[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.
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.
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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Maybe make it appear on easier difficulty settings?
If there are a lot of areas where what to do next is not obvious, then I certainly would't mind a hint. I hate mindlessly searching for an undiscovered, not obvious switch etc. Wandering through areas that have already been cleared time and time again is also not Doom IMO. From what I've seen, this is going to be one of the best Doom mods ever. I've been impressed by everything I've seen and by the way the team seems to be cooperating. It'd be a shame if an easily fixable aspect of gameplay tarnished the project.
However, I haven't played the maps, so I'm just going by what people are saying.
Hey, maybe the hint glitter could be activated on demand? A script to activate/deactivate the glitter objects could be bound to a key. Then players could optionally switch them on if they get really stuck.
If there are a lot of areas where what to do next is not obvious, then I certainly would't mind a hint. I hate mindlessly searching for an undiscovered, not obvious switch etc. Wandering through areas that have already been cleared time and time again is also not Doom IMO. From what I've seen, this is going to be one of the best Doom mods ever. I've been impressed by everything I've seen and by the way the team seems to be cooperating. It'd be a shame if an easily fixable aspect of gameplay tarnished the project.
However, I haven't played the maps, so I'm just going by what people are saying.
Hey, maybe the hint glitter could be activated on demand? A script to activate/deactivate the glitter objects could be bound to a key. Then players could optionally switch them on if they get really stuck.
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Now we're getting somewhere.
I agree it needs to have visual effect, but bouncing (or spinning) is too far from the visuals of the rest of the game. What about glowing in brightness? fading in transparency?
Edit: Try coming up with a graphic/decorate object that does this. If someone else wants to work on a system to implement them, we can include this with the intermap scripts so it is already loaded into the maps. I will be out for a few days. If nobody has come up with anything good by Saturday evening (or sometime Sunday), then I will put something together.
I agree it needs to have visual effect, but bouncing (or spinning) is too far from the visuals of the rest of the game. What about glowing in brightness? fading in transparency?
Edit: Try coming up with a graphic/decorate object that does this. If someone else wants to work on a system to implement them, we can include this with the intermap scripts so it is already loaded into the maps. I will be out for a few days. If nobody has come up with anything good by Saturday evening (or sometime Sunday), then I will put something together.
Last edited by Risen on Thu Jan 20, 2005 11:58 am, edited 1 time in total.
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I don't understand what you actually mean with "too far from the visuals of the rest of the game", if it looks doomish, then it fits, doesn't it? Glowing in brightness is also okay with me as long as you mean, the arrow fades from one lightlevel to full light, just that the pointer will be seen easier!
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