Restless Souls/Wishlist: Difference between revisions

m
few notes on powerups and sockets
m (a few thought on sockets and powerups)
m (few notes on powerups and sockets)
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There's a big community, documentation and tutorials.
There's a big community, documentation and tutorials.


If the demo is going to be extended it would be better to work with original/free content from begin with, sparing us IP concerns.
If the demo is going to be extended it would be better to work with original/free content from begin with, sparing us IP concerns. Old content is meant as placeholders.


It supports weapon and h2h combat. Of course Oni's unique fighting style would have be re-written. But everything else should be supported by the engine. Particle, trigger volumes, wide environments, details characters. What else could you wish for?
It supports weapon and h2h combat. Of course Oni's unique fighting style would have be re-written. But everything else should be supported by the engine. Particle, trigger volumes, wide environments, details characters. What else could you wish for?
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Beneath the Game Icon can be set however I couldn't spot its used location yet. Maybe it will show up later when the game gets "cooked".
Beneath the Game Icon can be set however I couldn't spot its used location yet. Maybe it will show up later when the game gets "cooked".
====Difficulty====
Easy
* -20%? health for foes
Normal
Hard
* +20%? health for foes
* foe class upgrade?
Extreme
* shorter reaction times of AI ("killmequick")
* powerups on the ground can be destroyed quite easily by projectiles or heavy h2h attacks
** ammo -> blast damage and fire
** cell -> blast damage and stun effect
** hypo -> little blast damage and a cloud of healing gas
** shield -> major blast damage
** invis -> blinding
** LSI -> mission failed ?
YOLO
* Extreme mode plus when player dies he cannot reload that savegame. He has to restart at level 1.
YOLO +
* YOLO plus the games has never been played before. first play after installation. This is a secrete achievement.




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:https://www.youtube.com/watch?v=YxVFChB3oxY
:https://www.youtube.com/watch?v=YxVFChB3oxY


=====Reimports=====
=====Reimports=====
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====Difficulty====
====Sockets====
Easy
You can't socket static meshes. Set them to be "movable".
* -20%? health for foes
 
 
====Powerups====
If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes.
 
Maybe there should be a weight penalty to motivate h2h combat. As less items you carry around as faster, powerful and agile you are. Reminded to Ultra saiyan vs Super saiyan?


Normal
'''Done stuff'''
* All powerup "glowtex" textures has been recreated in higher resolution.
* Pickup '''materials use emissive color''' to be actual "glowtex".
* Pickup event executes a '''preflight''' to check for valid objects. For example it will determine whether your pickup slots for hypos are all full or not. In a second step only one of the valid pickups is added to the inventory.
* Slots in the character skeleton will be used for further experiments. Pickups will be stored in belt and chest pockets. (Short one-hand weapons (e.g. pistols) are going to be holstered at the legs while rifles are put on the back.)
* Powerups in sockets are scaled down and their glowtex becomes disabled.


Hard
* +20%? health for foes
* foe class upgrade?


Extreme
=====Glowtex functionality=====
* shorter reaction times of AI ("killmequick")
In Powerup BP: Custom event with boolean input parameter
* powerups on the ground can be destroyed quite easily by projectiles or heavy h2h attacks
** ammo -> blast damage and fire
** cell -> blast damage and stun effect
** hypo -> little blast damage and a cloud of healing gas
** shield -> major blast damage
** invis -> blinding
** LSI -> mission failed ?


Other nodes:
:Set Visibility (New Visibility) (target: glowtex Plane object)
:Static Mesh Component-> AddLocalOffset
:Powerup Item -> Add local Rotation, Set World Scale 3D


====Powerups====
If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes.


=====Hyposprays=====
=====Hyposprays=====
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* sounds ("cannot pickup more", "usage")
* sounds ("cannot pickup more", "usage")
* health bar interaction (the pretty, circular one)
* health bar interaction (the pretty, circular one)
* usage of visible hypospray slots on the character ? (think of belts or vest pockets)
** "sockets" can be used for this
'''Disadvantage of sockets'''
* They have to be defined in the skeleton.
* Weapons and items would quickly make the appearance of a character very crowded.
** Maybe there should be a weight penalty to motivate h2h combat. As less items you carry around as faster, powerful and agile you are. Reminded to Ultra saiyan vs Super saiyan?




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