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Outbreak Dev Thread


Anon989

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Posted

Hey guys got the sun + moon done, and I am currently working on the basic clouds and such. Once done with that I'll be focusing on creating the storm clouds. And after that I'll be attempting to make a more performance friendly rain effect, as the last one I did was just too resource heavy and was thus only really useful for cut scenes (It looked great though :D).

 

I'll post an update later today if I get enough done, though if not, you can still expect a new bio post later :)

Posted

Character Bio Part 05

 

Name: Security Lt. Matthew Alexei

Nickname: Matt

Ethnicity: White

Age: 24

 

Occupation: UEF Consultant, Icarus Pilot, and a part time Security Lt. at Global Horizons

Physical Description: Average build

Hair Style: Short

Facial Hair: None

Clothing: Usually dressed in his old UEF Officer's uniform.

 

Family: None, Abandoned at a birth

Religion: Catholic

Pets: None

 

Personal Bio: Orphaned at a very young age by his parents, he was brought into the UEF via their conscription program. It was here that he was raised and taught the ways of the UEF military.

 

Despite his humble beginnings, he was quickly gaining quite a bit of ground in the End Point Academy that he was enrolled. This of course was incredibly unusual as most of those recruited with the UEF Second Chance Program rarely showed much promise. While this caught the attention of the higher ups, his fellow peers were not too happy to see someone of such lower class put them to shame.

 

As a result of his favoring from the higher ups, he was promoted to the officer training program. This however led him to be put in a much more posh/comfortable environment, while great for some, it made Matt miserable. He wanted to make a difference, and change the UEF and it's colony worlds for the better. He caught a lucky break when the old Republic Rebels resurfaced and General Armstrong required additional officers to manage his new fleet.

 

This new position gave him the chance to finally get out there and help just like he wanted to. Things soon turned out to be less than he had hoped for though as the Armstrong's tactics/policies had become problematic. Armstrong had a very aggressive scorched earth policy when it came to dealing with the Republic, but Matt knew how many civilians would suffer as a result of that. So for several years he had been secretly ignoring that order. Unsurprisingly he became quite a popular officer to UEF colonists. They knew he would do whatever he could to help them, and they loved him for it, but this unfortunately budding popularity drew the unwelcome attention of General Armstrong.

 

Armstrong was furious at the betrayal, and he moved his ship to take control of the situation. Knowing that Matt was in danger, his fellow soldiers had put word to have Matt take shelter with the with the Global Horizons Research Company. Headed by Dr. Isis, she was sympathetic to his plight and offered him sanctuary. Matt refused thinking that he had to at least try to change the UEF policies by talking with Armstrong himself.

 

Unbeknownst to Matt, Armstrong's intent was to kill Matt rather than let his rogue behavior go unchecked again in the future. Some days later, Armstrong arrived in his personal Ares Class Battle Cruiser guns blazing. Despite taking severe damage from the assault they managed to escape the battle using the ships emergency EMP charges while making a jump to Korhal. Their Carrier now disabled by the EMP, came out of the jump with no power. As a result of this they soon crashed onto the surface of the now nearby planet of Korhal.

 

They are quickly rescued by one of the nearby Global Horizons researchers, and brought to Dr. Isis. She offers them a deal to work with her in exchange for Global Horizons resources and technologies. It's from this point on that Matt and his crew have been patiently/secretly rebuilding their ship with the intent of striking back at Armstrong and his corrupt UEF.

 

What other Characters have to say:

Alex Conway: "Matt's a good kid, far too good for the UEF..."

Dr. Isis: "You can hear the passion in his every word, he is living proof that not all men must lead by the barrel of a gun."

Sara Isis: "My mother always had a soft spot for idealistic fools."

 

Posted

So I ended up having a dream about a XXX First person shooter, quite a vivid one too, where the main character, (Gender not displayed) entered a lab where secret experiments were taking place. The guard complement, a mixture of men and women, were already busy sexing it up while I was on 'sneak mode'. but all it took was me being detected for them to zip up and start shooting-pursuing me. In the end I ended up in a basement where I had a preview of the experiments being made (aka, monsters). I woke up from the dream craving for the game's name so I could google it in case it was real and I had suddenly become able to surf the internet with my MIND.

 

Now, my point is... We're craving for a good game of this genre so bad, that I had a dream about it. Just saying.

Posted

So I ended up having a dream about a XXX First person shooter, quite a vivid one too, where the main character, (Gender not displayed) entered a lab where secret experiments were taking place. The guard complement, a mixture of men and women, were already busy sexing it up while I was on 'sneak mode'. but all it took was me being detected for them to zip up and start shooting-pursuing me. In the end I ended up in a basement where I had a preview of the experiments being made (aka, monsters). I woke up from the dream craving for the game's name so I could google it in case it was real and I had suddenly become able to surf the internet with my MIND.

 

Now, my point is... We're craving for a good game of this genre so bad, that I had a dream about it. Just saying.

 

I'm working on it! There is just so much to do lol...jk.

I'll speed things up quite a bit once I get my coder to work after this month, so hold on until then and I'll do my best to get us something playable sooner rather than later :)

 

But yeah goal plan for tomorrow:

I'm going to try and get what I can done tomorrow morning on the storm clouds, as the day/night cycle works again, but the clouds are being somewhat more difficult atm lol. Still I think I'll be able to figure it out, just may take some time I guess. Plus it will be awesome to have a truly dynamic environment to play around in later on. I'm trying to say it's worth the effort lol.

 

Posted

Update May 19th:

So guys I've been making progress on the clouds, but I think it'll prob be a few more days before I get it all working the way I like it. Now there is another bit I wanted to say besides that though.

 

Starting this week I'm going to be reviewing everything for the game, to make sure it'll be all good and ready when I put my coder to work. First thing up for review is the infection mechanic.

 

Here's what it currently is:

 

 

Infection - Every time an enemy is able to "finish" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection reach certain progress milestones then the infection will only be cured to that milestone. There will be three mile stones for infection:

1) Player is now among the infected, lust will now raise automatically

2) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time

3) Player is now on the side of the infected, and must now obey their new instincts

 

 

And here's what I'm thinking of changing:

 

 

First off I want to change to the number of milestones to just two.

 

First milestone would simply be are you or are you not infected. This milestone would still give you the red eyes, the auto lust raise, and the chance of going feral when lust gets too high.

 

Doing it this way would simplify things a bit and just = less things to work on for us.

 

Now once infected if you get raped again, you'll slowly turn into the enemy variant that is currently "using" ya. If you fill the virus gauge again at this stage you'll be transformed into one of the infected.

 

Finally to help explain, here's a poorly expertly drawn flash doodle to help give you a better picture of what I'm saying:

http://www.youtube.com/watch?v=WGfGeZq4a70&feature=youtu.be

 

 

Now the reason I'm telling you all this is that I want to hear some second opinions on how YOU guys think this should work, I mean sure the final decision is ultimately up to me, but I like to believe that you guys might have some neat/interesting ideas :)

 

So please feel free to sound off on what you think of this, and I'm looking forward to hearing what you guys have to say.

Posted

Update May 19th:

So guys I've been making progress on the clouds, but I think it'll prob be a few more days before I get it all working the way I like it. Now there is another bit I wanted to say besides that though.

 

Starting this week I'm going to be reviewing everything for the game, to make sure it'll be all good and ready when I put my coder to work. First thing up for review is the infection mechanic.

 

Here's what it currently is:

 

 

Infection - Every time an enemy is able to "finish" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection reach certain progress milestones then the infection will only be cured to that milestone. There will be three mile stones for infection:

1) Player is now among the infected, lust will now raise automatically

2) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time

3) Player is now on the side of the infected, and must now obey their new instincts

 

 

And here's what I'm thinking of changing:

 

 

First off I want to change to the number of milestones to just two.

 

First milestone would simply be are you or are you not infected. This milestone would still give you the red eyes, the auto lust raise, and the chance of going feral when lust gets too high.

 

Doing it this way would simplify things a bit and just = less things to work on for us.

 

Now once infected if you get raped again, you'll slowly turn into the enemy variant that is currently "using" ya. If you fill the virus gauge again at this stage you'll be transformed into one of the infected.

 

Finally to help explain, here's a poorly expertly drawn flash doodle to help give you a better picture of what I'm saying:

http://www.youtube.com/watch?v=WGfGeZq4a70&feature=youtu.be

 

 

Now the reason I'm telling you all this is that I want to hear some second opinions on how YOU guys think this should work, I mean sure the final decision is ultimately up to me, but I like to believe that you guys might have some neat/interesting ideas :)

 

So please feel free to sound off on what you think of this, and I'm looking forward to hearing what you guys have to say.

Simplifying it into two milestones sounds good, the one issue I see is with the "slowly turn into the enemy variant that's /infecting/ you" part... it sounds neat, but how will you deal with a character that 1. gets attacked by enemy type A and starts to turn, 2. but then escapes, 3. then gets attacked by another enemy type - mix the features of the two types? The last enemy 'overwrites', as it were, the earlier? The previous one would probably be a hassle to implement, the latter might lead to some strange changes.

 

Also, what balance are you aiming for with the infection reduction over time? Relatively quick recovery, so that the main danger are prolonged encounters - getting cornered by a group of infected and being attacked repeatedly, for example? Or a much slower one (which would mean after getting some infection you might want to head to a safe place and rest for a while)?

Posted

Simple enough that infection system makes sense. Also the questions above ^^^ a combination of the two would be interesting but that would require alot more coding/work and could lead to more bugs down the line. But as you said everything is up to you, make it happen lol. 

 

Also are those enemy types listed on the OP final or will you add more?

 

I'm trying to think of maybe variations that could go well with pregnancy but...... until there is more know about those enemy types I'ono what to come up with/recommend. 

Posted

Like the others I agree simplifying will be beneficial, but also stress that the whole infection combination could result in increasing your workload. Not to mention that if the player becomes an infected, you will end up developening infected gameplay along side survivor infected. And that ought to keep you busy already.

Posted

 

Update May 19th:

So guys I've been making progress on the clouds, but I think it'll prob be a few more days before I get it all working the way I like it. Now there is another bit I wanted to say besides that though.

 

Starting this week I'm going to be reviewing everything for the game, to make sure it'll be all good and ready when I put my coder to work. First thing up for review is the infection mechanic.

 

Here's what it currently is:

 

 

Infection - Every time an enemy is able to "finish" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection reach certain progress milestones then the infection will only be cured to that milestone. There will be three mile stones for infection:

1) Player is now among the infected, lust will now raise automatically

2) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time

3) Player is now on the side of the infected, and must now obey their new instincts

 

 

And here's what I'm thinking of changing:

 

 

First off I want to change to the number of milestones to just two.

 

First milestone would simply be are you or are you not infected. This milestone would still give you the red eyes, the auto lust raise, and the chance of going feral when lust gets too high.

 

Doing it this way would simplify things a bit and just = less things to work on for us.

 

Now once infected if you get raped again, you'll slowly turn into the enemy variant that is currently "using" ya. If you fill the virus gauge again at this stage you'll be transformed into one of the infected.

 

Finally to help explain, here's a poorly expertly drawn flash doodle to help give you a better picture of what I'm saying:

http://www.youtube.com/watch?v=WGfGeZq4a70&feature=youtu.be

 

 

Now the reason I'm telling you all this is that I want to hear some second opinions on how YOU guys think this should work, I mean sure the final decision is ultimately up to me, but I like to believe that you guys might have some neat/interesting ideas :)

 

So please feel free to sound off on what you think of this, and I'm looking forward to hearing what you guys have to say.

Simplifying it into two milestones sounds good, the one issue I see is with the "slowly turn into the enemy variant that's /infecting/ you" part... it sounds neat, but how will you deal with a character that 1. gets attacked by enemy type A and starts to turn, 2. but then escapes, 3. then gets attacked by another enemy type - mix the features of the two types? The last enemy 'overwrites', as it were, the earlier? The previous one would probably be a hassle to implement, the latter might lead to some strange changes.

 

Also, what balance are you aiming for with the infection reduction over time? Relatively quick recovery, so that the main danger are prolonged encounters - getting cornered by a group of infected and being attacked repeatedly, for example? Or a much slower one (which would mean after getting some infection you might want to head to a safe place and rest for a while)?

 

Personally I was thinking of if one enemy guy gets ya to lets say 50% and ya get away then next guy simply overwrites the last. It would probably be fairly difficult to get a working version where all the forms could mix together properly, so I'm going to go the easy route here lol. Feedback on how quickly you guys think it should decrease over time would be great as well. As a slow decrease = much less forgiving, and a fast decrease = very forgiving when it comes to the consequences of getting caught. So if you guys have some suggestions please do :)

 

Simple enough that infection system makes sense. Also the questions above ^^^ a combination of the two would be interesting but that would require alot more coding/work and could lead to more bugs down the line. But as you said everything is up to you, make it happen lol. 

 

Also are those enemy types listed on the OP final or will you add more?

 

I'm trying to think of maybe variations that could go well with pregnancy but...... until there is more know about those enemy types I'ono what to come up with/recommend. 

When you say enemy types do you mean the basic AI types I listed? If so then the ones listed there are what I'm aiming for in the initial build, with more to follow if those go well. As for the enemies themselves, I'll have a bit more of an announcement when we get closer to the AI Tech demo we have planned for later.

 

Like the others I agree simplifying will be beneficial, but also stress that the whole infection combination could result in increasing your workload. Not to mention that if the player becomes an infected, you will end up developening infected gameplay along side survivor infected. And that ought to keep you busy already.

I always intended for there to be infection gameplay, as I love the idea of turning on your friends/allies. Though to be honest, it's likely going to be a while before I even start working the infection gameplay, because as you hinted at, I do have more pressing matters to attend to lol. Though that's ok as the Campaign (Which is up first on my to do list) won't be featuring the infected side of the gameplay anyway. The sandbox multiplayer (which will come a bit later) will still have that though :)

 

edit

And as always, thx for the input so far guys :heart:

Posted

Feedback on how quickly you guys think it should decrease over time would be great as well. As a slow decrease = much less forgiving, and a fast decrease = very forgiving when it comes to the consequences of getting caught. So if you guys have some suggestions please do :)

Well, my concern would be that the combination of rare/difficult curing of infection milestones and a long recovery would be that after getting some infection the player would be strongly encouraged to go hide somewhere (room with only one entrance or whatever) until the infection is gone - and sitting in a corner, waiting 5,10 minutes for a bar to go down (interrupted maybe from time to time by killing an enemy) is... rather boring, at least after you've done it a few times.
Posted

 

Feedback on how quickly you guys think it should decrease over time would be great as well. As a slow decrease = much less forgiving, and a fast decrease = very forgiving when it comes to the consequences of getting caught. So if you guys have some suggestions please do :)

Well, my concern would be that the combination of rare/difficult curing of infection milestones and a long recovery would be that after getting some infection the player would be strongly encouraged to go hide somewhere (room with only one entrance or whatever) until the infection is gone - and sitting in a corner, waiting 5,10 minutes for a bar to go down (interrupted maybe from time to time by killing an enemy) is... rather boring, at least after you've done it a few times.

 

 

That's definitely true, I was thinking of doing a middle ground between the two personally, and hearing you say that seems to cement that idea.

 

edit

btw no bio today, expect it Wednesday, and to make up for it I'll do a lil' factions writeup as well. Seriously thinking of changing the day for the bio's to Wednesday, as it seems like I never get a free moment to myself on Tuesdays anymore lol.

Posted

Character Bio Part 06

 

Name: Isla Nadiir

Nickname: Nadiir

Ethnicity: White

Age: 25

 

Occupation: UEF Spectre

Physical Description: Fit Build, average chest

Hair Style: Ponytail

Facial Hair: None

Clothing: Usually dressed in her Spectre combat suit.

 

Family: General Leon Armstrong, Kerri Graves

Religion: Buddhist

Pets: Cat named Mr. Fluffly

 

Personal Bio: Orphaned during the UEF's clean up of the Old Republic rebels, but she was soon adopted as a show of good faith to the people by Leon Armstrong.

 

It was here that she was placed into the Spectre core for training. Upon arriving she was paired with her new partner Kerri Graves. The two barely got along however, and frequently caused a good deal of problems for their instructors. After maturing a bit over the years they seemed to compensate for the differences between them. This of course was hurried along a bit with the coming final examinations, as failing the final examination would mean execution by firing squad...

 

Now a UEF Spectre, she came again to work alongside her father. Assisting him wherever a stealthier or gentler approach was needed. Her advanced Spectre training had quickly paid off as she completed each mission without much incident. And as a result, they were quickly becoming her fathers go to Spectres. Soldiers he would not hesitate to deploy, due to their incredible track record so far.

 

However, this good luck streak was about to be tested when reports of a missing patrol ship near Korhal came about. Armstrong feared that Global Horizons was assisting pro-rebel groups and moved to have his daughters team go in to not only investigate the patrol ships whereabouts, but to have Dr. Isis's twin daughters taken hostage as well. As they would be used as collateral to use against the doctor should his fears become a reality.

 

 

What other Characters have to say:

Leon Armstrong: "My daughter shows more potential than a hundred of my regular soldiers, truly pathetic."

Kerri Graves: "We're the best soldiers this side of galaxy."

Security Lt. Alexei: "Spectres are always trouble, even more so when their father is Leon Armstrong..."

 

Posted

Faction writeup will be in a lil bit, as I want to finish up some modeling first. Then when I'm done with that, I'll likely take a break and post the faction stuff later today. So enjoy this for now :)

 

Also nearly done with the sky stuff, just gotta mess with some UVs for the sky sphere and it should be ready to go (yay!)

Posted

With this last bio, I now want to see a picture of Mr. Fluffy somewhere in the game. You named him and he now must be present.

 

What is the extent of the interactions with these factions going to be?

Posted

With this last bio, I now want to see a picture of Mr. Fluffy somewhere in the game. You named him and he now must be present.

 

What is the extent of the interactions with these factions going to be?

 

Mr. Fluffy WILL BE REPRESENTED! lol

Just different groups you'll be seeing, fighting, and hearing about, so I figured I'd outline them here as well. They'll likely play a much bigger role in the multiplayer sandbox part, but I've said too much lol. Sooo without further to do here's a write up of the good old UEF:

 

UEF = United Earth Federation, it's known for it's superior military and currently holds majority control of both Earth and most of the colony worlds. The UEF Navy specializes in both overwhelming might with the use of their vast fleet of ships and with the precision and skill that their Special Forces offer. Within their Special Forces Soldiers are the Banshees, Ghosts, and Spectre groups.

 

Navy = The general arm of the UEF's forces. They man the numerous carriers, battleships, and fighters that the UEF fields around the galaxy. They field Marines in most ground based combat scenarios and supplement these forces with advanced tanks, drones, and vehicles. Marines are also responsible for most of the UEF's ground defenses and serve as the primary shock troops during planetary invasions.

 

Ghosts Core = Raised at birth to be highly trained and incredibly resourceful during their missions. While they act as the lone wolf in battle, they are still highly feared opponents. Most Ghosts also carry some amount of psychic ability with them further boosting their already ample skill set. They are the best and brightest of the UEF and often viewed in an almost god like light. This however spurred a number of precautions from the UEF command, as their threat was so great that most are outfitted with kill switches should they go rogue or turn on the UEF.

 

Spectre Core = Raised at birth similarly to the Ghosts, but with one minor adjustment, as they are paired with a partner who they will spend the rest of their career working alongside. Also similarly to Ghosts, Spectres often display a bit of psychic potential as well, but these psychic abilities serve in much more supportive role rather than an offensive one. While Spectres are slightly more numerous than their Ghost counterparts, they make up for it by being the backbone of the UEF's special forces.

 

Banshee Core = The most lax of the UEF special forces. This is the only core not raised from birth, and also the only core to allow older recruits into it's ranks. Banshees operate as the primary air support for both the UEF Navy and their special forces. Their tasks range from serving as transports, to bringing direct fire support on the front lines. They are regarded as expert pilots and have a capable understanding of all UEF vehicles should the need for their skills arise.

Posted

Hey next up for review is the health system, something I haven't talked too much about. This one is just going to be covering one aspect of it however.

 

Health regeneration, my personal thought is that it doesn't unless you just ate some food/drink then your health will regen slowly, but otherwise it won't recover on it's own without either the food/drink I mentioned or health packs. So with all that said, please feel free to discuss what your thoughts are on this :)

Posted

Hey next up for review is the health system, something I haven't talked too much about. This one is just going to be covering one aspect of it however.

 

Health regeneration, my personal thought is that it doesn't unless you just ate some food/drink then your health will regen slowly, but otherwise it won't recover on it's own without either the food/drink I mentioned or health packs. So with all that said, please feel free to discuss what your thoughts are on this :)

 

Yeah, for a survival game, non-regenerating health sounds best, probably. Though honestly I don't mind either. The first thought that comes to mind, is something like Don't Starve, where there is a hunger meter, a health meter, and an insanity meter, which obviously would be replaced by an infection meter for your game. Though I'm not quite sure exactly how prominent a role you want hunger to take in the game. In don't starve, health and hunger are separate. If either one goes down, you die. Where insanity going down makes the game different/harder. And there are different items, some just raising health, some just raising hunger, some just raising sanity, some raising both hunger and sanity, etc.

Posted

This is an ambitious project and I look forward to seeing it develope.

Thanks, looking forward to having more to show in the near future :)

 

 

Hey next up for review is the health system, something I haven't talked too much about. This one is just going to be covering one aspect of it however.

 

Health regeneration, my personal thought is that it doesn't unless you just ate some food/drink then your health will regen slowly, but otherwise it won't recover on it's own without either the food/drink I mentioned or health packs. So with all that said, please feel free to discuss what your thoughts are on this :)

 

Yeah, for a survival game, non-regenerating health sounds best, probably. Though honestly I don't mind either. The first thought that comes to mind, is something like Don't Starve, where there is a hunger meter, a health meter, and an insanity meter, which obviously would be replaced by an infection meter for your game. Though I'm not quite sure exactly how prominent a role you want hunger to take in the game. In don't starve, health and hunger are separate. If either one goes down, you die. Where insanity going down makes the game different/harder. And there are different items, some just raising health, some just raising hunger, some just raising sanity, some raising both hunger and sanity, etc.

 

 

Never played Don't Starve, sounds neat from what you're saying though, is it worth looking into?

Hunger was up next on my list of things to review btw lol.

 

And before I move on, we're all in agreement as to no fps style health regen? Speak up now or ya miss your chance to.

 

But anywho, as I hinted at earlier (lol) how do you guys want the hunger system to work. Personally I want it simple as in any food/drink recovers your hunger bar, but I'm still debating the effects to neglecting it and how problematic it should be.

 

Should it just kill you, or incur some penalties if it gets too low for too long or do you guys have some more clever ideas?

 

Also how quickly should it deteriorate over time, should hunger be something you need to manage several times a day or just a few times? I'm going to think about this over night and see what I can come up with, and then I'll check back here tomorrow to see what ideas you guys think up.

 

So as always, feel free to suggest whatever and I'll check it out tomorrow :)

Posted

Yeah, also agreed on "non-regenerating health is best".

 

However, will the means to restore health (food, medicine, rest?, NPCs that can heal you?) be renewable, or will they be finite? (That's one issue with Don't starve, btw -  finite worlds + non-renewable resources mean after a while you hit a wall. )
 

As for the hunger bar... having to hit a key every to minute to stop starving has a tendency to bcome a chore, so I'd argue in favour of a slower decrease. Unsure about the penalties, though - my main issue with "no food -> death" is that if you idle for a while you die, even when you're at a safe place.. but Outbreak doesn't sound like a game you have running in the background while doing other stuff, so that's less of an issue.

Posted

gotta say i agree with most everyone with the health regen. do it slow. for survivers, food speeds it up. for infected, sex speeds it up

 

as for hunger, it would really have to depend on how prevelant you want to make that specific loot in the game. you could get away with more demanding hunger if there was an abandoned snack machine at every house. My opinion is just make it incur penalties, not kill you. i'd actually like to see a toggle option, but if i had to choose i'd like hunger to be more prevelant (to where you'd need to go back during a mission to eat if you didn't bring emergency rats)

Posted

I'd certainly recommend Don't Starve! Great game, if your into that sort of style. I honestly find it very relaxing to play. And as for what was said about the problem with it, they actually fixed that. You can collect pieces in the world, assemble them into a teleporter, then head to a new world, with a few items from the previous one. 

 

As for regenerating/non-regenerating health. Since this is a survival game, I definitely want health to be a concern, something you have to watch and take care of. I honestly love regenerating health in some games, and view it as just as valid a mechanic as health restoring items, they simply are there to promote different styles of gameplay. But yeah, in a survival game, I like "slower paced" health a lot better. 

 

And as for hunger, yeah, I like the idea of it simply being hunger, as opposed to say, food and drink being separate or something. And I'm all for empty hunger being lethal. Either killing you shortly after it reaches 0, or for when it is at 0, it reduces your health until you are dead. Oh and, it should be something that, if you fill up your hunger meter, you should be able to forget about food for a little bit, not like say... the flashlight from the modern alone in the dark, where every minute you had to replace the battery.  :dodgy:  Basically, like it is in Don't Starve, hah. Look up a let's play or something. 

 

http://www.dontstarvegame.com/

Posted

Hey first off, sorry about the slow replies, got a little more intoxicated then I would have preferred yesterday, but I'm paying for it today with this awesome hangover..ugh.. :blush:

Yeah, also agreed on "non-regenerating health is best".

 

However, will the means to restore health (food, medicine, rest?, NPCs that can heal you?) be renewable, or will they be finite? (That's one issue with Don't starve, btw -  finite worlds + non-renewable resources mean after a while you hit a wall. )
 

As for the hunger bar... having to hit a key every to minute to stop starving has a tendency to bcome a chore, so I'd argue in favour of a slower decrease. Unsure about the penalties, though - my main issue with "no food -> death" is that if you idle for a while you die, even when you're at a safe place.. but Outbreak doesn't sound like a game you have running in the background while doing other stuff, so that's less of an issue.

Ok so it shouldn't be too much of a chore.

 

gotta say i agree with most everyone with the health regen. do it slow. for survivers, food speeds it up. for infected, sex speeds it up

 

as for hunger, it would really have to depend on how prevelant you want to make that specific loot in the game. you could get away with more demanding hunger if there was an abandoned snack machine at every house. My opinion is just make it incur penalties, not kill you. i'd actually like to see a toggle option, but if i had to choose i'd like hunger to be more prevelant (to where you'd need to go back during a mission to eat if you didn't bring emergency rats)

Have server side options to choose whether hunger kills, and you guys don't mind back tracking to hunt down some food? I think I'll make it so you can revisit areas to find more food in the campaign, but also make the enemies respawn so you still have to deal with stuff. This way each level still has enough food for you to get through it, but if you mess up/waste the food, you can still go back to get more and try again. Seems like a fair compromise.

 

I'd certainly recommend Don't Starve! Great game, if your into that sort of style. I honestly find it very relaxing to play. And as for what was said about the problem with it, they actually fixed that. You can collect pieces in the world, assemble them into a teleporter, then head to a new world, with a few items from the previous one. 

 

As for regenerating/non-regenerating health. Since this is a survival game, I definitely want health to be a concern, something you have to watch and take care of. I honestly love regenerating health in some games, and view it as just as valid a mechanic as health restoring items, they simply are there to promote different styles of gameplay. But yeah, in a survival game, I like "slower paced" health a lot better. 

 

And as for hunger, yeah, I like the idea of it simply being hunger, as opposed to say, food and drink being separate or something. And I'm all for empty hunger being lethal. Either killing you shortly after it reaches 0, or for when it is at 0, it reduces your health until you are dead. Oh and, it should be something that, if you fill up your hunger meter, you should be able to forget about food for a little bit, not like say... the flashlight from the modern alone in the dark, where every minute you had to replace the battery.  :dodgy:  Basically, like it is in Don't Starve, hah. Look up a let's play or something. 

 

http://www.dontstarvegame.com/

That's a good idea too, the whole if you fill it up you get a bit of time to yourself while your character digests all that lol. I'm also going to have to play this Don't Starve game now :)

 

Oh btw finally finished how I'm going to work the flashlights and such. So flashlights/vision modes (night vision, smart vision, and possibly thermal vision if I can get the effect working) will be determined by your headgear. You'll still start with a basic clip on flashlight at the start, as I've been making the nights a little darker so I feel like people may need them lol.

 

But yeah to summarize, different helmet = different type of darkness illumination. Just to give people incentives to go out, explore, and try new stuff beyond is this a better defense/cooler look?

 

That said all flashlight/vision modes will run on a rechargeable battery that last for like 5-10mins before you have to really start to worry about them getting too low. Once off they'll start to recharge a quick pace like 30-1min for a full charge, but if you run them completely empty then you have to wait a brief amount of time (I'm still thinking about this part) before it starts to recharge again. 

 

Posted

Oh btw forgot to add something you guys might be happy to hear, the game will be featuring full xbox 360 controller support in case the normal pc setup of mouse and keyboard just isn't your thing.

 

We were just talking about it earlier and since it's fairly simple to do, we just said why not lol.

Posted

Hey guys I got some mild tweaks to the infection system we talked about earlier. My buddy wanted something slightly more then how we had it b4 so here's my take two on the subject.

 

Ok, so the beginning/middle parts we decided on are staying the same, just the last bit where you morph into the infected is going to change.

 

Now once you fill that second virus gauge (Whichever bad guy gets the gauge to 100% will determine what form you take on), you'll enter what I'm calling a bleed out phase. During this time you'll be unable to change equipment or use weapons, you'll be limping/crawling rather then running/walking, and a countdown phase will begin. Also unique to this stage is that you'll no longer be a target of infected enemies, as they are starting to see you as an ally due to your condition. Oh and you'll have a neat heat haze effect coming off your character to show your near turning. *Note that at this time if you have any allies with an antivirus nearby, they'll be able to save you if they use if before your character begins changing.

 

Now when that countdown reaches zero your character will fall to the ground (you'll lose control during this bit) and start going into an almost seizure/spasm state while the virus takes over. During this part your characters current clothing will get torn up/destroyed and your character will start to morph into their new infected form.

 

I think this system covers most of his complaints, and I figured I'd let you guys know what was going on with it. I'll update later today once I get him to read all this, so I can see if he is alright with this new one. Feel free to let me know if you see any issues with this new setup, and I'll check back later if there are any.

 

Also as a bonus reason to be happy, my coder finishes school this week yay. Let's hope his final project goes well :)

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