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Testing release: 0.3.0-testing2

PostPosted: 01 Oct 2014, 17:00
by fr1tz

Re: Testing release: 0.3.0-testing2

PostPosted: 02 Oct 2014, 16:35
by Julius
great work on the new jump mechanic... feels just right.

The new map also as a cool look (especially the sky), but there is no "logic" why certain areas are capturable and the surrounding area not...

The grenade explosion is too short, or should leave some smoke behind or such.

Could you also explain the rather large changes in weapons? especially the combination of machinegun and shotgun was rather confusing at first (especially that there wasn't a visual change when switching).

Re: Testing release: 0.3.0-testing2

PostPosted: 02 Oct 2014, 17:26
by fr1tz
The logic for capturing areas is still the same: Players can only capture zones that are linked to a zone they already own (if the zones don't share a border there should be another element that indicates the link, like in ETH3 for example).

Agreed on the grenade explosion, it hasn't been overhauled yet.

The weapon changes aren't really that big, I simply decided to put the changes into "new" weapons to keep the old scripts in the repo.

As for as SMG/Shotgun combo goes, I just figured they could be combined into one weapon with two different modes (firing "barrels" sequentially or all at once with a larger reload time). In terms of implementation they will remain two separate weapons, but to the player it will be presented as different modes of the same weapon (with elements indicating in which mode the weapon currently is).

Re: Testing release: 0.3.0-testing2

PostPosted: 04 Oct 2014, 20:42
by mray
thanks for the feedback on the map.
all in all i think changes currently are prone to be the result of ruthless trial and error.
could i be right about that fr1tz?

Re: Testing release: 0.3.0-testing2

PostPosted: 04 Oct 2014, 20:49
by fr1tz
Absolutely :)

Re: Testing release: 0.3.0-testing2

PostPosted: 04 Oct 2014, 23:44
by Wuzzy
LOL.

About the maps: ETH5 and either ETH2 or ETH3
In etherform, you can fly below the map and then pass through the backside of the map and get back to the surface. I think this should not be possible.

Re: Testing release: 0.3.0-testing2

PostPosted: 09 Oct 2014, 22:38
by mray
Good point.
I didn't know we already have that that high level degree of QOS :D