EDIT: Case tracker is now LIVE! http://www.radioactivesoftware.com/content/killing-horizon-project
Also you can view all the cases for Killing Horizon by going here: http://www.radioactivesoftware.com/casetracker?destination=&keys=&pid=409
Thanks a lot guys, post your ideas below, or in one of the discussion/brainstorming threads if there are things you feel should be on the lists!
You can also make individual comments on each Feature Request, or Bug Report listed in the Case Tracker.
- Dan
Nice! This is what i was expecting, i'll stay tuned to any update.
This is a feature request list about many different types of features to get into the game:
Features that could be added if under the circumstances:
- If added, Aircraft carriers would need the support of other ships, not only boats. So consider adding a frigate in case you add the carrier too. These only would receive orders by the high commander, not controllable by players. Same applied to the aircraft carrier, although players could control the weapons and turrets of this one if necesary.
Due to obvious reasons aircraft carriers would move very slow. Players have to be able to move inside it, and land. If you think this would be too much difficult or imposible you could make that players automatically spawn in the spawned vehicles in it. (carrier command: gaea mission for reference)
- Although you said you did not want a hovercraft I still would recommend some kind of ship/boat capable of transporting some vehicles. It would be perfect for an amphibious assault aircraft carrier. (So this feature goes together and along with the aircraft carrier feature).
- An aircraft able to lift other vehicles. similar to the dropship you did, not necesary for now, but it could prove to be useful depending in the design of the maps. (Halo, pelican dropship as reference as well as some kind of quad tiltrotor)
- Mobile respawn/spawn points (which are vehicles) for example a Walker, or a aircraft carrier. These could have some kind of energy shield. (Star wars battlefront 2 AT-TE/Venator references)
- Airplanes: jet powered air units for fast attacks on enemy positions. I would recommend having VTOL ones. (Battlefield 2142 and ET: Quake wars as reference).
_ Exosuits/exoskeletons? (End of nations walkers reference).
- Different types of alien life for each different environment.
- Take advantage of your alien life to create a survival/last stand gamemode? Set your defenses and prepare to counter lots of enemy waves. Reinforcements and other supports are available. The goal could be survive or/and protect something from being destroyed. You could earn resources by killing enemies, and keeping resources points. (Dawn of war 2 last stand gamemode as reference)
- Environmental disasters, but these wouldnt be randomly created (Or yes if you find a way to make this work, considering custom maps too), the commander would. Have you ever heard of weather/environmental warfare? For example creating a tornado to destroy enemy forces. There could be some machine/special command point in the map, that if captured, you could use it to create a disaster somewhere. ( Black and white 2, the earthquake, volcano and tornado as reference) you would have to spend resources and wait some time to be able to use it. enemy team can stop that from happening so it must be protected.
- Space battles? (Homefront 2 , Battlefront 2 and AFF: Planetstorm as reference). (The environmental weapons would be replaced with Gauss cannons?.)
http://www.radioactivesoftware.com/content/brainstorming?page=1#comment-356
- Dynamic placement of turrets (and maybe some other type of structures), players could place turrets and their own defense systems dynamically, to augment the statically placed pillboxes/turrets that defend each command point on the map. (Enemy territory quake wars and starhawk as references)
- Map editor easy to use and as complete as posible. (Far cry 3 and Halo forge reference).
- User friendly at modding and adding new features content, that means that if someone wants, he could do a spaceship gamemode, or antyhing he can imagine related to this game. (Arma series as reference).
- Epic battlefields with many air/sea/ground units in screen (Supreme commander and Planetside 2 reference).
- Different kinds of tactical aids, from an orbital strike to supply drop... Destruction of the ground, craters, etc... (World in conflict reference)
- RTS/ Third person shooter, you can give orders while youre in third person shoter too. Change the inventory of Units. (Men of war and arma 3 as reference)
- I have seen infantry can bend, which is absolutely necesary, but what about being able to lie down? (Red orchestra 2 as reference, love the animations from this game, so realistic)
- Dynamic Cover System. AI and players can 'snap' to walls and other points of cover, and shoot over them. (Gears of war and Max payne 3 as reference)
- Infantry can swim?
For more info check the Brainstorming thread:
http://www.radioactivesoftware.com/content/brainstorming
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Yup, I've already got AI/Controllable boats/ships 100% implemented into my game & engine, right now I'm using a Zodiac boat. But I've implemented a full-size Destroyer before :-) That's why it's not on the list.
Here is an image [ unshaded, etc. ] of the Zodiac boat I'm using to test the water physics, etc.
Giant ships you can walk & land vehicles on, like Aircraft Carriers, are a whole different beast heh. You can only just collide and interact with the other ships/boats, not walk on them or inside them as I plan for the Aircraft Carrier.
Thanks again for all your help in the epic brainstorming thread - http://www.radioactivesoftware.com/content/brainstorming !
- Dan
I've started a thread in steam greenlight requesting suggestions/ideas/feedback/advises etc... also i have given a link to this thread too. just telling you because some people could post their stuff there and you wouldn't know it. I suppose youve seen ive edited the first post summarizing many different infos and ideas.
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Thanks!!
- Dan
Hmmmm, we really need some kind of management system/module where people can submit ideas and they can be automatically categorized or marked as duplicate, etc...
I'll look into that in the coming days. I'm sure Drupal ( my CMS used on this site ) has something like that...
Maybe google documents has something like that, or a bug tracking software?
- Dan
Something like this might be what your searching for:
http://feedback.arma3.com/plugin.php?page=Vote/list_bugs
you could ever use it after releasing the game for bugs and other game issues people may have.
EDIT:
you might have to register, but since youre probably going to get Arma 3 at some point, that might interest you due to that too, many people post a lot of feature requests, ideas, ways to fix bugs and improve the engine, etc...
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Hmm, it gave me an error, probably have to be logged in. Though I'm sure that's exactly what I'm referring to, it's essential to managing even the suggestions you've given. I'll get that implemented ASAP, it will be a great help especially for bug tracking etc.
I should just buy ARMA3 :-D Not sure how much work I'll get done on my game if I do that though.. LOL
- Dan
If you want a RTS/FPS you should definately try Arma 3 or Arma 2 (which is free) , because it has lots of features that could inspire you, there are a lots of orders you can give and stuff to do, you know it's a simulator, but tactical shooter at the same time (you can control units like in any RTS, only that the map is seen in 2D, you need the game to understand what im trying to say. If you get arma 2 free instead of arma 3 at the momento, i would recommend you trying Warfare and high command modules. i posted some videos in te brainstorm thread about them though, but nothing like experiencing them yourself. if you get arma 3 take inot consideration there is a lot os stuff that still needs to be added (For example warfare, though there are a bunch of usermade warfare missions.)
I'm pretty sure it would give you new ideas for the game, and would motivate you at doing something for your game. I hope you understand what i'm trying to say.
If you want delete the posts/messages that ar eunnecesary for this psot, so you let free space for new ones and keep this organised, because mos of this arent ideas/suggestions at all just info/sources that could help somehow
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Yup :-) I've been a huge fan of their stuff since Operation Flashpoint :-) I'll pick it up for sure.
- Dan
FYI I found a feedback/bug/feature tracking system for the forum/website, I will be integrating it tomorrow.
Also have made tons of progress on the game today!
- Dan
Cool, that should make thing easier and better and more organised.
I cant wait to see the new updates!
I saw you added a drpship that lifts vehicles, but it seems that its the same as the infantry one. Do you think you could make a variant of it specially designed to only transport/lift vehicles?
Mix between v-osprey, helicopter crane and halo pelican? (vehicle is attached to the hull).
http://www.moddb.com/mods/cnc3-red-zone-europe/images/wc-v-25-dragonfly-...
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Yea I was just going to add the lift capability to the current dropship, I have to reuse resources wherever possible. The game is already a 5GB download and I have over 4,000 files that ship with the game in the current pre-alpha stage. The texture data alone for the current dropship is about 300MB+, I have 4096x4096 textures ( color, normal, specular maps ) plus 3 color skins ( desert, arctic, grassland ) to do this for another model with a slight functional difference wouldn't be practical. Plus I'm self funding all the artwork creation. If you guys wanna give me a million bucks on kick starter, sure I'll get you 20 dropship types created lol, until then I have to be very practical about the assets I choose to have produced at this stage.
- Dan
( btw all assets in the game were made to those high specs, the stuff you see in the screenshots so far is at about 10% to 25% resolution lol )
wow, this really changes things. Then maybe youre right, you should use the same vehicle. But it is there any way where you can simply delete the cargo section that is loaded by infantry, so you can place a lifted vehicle there? Using the same model and textures and all (so those 300 MB textures are used on this 2 models, or maybe you could simply find a way to separate the cargo load section of infantry, and have the cargo load section of infantry as another model that is joined together to it in some way.) This way you would reuse resources, save time, and the game would still be 5GB. But of course this sounds a bit complicated to do, it depends of how you have done and organised the model. You could try this if you get enough funding if it seems to difficult to do without them.
If not i repeat, the infantry dropship dropship could lift vehicles, that's no problema, though it would have some disavantages. and I thought it could lift stuff this way better:
http://media.moddb.com/images/mods/1/17/16601/pelican3.jpg (look at the left)
than instead of this way:
http://www.military-today.com/helicopters/ch_47_chinook_l3.jpg
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Yes, this is exactly what I was going to do :-) I do it all the time in the game currently, disappearing magazines from the guns for instance - or the AT4 rocket being attached and launched from the AT4. So it's just a matter of attaching a the lifting mechanism to the bottom of my current dropship, it costs me a Draw() call, though. That's pretty trivial.
- Dan
EDIT: I kind of like the physics based hook idea in the chinook image! lol ... sort of a meta-game, trying to hook up the vehicles lol.
Ok fine, looks like specifying it, was a good choice i made, now i understand it better.
''EDIT: I kind of like the physics based hook idea in the chinook image! lol ... sort of a meta-game, trying to hook up the vehicles lol.''
Mm, yes its cool, but if the string and hook are too large that could cause some problems, because aircrafts would have to fly very high to avoid colloding, plus it would be imposible to land without unlifting the vehicle. That's why i said something that is attached very close, because you even can lift vehicles while the dropships are landed without cargo them inside the hull. The only thing you should consider if you add a version with and without the cargo for infantry, are the wheels, because if you delete part of the hull the rear wheels wont have a support. different wheels design shouldnt be a problema though, make them specified for the lifter only. (I don't know if there could be another solution to this).
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Case tracker is now live! http://www.radioactivesoftware.com/content/killing-horizon-project
This is really well done! include it in the next news you make (You said you had done more stuff for the game, right? when you have something else that allows you to make a proper news/update, make an update in moddb, greenlight, etc...).
EDIT:
Why is the information in latin lenguage?
Also loled at that avatar. It reminds me of:
http://www.youtube.com/watch?v=Sg6VjsV_Pco
EDIT2: Posted a comment and a ticket. Hope it works correctly.
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Yup will do - would you mind adding some stuff to it right now so I can start testing it before it goes live ?
I'll def put it in my next announcement, I'm working on a bunch of other things that will be included, and have already gotten a bunch of new stuff in-game since the last one. I will be making updates every week or two, whenever I get to a good stopping spot :-)
Oh, btw, the latin is standard practice for placeholder text - I'll fill that will insturctions for people. ( http://en.wikipedia.org/wiki/Lorem_ipsum )
- Dan
Now we have to get all this stuff into the case tracker ugh :-D Let me know if you have any feedback on it, I can change pretty much anything.
- Dan
This is one of my test accounts :-D
Posted a comment and a ticket. Hope it works correctly. I also updated the summary list of features.
EDIT:
http://www.youtube.com/watch?v=1G6vo95BSjw
http://www.youtube.com/watch?v=t0B3TdxtCdw
This is just too awesome to be true, even Battlefield 4 destruction doesn't stand a chance against this destruction lol.
EDIT2:
I have a question... Do the vehicles spawn/respawn automatiicly in the bases/command points/etc? (Like in FPS such as battlefield) Or do you have to recruit them? (Like in RTS?) Just because I remembered that: http://www.youtube.com/watch?v=y0rDb73KxWs has a control panel/console that puts you inside a vehicle you choose, kinda similar to Planetside 2. And it is used by the IA.
"Instead of making a game you hope many people will like, it's sometimes better to create a game you know a few people will love"
''My intention is not to create something that won't be hated; it's to create something that will be passionately loved''
Yup looks good - only issue I can see is that any user can edit the status of a ticket, that could be bad if we have trolls and a few 100 tickets...
They can't delete them, just mark them all as resolved... once I fix that, and finish typing up the instruction page ( http://www.radioactivesoftware.com/content/killing-horizon-project ) this should be good to go!
- Dan
It can't be true :-) In order for physics like that to affect multilayer gameplay ( your controlled player/vehicle ) they have to be synchronized across all the game clients, for visual and physics simulation purposes. That will not be happening aaaany time soon :-) sorry hehe.
- Dan