topo and willy are doing a thing

If it ain't Spades...
260 posts Page 11 of 18 First unread post
LeCom


topo wrote:
hopefully our conversation on irc convinced you that it's worth waiting and seeing how my renderer turns out before raising issues with it :p
No, but you convinced me that you can and want to come up with something different than mainstream shit (which I was referring to) :p
topo wrote:
yeah, raw aim is far too powerful in the case of the rifle and not nearly enough of a requirement in the case of the smg. being able to aim better than your opponent will win you 80% of your fights in .75, regardless of your positioning, your health relative to your opponent's, etc. which is a really bad thing imo... i did say that i wasn't going to force my opinions on players but i very strongly believe that there should be more to an fps game than just aim, and that belief is going to have an impact on some of my design decisions.

tldr players are rewarded far too much for being able to move a mouse around and that's something i'm looking forward to changing :-)
Good that you noticed this. It's pretty all the problems of AoS in a nutshell. Btw, if you implement all your opinions in the game before publicly releasing, you won't have to force stuff later >;)

If your project turns out to be something awesome and has more success than AoS alpha has with surviving, I will probably offer help too (coding and such).
Willy
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Weeeheee glad everybody is on the same page \:D/

I'm going to start collating a 'semi-official' list of names and save it to our github/pastebin/terrible thing we used to use starting with J stuff with forum nick and type of help offered for private use. It'd probably be quite some time down the line but if and when the time comes we'll be looking to that document and then more than likely cherrypicking from there.

From this point onwards, to uh...'officially' register your interest, hit us (topo or me) up either on this thread or forum PM and leave your email and how you feel you could help. The email is how we'll contact you (and a PM if you're like me and don't check your email unless you have to) just as hard evidence to avoid any nasty legal mumbojumbo

also, if you can feel free to show us some previous examples of your work --this should be done via PM only
Mr.Torch
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topo wrote:
yeah, raw aim is far too powerful in the case of the rifle and not nearly enough of a requirement in the case of the smg. being able to aim better than your opponent will win you 80% of your fights in .75, regardless of your positioning, your health relative to your opponent's, etc. which is a really bad thing imo... i did say that i wasn't going to force my opinions on players but i very strongly believe that there should be more to an fps game than just aim, and that belief is going to have an impact on some of my design decisions.
Wut... that's why I play aos... Blue_Happy3

As long as you keep a "Classic" mode or a "Quake-esque" mode (as you have mentioned) for arena servers I'll be happy.

EDIT: PM Sent to Willy with my details and such.
Willy
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kmaj wrote:
Now this has probably been asked before and I've only skimmed through the thread, but how are you going to solve the issue of AoS having one mid/long range weapon, a mid/short range weapon and a short range weapon?
Depends if we find that to be an issue at all...:b nah, we're definitely planning more weapons than what AoS provides, though at this point it's not an enormous priority. I can't speak for topo entirely but I daresay we'll start off with a single, all-rounder weapon a la old AoS and move on from there.
LeCom


Mr.Torch wrote:
As long as you keep a "Classic" mode or a "Quake-esque" mode (as you have mentioned) for arena servers I'll be happy.
No problem bro, the AoS classic mode will even be the default game. Arena servers will stay the same, but you can respawn while the round goes, can break blocks and maps are bigger :P
Willy
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Just spitballing some (obvious) ideas I've got no idea of the feasibility of....wouldn't it be awesome if we separated models for each team to enhance the experience? Eg. if we had a WW2 theme by default, we'd have rifleblue.kv6 and riflegreen.kv6, which could be a Springfield and a Kar98k by default, same would go for spadeblue/spadegreen, grenadeblue/grenadegreen etc.

players could then mod as they see fit incl skins etc. for each team -- I could imagine if people had the right amount of dedication and imagination we could see something like Stormtroopers vs Rebels, Union soldiers vs Confederacy etc...

Something else I'd LOVE would be a dedicated melee weapon... the fun aspect of hitting an enemy with a shovel is great but if we had a sword/bayonet/knife (heck, you could mod away on this one) dedicated to extreme player damage, and had the spade/pickaxe/whatever dedicated to building, digging and terraforming I think it'd add a degree of realism :b
Mr.Torch
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Willy wrote:
Something else I'd LOVE would be a dedicated melee weapon... the fun aspect of hitting an enemy with a shovel is great but if we had a sword/bayonet/knife (heck, you could mod away on this one) dedicated to extreme player damage, and had the spade/pickaxe/whatever dedicated to building, digging and terraforming I think it'd add a degree of realism :b
A throwable melee would be cool as well, that you could pick back up.
1Shot1Kill
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I'd be happy to help with models, UI and artwork.
bloodfox
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Well, it would be cool if you guys had different crosshairs for each gun. In that case, If you wanted I could do the crosshairs. Infact, I would be more than happy to do them :)
EldredChandler
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topo wrote:
being able to aim better than your opponent will win you 80% of your fights in .75, regardless of your positioning, your health relative to your opponent's, etc. which is a really bad thing imo...
tldr players are rewarded far too much for being able to move a mouse around and that's something i'm looking forward to changing :-)
People who can actually aim in a FPS game should be rewarded, since that's what an FPS game is.
Mr.Torch
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EldredChandler wrote:
topo wrote:
being able to aim better than your opponent will win you 80% of your fights in .75, regardless of your positioning, your health relative to your opponent's, etc. which is a really bad thing imo...
tldr players are rewarded far too much for being able to move a mouse around and that's something i'm looking forward to changing :-)
People who can actually aim in a FPS game should be rewarded, since that's what an FPS game is.
When you have an insta-kill game like AOS, it results in less tactics and teamwork since now you don't need a team, because you can just kill everyone yourself by running up the middle of the map.

I personally prefer this type of game, but it has its consequences as well such as crouch/jump spammers.
EldredChandler
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Mr.Torch wrote:
When you have an insta-kill game like AOS, it results in less tactics and teamwork since now you don't need a team, because you can just kill everyone yourself by running up the middle of the map.

I personally prefer this type of game, but it has its consequences as well such as crouch/jump spammers.
Only if you're playing against bad players. Crouch and jumping can easily be fixed/balanced, in CS:Go for example;
You can only crouch 3(ish) times in a row to prevent spamming
Jumping causes crazy weapon spray.
Either way AoS is the only FPS game I've ever seen people really doing either.
topo
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EldredChandler wrote:
People who can actually aim in a FPS game should be rewarded, since that's what an FPS game is.
topo wrote:
being able to aim better than your opponent will win you 80% of your fights in .75, regardless of your positioning, your health relative to your opponent's, etc. which is a really bad thing imo...
tldr players are rewarded far too much for being able to move a mouse around and that's something i'm looking forward to changing :-)
i did not say that ability to aim shouldn't be rewarded. i said that it's currently rewarded much more than it should be. aim isn't all a (good) game is. when one player can keep 10 others trapped in spawn simply by clicking once on their heads repeatedly for 30-60 seconds, something's broken.
LeCom wrote:
No problem bro, the AoS classic mode will even be the default game. Arena servers will stay the same, but you can respawn while the round goes, can break blocks and maps are bigger :P
you know more about our project than we do :O
EldredChandler
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topo wrote:
i did not say that ability to aim shouldn't be rewarded. i said that it's currently rewarded much more than it should be. aim isn't all a (good) game is. when one player can keep 10 others trapped in spawn simply by clicking once on their heads repeatedly for 30-60 seconds, something's broken.
That's only really an issue if you plan to have everyone spawn in the same place always.
ThisFrickinSite
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LeCom wrote:
Opengl does polygon rendering, while Voxlap does raycasting. Opengl has to do visibility checks for every open side of each voxel, then try to render an according rectangle on the screen. Voxlap only has to calculate simple things for every visible voxel.
See:
topo wrote:
openspades' software renderer (and for that matter the voxlap renderer) runs much slower for me than the opengl renderer. how familiar are you with opengl? you don't just pass in voxel data and say "render cubes thanks". there are many algorithms with which you can implement isosurface extraction (look up marching cubes for an example) and thus improve rendering speed dramatically compared to just drawing a cube in every solid voxel position.
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