to think different resources and commodities that could be produced on varying planets and was wondering if you guys had any ideas?


These are some of my ideas so far.


Building Goods

Alloy - Generic metal stuff.

Polymer - All purpose material made from just about anything broken down and remade into polymers.

Energy - From power plants.

Equipment? - Maybe something like Anno's tools? Or maybe it will just be a luxury good.


Life Support Goods





Luxury Goods









Robot Servants?


Nanite Thingies?


Industrial Goods

Space Fuel?




Illegal Goods


Exotic Lifeforms

Alien Relics




What else could I do and how might they be produced?

MMORPG Theory Discussion - Level Discrepency/Griefing?

27 December 2012 - 08:22 PM

Not for any planned game as of yet, but I've been hitting up a few MMORPG's recently including my first, Everquest as well as reading various posts here on MMO design.


One of the main draws of an RPG I believe is a sense of reward and progress ... doing what the game wants you to do rewards you with some form of 'experience points' which make your character stronger, tougher. As well as earning money to buy new and better equipment (or being rewarded with equipment itself). Part of this reward is being able to venture further afield and fight deadly monsters.


Personally I feel this falls down when you bring the 'MMO' part to the party. Friends can out level you and you wont be able to play with them in the newest dungeon because your to weak ... or on the flipside your waiting for your friends to progress to join you. Than there is the idea of PVP, the more powerful player can run around ganking weaker ones with little threat from them.


So I suppose what I'm looking for is a 'Have your cake and eat it to' solution. Is there a form of progression that keeps players at least on an even footing while stilling letting them feel like they are progressing? So at level 5 you can play with your level 15 buddy and both have a fun and exciting time without certain threat of death due to being low level. Or that ten or so level 1's CAN fight off a level 30 player.


The other topic that comes to mind that can dampen fun is PVP ... either you have it and a few ruin it for everyone because all they do is gank the helpless singing trololololo all the way or PVP is removed because of this leaving those who legitimately want to have proper battles with other players out to dry. So wondered if there was a middle ground, fighting territorial battles for power and glory is promoted while "pwning n00b3" who are happily making elf cookies is punished?


I guess this is a very old horse of a topic, but I wanted to see what people thought these days on it? Can you have open world game, PVP, mechanically rewarding RPG gameplay and level player footing? Or is this the unreachable dream?

A system of Magic/Spell Creation

11 December 2012 - 09:19 PM

In a sandbox fantasy game I've wanted to include a system of spell making which allows the player to create new spells. I felt things like effect/duration sliders seemed to take one out of the experience alittle so I had the follow idea.

Spells are made up of runes, these runes can be found around the world and when combined in a certain order create a new spell. Each rune has a property of a spell attached to it and runes come under three (iterative) categories.

The core element of the spell, what it does, be it light things on fire, heal, put them to sleep.

How the spell is delivered, does it shot out as a fireball, rain down from the heavens, etc.

Makes the spell last longer, increases the potency of the effect.

All spells need an effect and most need an execution. The effects are further split into the six Arts of magic which a player invests their points into, Arcane, Dark, Elemental, Mystical, Primal, Spiritual. So I'm trying to think of runes mostly for effects and which art they fall under, so I was hoping you guys could give me some ideas.


Arcane (Magic of time and space)
Warp: Target instantly travels to a nearby location.
Teleport: Target can be moved to a location chosen on the map.
Portal: Has two functions, sets a location for a portal or creates a portal linking to a previously set location.

Dark (Magic of death and evil)
Raise Undead: Creates a servile undead creature (may have many sub varieties like Raise Zombie, Raise Skeleton).
Necromancy: Cast on a corpse creates a subservient spirit that can directly aid or bestow information.
Health Drain: Targets health is transferred to the caster.
Mana Drain: Targets mana is transferred to the caster.
Curse: Target becomes hindered/debuffed in some way.
Summoning: Summons a demonic creature to fight for the caster (again may have varieties of demons).

Elemental (Magic of Fire, Ice and Thunder) Maybe earth, water and wind too.
Fire: Creates damaging flames.
Cold: Creates damaging ice.
Lightning: Creates damaging electricity.

Mystic (Magic of the Mind)
Sleep: Target falls asleep until awoken.
Berserk: Target will turn on foe in a frenzied attack, but will turn on the caster once finished with them.
Peace: Target loses its aggressive tendencies for the time being.
Charm: Target instantly likes you and will be more responsive in conversation and such, but may become angry when effect wears off.
Control: Target is at the casters command and will act as an obedient ally as long as the effect lasts.
Paralyze: Target can't move until effects wear off.
Phantasm: A ghostly duplicate of the target is created who will help the caster.

Primal (Magic of the Wild)
Entangle: Creates entangling thorny growth.
Ambrosia: Creates a small bush of healing fruit.
Swarm: A magical swarm of insects chases after enemies of the caster.
Shape-shift: Caster/Target becomes a half man(woman) half animal creature (varieties may include wolf, bear, panther and possibly rat, hawk, shark and others).
Polymorph: Caster chooses an initial 'animal' target which is unaffected, the next target of the spell is transformed into that animal for a time.

Spiritual (Magic of the Gods)
Heal: Target recovers health.
Bless: Target becomes enhanced/buffed.
Exorcism: Undead/Demon targets are harmed/debuffed.

No Rune: Effect occurs to an adjacent target or caster themselves. (e.g. Healing hand type spell, melee shock)
Projectile: Effect travels a direct path until it collides with a target. (e.g. bolt of fire)
Instant: Effect occurs instantaneously on the target in the casters sights. (e.g. freezing a target on the spot)
Falling: Effect falls from the sky towards a target. (e.g. a rain of fire)
Wave: Effect spreads out as it travels (shotgun effect).
Beam: Effect travels along a direct path passing through targets till it reaches the extent of its range (e.g. dragon breath/flamethrower).
Pillar: Effect forms a column rising to the sky.
Wall: Effect forms a horizontal wall.
Aura: Effect all within a proximity to caster.
Resist: Target becomes protected from effect.
Imbue: Targets items will produce the effect (e.g. sword with electricity, arrows have an ice effect).

Empower: Effect is more potent.
Constance: Effects duration is extended.
Blast: Effect spreads over an area from where it connects on target.
Multiple: Spell happens several times (e.g. volley of ice shards)
Seek: Spell will veer towards its target.
Infect: The effect will spread to others nearby.

So yes, some are more filled out than others so any ideas for spell effects would be great.