Karnot

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About Karnot

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  1. "Tip jar" account, how to ?

    How come this forum suddenly doesnt support paragraphs anymore ? My posts come out as solid blocks of text. - I never said i was DESIGNING game by a vote. - >Think of a online shopping cart - they don't need a separate bank account for each item they have in the store. - I dont think it is a good analogy, because in shops - no matter how many items i put in my "basket" - no money actually change hands, until i make the purchase, which is when i pay the whole price in one go. >Instead, I'd have players buy "coins" or whatever, in chunks of (for example) $5, $10, and $20, and pay the credit card costs on that. What would be the title of the software package that will allow me to set it up like that ? Also, what you suggest is, in my mind, more suitable for pre-purchasing, or, say, some limited time exclusivity for a piece of DLC, but not exactly what i want to achieve. What i want is basically what Kickstarter does, except not on Kickstarter, and on much smaller scale.
  2. Basically, let's say i have an account to accept donations, money for purchases of my games, etc. What i want to do, is set up a system, where people (say, in a special thread on my forum) pay, like, 25c, to vote me making a change in my game, or creating and adding a piece of content of a particular nature/theme. And when any such idea gets, say, 20$ total - i act on that and make the change that was voted in. Otherwise, after a certain time has passed, each 50c donation is returned to sender. The question is, say i have 10 forum threads with such voting installed - would i need a separate account for each "tip jar" ? Do i need to talk to a bank manager, or can you just do such things online these days ? Will said bank manager even understand what i want, or be bothered to do such a thing for such small sums ? Or is it really, as i think at the moment, much, MUCH more trouble than it's worth ?
  3. Weapon statistics visualization

    And you have nothing to contribute, so why did you bother replying ?   Slick animation is not the point.
  4. Weapon statistics visualization

    I dont particularly want or not want an icon, i was just asking you to elaborate, is all.   Sure. But what if he didnt play for a week, and forgets what are the specifics of each weapon ? Would it be acceptable to make him "test it out" all over again ?   Up to four.
  5. Weapon statistics visualization

    Yes, and then i said it is a good idea but what if you have one automatic gun that will splurge bullets all over an armour plate from 50 meters away, and one that will hit an area of 1/3 of armour plate from the same distance ? It's still not very accurate, so how will you point out the difference with an icon or two (presumably) or an assigned category ? Or what you are suggesting is to just let players textually write their own description for every weapon ?
  6. Weapon statistics visualization

    I'm...not sure i see where you are going with this. Anyway, basically all characters will be cyborgs, carrying large armour plates on their persons. One plate will cover the chest, another will cover abdomen, a large tall piece of armour will be mounted on the shoulder and\or arm, etc.
  7. Weapon statistics visualization

    I like this one. Stick to my original idea, but leave rating the weapons to the players themselves. I do like this, but i think it will be a bit hard to integrate into my setting, as there wont be too many armour types as such. Well, basically there are couple levels of normal armour and an anti-beam kind. And absolute most weapons will not be beams. So, let's say i have here 3 machineguns, which vary in their rate of fire, caliber, and spread. What icons or categories can you come up with to assign them to, so it could be gleaned and used quickly ?
  8. Weapon statistics visualization

      And you shall. By seeing bullet dents decals, or cracks, or even outright holes.   Well, no, not as such. What i want is to hide the mechanics' numbers from the players, thereby forcing them to rely on empirical data. It is realistic, in a sense, though.   I could. What you've given me, is a very clean and neat idea, and i may well end up using something like this, but firstly, it's probably a little too clean cut, for how do you show that a machinegun with a large bullet spread has to hit one area with 12 bullets to punch through ? Secondly, if i was to use this, i may as well just put a number in a tooltip, for what would the difference be ?   That was sort of my point, will people get tired of something like this instantly ? Like that stupid constellation UI bit in Skyrim ? Nice to look at but super annoying to actually use.
  9. Weapon statistics visualization

    Well, to answer your last question it wouldnt really matter how much damage the weapon actually does, as the main obstacle to eliminating the enemy will be the armour, as long as that is disposed of - there will be grievous damage inflicted. As for the model - yes, i am hoping to make it that complex, although it wont be that obvious visually in the actual game. I am thinking of having 5 hotspots per armour plate, so hitting one area will actually penetrate or weaken it in that particular spot.
  10. Imagine you playing a slow-paced shooty game, all your enemies wear heavy armour, you have an inventory with multiple guns in it, but instead of showing you a tooltip with weapon damage numbers - there is a small button labeled "test". If you push this button, a window appears, in which you can see a fixated weapon and a machine that slides armour plates before it, one after another. Then the gun shoots the plates and you can observe what a particular gun will do to an armoured foe, and a magnitude of its effect. For instance a particular weapon might pierce the armour easily or dent it, crack and shatter it or bounce, melt it or reflect.   Obviously after some time in the game, you, the player, will be able to generally predict what a particular weapon would do, but would it remain too much of "style over substance" ? A neat visual idea, but a bad design and interface choice ?
  11. Incentive or penalty ?

    Well, that is a question...if i have a set of rules and values that describe a situation within the game, should i make it so that the game also recognizes that situation ? Basically there is really no point for the game to detect "this is a crossfire", the maneuver is supposed to simply work based on the scripting of the enemy reaction.
  12. Incentive or penalty ?

    I was thinking, maybe i should dig deeper into CCG mechanics, and make each "hint card" only usable once per combat encounter ? That will suggest to the player that variety is the only way, instead of repeating the same trick over and over.
  13. Several 3D environments. How to ?

    >you have to place all the UI assets at some world position never seen from within the game   Is it done in a different way in other popular engines ? I.e. UE, CryE, etc ?
  14. So there is a very tactical combat-heavy game, in which you gain advantage over enemy by teamwork. Creating situations for crossfires, ambushes, and so on. And you do this by chaining actions for your soldiers. So to help the player i have these "collectable hint cards", which you find in the world, and which not only tell you how to set up an ambush (for example) using the game specific rules, but will also automate the actions for the player. In other words, you click on an "Ambush" card, then on an enemy you wish to ambush, and the game just highlights the spots where you should place your forces, and when you do they automatically set up a proper ambush. The player could do this manually, but using the "hint cards" will, hopefully, give players an idea of what can and can not be done within game rules.   So my thoughts are, to the end of teaching the players a more advanced tricks, should i put some small bonuses on "hint cards" ? For example, you could easily create a crossfire situation on your own, but if you use a crossfire "hint card" you get +10% bonus xp. But then, maybe it will lead to the players hunting down the cards, instead of using them as literal "HINTS" ? Wouldnt it be better to put a -10% bonus something on "hint cards" ? Would that make the players not rely on them as much, or would it just make them an annoyance to use ?