[Project] "Knee-Deep in ZDoom"
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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After some discussion, Bio and I have realized that with this new intermission and stat tracking comes a whole new set of possibilities:
Performance rewards.
I was considering putting in something after you finish M8 to the effect of commendations for excellence, but Bio has come up with another idea: rewarding the player with actual items as you go along. Perhaps you got 100% kills and under par time in maps 1-7, the player could be awarded a weapon for map 8.
Thoughts?
Performance rewards.
I was considering putting in something after you finish M8 to the effect of commendations for excellence, but Bio has come up with another idea: rewarding the player with actual items as you go along. Perhaps you got 100% kills and under par time in maps 1-7, the player could be awarded a weapon for map 8.
Thoughts?
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Sounds like quake 3 for ps2. I like the idea, but what kind of rewards? The player can get most of the weapons before getting to M8 anyways. I like sirtimberwolfs suggestion better, but it sounds more complex, and someone would have to do the gun sprites, projectile sprites, etc.Risen wrote:After some discussion, Bio and I have realized that with this new intermission and stat tracking comes a whole new set of possibilities:
Performance rewards.
I was considering putting in something after you finish M8 to the effect of commendations for excellence, but Bio has come up with another idea: rewarding the player with actual items as you go along. Perhaps you got 100% kills and under par time in maps 1-7, the player could be awarded a weapon for map 8.
Thoughts?
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Hmm.. on that same token, it could be something to make an existing weapon stronger (much like the artifacts make the unmaker stronger). Like for every level you get 100% kills in, some "unholy" weapon you have becomes a touch stronger.
Or conversly, you could have doing good make the rest of the game harder. Like if you get a lot of kills, monsters become stronger and/or come in greater numbers, or if you do the levels fast, you start moving slower. That would make speed and kill runs much more interesting..
Or conversly, you could have doing good make the rest of the game harder. Like if you get a lot of kills, monsters become stronger and/or come in greater numbers, or if you do the levels fast, you start moving slower. That would make speed and kill runs much more interesting..
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Adjusting the difficulty of the maps based on how well the player did is possible, but that would take a much greater amount of time to pull off. It's not a new idea; did you know that even Super Mario Bros. (for the NES) did this?
Right now it's still all my work, but Bio has been helping me considerably with logic, code fragments, and idea generation. He's still working on M9.
Pardon the terrible analogy, but I always wondered if rewarding good players by making things asier was a bit like "tax cuts for the rich." They don't really need it to be easier, they're good enough anyway. Something that rewards them but doesn't affect the gameplay itself is better. Generally secret characters/level fill this role, but we're limited in creating those types of rewards.
Right now it's still all my work, but Bio has been helping me considerably with logic, code fragments, and idea generation. He's still working on M9.
Pardon the terrible analogy, but I always wondered if rewarding good players by making things asier was a bit like "tax cuts for the rich." They don't really need it to be easier, they're good enough anyway. Something that rewards them but doesn't affect the gameplay itself is better. Generally secret characters/level fill this role, but we're limited in creating those types of rewards.
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Perhaps there could be a small "E1M0" level you start the episode in (the dropship perhaps?), which contains various computer consoles. These consoles would do some of the things mentioned above - alter player speed, number of enemies, add bonus weapons to certain maps, etc.
To activate them, you need to insert codes, which are rewarded to you during your previous play(s) through the episode for various things. It would certainly increase replayability .
To activate them, you need to insert codes, which are rewarded to you during your previous play(s) through the episode for various things. It would certainly increase replayability .
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