Brainstorming

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nightovizard's picture
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Brainstorming

I just discovered this game at moddb, and it really surprised me, this is a very interesting and fun project. And the most surprising thing is that there is only 1 person working on it, wich is an amazing fact due that this game seems to have a high quality compared to another ones.
but, the main reason of this post is because I had some ideas,and I've decided to post them here. Probably some of them have already been applied , or are planned to be added in the future, but here we go: (I'll take the opportunity to ask some things too)

- Up to 64 players per game server: Thats really a good thing! but I wonder, how many bots? Bots will replace players and be part of those 64?, or they will be totally independant? Maybe faction bots will replace players when the room is not full (Like in Red orchestra 2) , and alien life will be independant? Just asking because if bots are independant from those 65 players, battles are really going to be huge (Like in Arma series).

- Hybrid RTS/FPS/TPS gameplay with a detailed order managment & hierarchy system: I always dreamt about something like this. I only think that even if a commander gives an order to a player to do something, the player should have freedom to do anything he wants, but only that if the player follows the order he will be rewarded (Extra points, supplies, weapons, ammo, etc...). So most probably, people would follow orders. I suppose it would be organized by squads and teamleaders of those squads. By voting, 1 teamleader could become high commander and give orders to all the squads as well as being able to give certain tactical aids, from deploying some turret,vehicle,wall,etc (check enemy territory: quake wars deployment and gameplay) in the battlefield (with parachutes or drop pods, like in Starhawk) to call in fire support (Artillery/air strike/orbital bombardment/etc...?). Teamleaders could request the commander to do so, so communication and teamplay is very important. One good feature is, that it would be a good thing if players could not only respawn in certain areas, but next to the teamleader of his squad (Teleport, or parachute/drop pod? you know maybe for interiors teleport would be better, which is very similar to Battlefield/Red orchestra 2 respawn system).
http://www.youtube.com/watch?v=GohB7cvPO7s
http://www.youtube.com/watch?v=ctsIfnNSLfY
http://www.youtube.com/watch?v=FTG5GuaSV2M

Also, does the IA search for cover? If thats so you could take advantage of the third person shooter and make cover animations, for example like the ones from gears of war, red orchestra 2, max payne 3 etc...) both for the player and ia.

http://www.youtube.com/watch?v=wBCpjPWbu3Y
http://www.youtube.com/watch?v=7TA4_CS8FI0

I have seen people requesting first person shooter, and well, you can make mixture of both: normal mode, which is 3rd person shooter, and precision mode, which is the weapon sight glass (think about a sniper rifle, and apply the same to other weapons). With this you wouldnt have to make animations for first person because you wouldnt see anything elese tan the weapon sight. Hope you understand what im trying to say.

If you have arma 3 maybe you could understand better, if you have that game, set your view to 3rd person. If you keep pressing right mouse button, the precision will improve, but still in 3rd person. Instead, if you single click right mouse button, the weapon glass sight will appear. Hope you get it now.

- Massive Battlefields, and detailed Arenas to fight over. I have read it's 9 square kilometers, thats huge, but I think you should be able to change the playable area (mostly because of custom comunity maps, I'll talk later about that)

- Many weapons to choose from. Oh yes, assault rifles, submachineguns, shotguns, sniper rifles, grenadelaunchers, frag grenades, ''Semtex''grenades, energy shield grenades, EMP grenades, rocket/missile launchers, unmaned/radiocontrolled turrets, mines, repair tool, medic pack, etc... (even maybe melee weapons if you think is posible ,for example, knife, chainsword, energy sword... bow/Crossbow?) This way, players will play as they would like to, and they wouldn't be limited to clases like in Battlefield series.

(Customizable weapons/gear of player/bots?? This is no necesary at all since you could simply add preset weapons, but I don't know, it wouldn't be a bad feature)

- Wide variety of land, air, and sea vehicles to control. So far I have seen very cool designed vehicles based off actual modern vehicles. These are a Truck (huge cargoload), a Buggy (Fast recon vehicle, which will have a rocket variant you said), a HMMV (Basic infantry moving and support vehicle) and a Tank (high anti-ground firepower).
I would add an APC or IFV too, as a medium-high firepower antiaircraft vehicle. Maybe with amphibious capabilities since it would be a nice feature.
http://www.military-today.com/apc/vbm_freccia_l4.jpg
It would be able to transport infantry, and unlike the trucks and hmmv's, stand a chance against enemy high firepower.
Another ground vehicle which would be really cool is a tank Walker/exosuit/mech, but it wouldn't have any role specifically, it just would be cool.
http://th07.deviantart.net/fs70/PRE/f/2010/161/e/0/Walker_by_Sexforfood.jpg
http://www.igorstshirts.com/blog/conceptrobots/2012/jake_parker/jake_par...
http://gfx.gaminator.tv/data/screen/126/443/1971-2.jpg
(Or maybe a mobile respawn role like in star wars battlefront with the AT-AT/At-TE? There could be different respawn vehicles, for example: Walker, Aircraft carrier and Mothership??¿)
Then for aircrafts, I don't know if 9 x 9 kilometers is enough for CAS jets and other fast vehicles, so maybe you could do something like in battlefield 2142, which uses some kind of gunship/helicopters/VTOLS, although tiltrotors could be cool too: http://www.moddb.com/members/nightovizard/images/v-battlegroup-concept21
So basically an attack aircraft with different weapons, a transport one for infantry, and maybe a transport one for vehicles (lift/cargo?)
Then when it comes to sea, obviously some kind of boat:
http://nzgamer.com/data/Gallery/3220/9655393884.jpg
But i don't know if you've considered Hovercrafts too, which would be a really interesting and somewhat a unique ground/sea vehicle feature too.
http://thexhs.deviantart.com/art/D-175-277789852
Ships/spaceships ?
Jetpacks ? http://images.wikia.com/halo/es/images/4/42/Reach_MPBeta_Jetpack.jpg

There are many other vehicle types that you could add, but i consider them more as an extra. Of course If you want to add more vehicles tan the one's I said above, then perfect, we will have more variation :)

-Multiple planet environments, such as Desert, Grassland, Arctic, and Wastelands. So, each map has it's own environment? or a map can have multiple ones? Just for a moment, imagine a frozen jungle (Crysis), would that be posible? (Done both by you and custom comunity maps I mean).
(Underwater? Space? Asteroids/orbital platform maybe? Maybe you havent planned this for an oficial map, but if you give enough freedom with the mapmaker im sure there are going to be amazing maps)

-Gather resources from the landscapes and use them to expand your faction and create new units. From what ive understood you gather resources automatically by controlling zones/areas, but I'm not sure at all. and when you say new units, do you mean bots, vehicles... and/or something else?

-Many gameplay modes such as Deathmatch, Conquest, Capture the Flag, Command Point Control, and more! wow thts really nice!
I supose deathmatch is teamdeathmatch, right? not everyone vs everyone.
I have no idea about what is Command Point Control, seems interesting.
Tanks vs tank and gunships vs gunships only gamemode?
Any last stand/firefight/survival gamemode? (Maybe regards alien life?) this is more COOP than MP though.

-Advanced World Editor for creating your own battlefields & arenas. I really wasn't expecting this, this is too good to be true lol one of the reasons why people still play Far cry series is because every game is a different experience, you never get bored of playing the same maps because unlike other games there are thousands, maybe millions of them. Modding and mapmaking truly keeps a game community alive like no other game.

As i said before Far cry series succes points are it's map editors, but thats because it's interface is user friendly and easy to use, if you make an easy editor to use with many different custom options for users, this is going to be a big succes. You could make that people download the maps in the cache everytime they enter in a server, or you could take advantage of steam workshop if the game gets released in steam to publish maps and content there. I would recommend to do some concrete flatten walls or something like that, because I'm sure people would do amazing custom stuff, for example someone could make an entyre spaceship made of different pieces and objects, to anything you can imagine.
http://www.youtube.com/watch?v=gYJ7wL8VAJk
http://www.youtube.com/watch?v=BK8B3CR5qik
http://www.youtube.com/watch?v=Z75YghVw_lA
http://www.youtube.com/watch?v=gscfYY4tQLQ

Destruction is posible in your engine?
http://www.youtube.com/watch?v=8ztQX0C4wTE
Because I also thought that having a Wall that cna be destroyed and that opens new ways would be interesting. or anything you can imagine
http://www.moddb.com/members/nightovizard/videos/crysis-battle-new-york#...

-And my last request: Please, take your time to finish and master this game while you enjoy making it, because the main mistake that the video game industry has been doing recently is that they publish games that are incomplete, and the video game industry could crash due to that, (that nearly happened in 1983). So please , if it is posible, enjoy making this game and be a good example and reference for them, because if you do it well, I'm sure you're going to be rewarded.

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Thanks a lot for the post!! I

Thanks a lot for the post!! I'll look this over and give you my feedback in the coming days, thanks again!

My initial reaction is we are totally on the same page man, looks like you share my vision for this game. I also couldn't agree more about your last point, after what I went through with Gettysburg I will never "release" a game of mine until I know it is ready to be properly enjoyed.

- Dan

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Glad you liked it :) And yes,

Glad you liked it :) And yes, I was so excited too because when I had read all the info and news, I was excited to find someone that shared a very similar point of view for this type of game.

I added some more details about the map editor that I forgot which could give you a better vision of what I meant.

I have read your reply on moddb too, maybe this guy would be of your interest:
http://thexhs.deviantart.com/
He is incredible at designing aircrafts.

Thank you :)

EDIT:
I might ask whats the difference between Basic/Premium and Ultimate game edition? I didnt find any info about that.

"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''

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Thanks for the link! I have a

Thanks for the link! I have a good crew of guys I work with for almost 7 years now :-) but that guy does look pretty sick!

RE: Premium/Basic/Ultimate - that might totally change so I'm not posting details on it specifcally, but it will be things like in-game global XP modifiers, access to unique features, and things like that. Still pondering the exact business model I want to use for this project!

Thanks!

- Dan

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I'm going to try to answer

I'm going to try to answer as much as possible - please ignore basic typos, I'm doing the work of a team o' people on this game but I still want to take time to reply to valuable feedback like yours, that's the whole point of making the game with the players like I want to do, and your feedback is just what I was looking for :-D

- Up to 64 players per game server: Thats really a good thing! but I wonder, how many bots? Bots will replace players and be part of those 64?, or they will be totally independant? Maybe faction bots will replace players when the room is not full (Like in Red orchestra 2) , and alien life will be independant? Just asking because if bots are independant from those 65 players, battles are really going to be huge (Like in Arma series).

64 players includes bots, but does not include vehicles. So think of it just like the way the Battlefield series handles 'player' count. Bots take the place of empty player slots in the server - to keep the gameplay consistent [ just like CounterStrike:GO does it ].

- Hybrid RTS/FPS/TPS gameplay with a detailed order managment & hierarchy system: I always dreamt about something like this. I only think that even if a commander gives an order to a player to do something, the player should have freedom to do anything he wants, but only that if the player follows the order he will be rewarded (Extra points, supplies, weapons, ammo, etc...). So most probably, people would follow orders. I suppose it would be organized by squads and teamleaders of those squads. By voting, 1 teamleader could become high commander and give orders to all the squads as well as being able to give certain tactical aids, from deploying some turret,vehicle,wall,etc (check enemy territory: quake wars deployment and gameplay) in the battlefield (with parachutes or drop pods, like in Starhawk) to call in fire support (Artillery/air strike/orbital bombardment/etc...?). Teamleaders could request the commander to do so, so communication and teamplay is very important. One good feature is, that it would be a good thing if players could not only respawn in certain areas, but next to the teamleader of his squad (Teleport, or parachute/drop pod? you know maybe for interiors teleport would be better, which is very similar to Battlefield/Red orchestra 2 respawn system).

Yes! This is exactly what I was picturing, and it's great to see that somebody else shares my vision for this. I literally have parachutes, and all the details you mention nearly ready to go, or implemented in some fashion. It's kinda creepy how close your vision of the game is to mine! I will shed more light on my order system in the future!

Also, does the IA search for cover? If thats so you could take advantage of the third person shooter and make cover animations, for example like the ones from gears of war, red orchestra 2, max payne 3 etc...) both for the player and ia.

Right now a cover system is one thing that would really spruce up the AI, but I think we can go without that for the initial release, but once it's fully implemented will take the command point / Arena combat modes to the next level in terms of realism and gameplay excitement, I've never coded such a system before but have read articles on the cover systems you mention, and I have a few ideas of my own. This is something I will work on after the first prototypes go out.

I have seen people requesting first person shooter, and well, you can make mixture of both: normal mode, which is 3rd person shooter, and precision mode, which is the weapon sight glass (think about a sniper rifle, and apply the same to other weapons). With this you wouldnt have to make animations for first person because you wouldnt see anything elese tan the weapon sight. Hope you understand what im trying to say.

If you have arma 3 maybe you could understand better, if you have that game, set your view to 3rd person. If you keep pressing right mouse button, the precision will improve, but still in 3rd person. Instead, if you single click right mouse button, the weapon glass sight will appear. Hope you get it now.

I really need to pick up ARMA3 that's a separate topic though :-) The way I have it coded right now, you can dynamically switch between all 3 modes with the press of a button, it's quite interesting and I have a lot of ideas how to make the effect/system even cooler. Right now in first person the gun isn't visible, just a cursor [ works great with Oculus Rift VR ], I will show panes that compare each view/mode in my next update ( RTS / TPS / FPS ). Sniper rifles have first person scope and glass like you mention currently.

- Many weapons to choose from. Oh yes, assault rifles, submachineguns, shotguns, sniper rifles, grenadelaunchers, frag grenades, ''Semtex''grenades, energy shield grenades, EMP grenades, rocket/missile launchers, unmaned/radiocontrolled turrets, mines, repair tool, medic pack, etc... (even maybe melee weapons if you think is posible ,for example, knife, chainsword, energy sword... bow/Crossbow?) This way, players will play as they would like to, and they wouldn't be limited to clases like in Battlefield series.

I have a flamethrower just integrated as well as SMG, pistol, assault rifle, SAW, greandes ( 9 total weapons at this point in time 100% integrated ) and a AT4 anti tank delivered later this week. I've added 50 total weapons in my gangster game, so these low weapon counts are nothing for right now. If the game takes off don't be suprised to see 50+ weapons in the game for the soldiers. I totally agree with your point about the BF system, I think the loadout should dictate the role of the unit, not the other way around ... you know ? Seems you share this point of view.

- Wide variety of land, air, and sea vehicles to control. So far I have seen very cool designed vehicles based off actual modern vehicles. These are a Truck (huge cargoload), a Buggy (Fast recon vehicle, which will have a rocket variant you said), a HMMV (Basic infantry moving and support vehicle) and a Tank (high anti-ground firepower).
I would add an APC or IFV too, as a medium-high firepower antiaircraft vehicle. Maybe with amphibious capabilities since it would be a nice feature.
http://www.military-today.com/apc/vbm_freccia_l4.jpg
It would be able to transport infantry, and unlike the trucks and hmmv's, stand a chance against enemy high firepower.
Another ground vehicle which would be really cool is a tank Walker/exosuit/mech, but it wouldn't have any role specifically, it just would be cool.

Then for aircrafts, I don't know if 9 x 9 kilometers is enough for CAS jets and other fast vehicles, so maybe you could do something like in battlefield 2142, which uses some kind of gunship/helicopters/VTOLS, although tiltrotors could be cool too: http://www.moddb.com/members/nightovizard/images/v-battlegroup-concept21
So basically an attack aircraft with different weapons, a transport one for infantry, and maybe a transport one for vehicles (lift/cargo?)
Then when it comes to sea, obviously some kind of boat:

But i don't know if you've considered Hovercrafts too, which would be a really interesting and somewhat unique ground/sea vehicle feature too.

Jetpacks ?

I actually have V-TOL dropships 100% into the game and am working on getting them dropping off units at dropzones, that will e a huge aspect of the gameplay, and will really make the large maps PLAYABLE!! This is going to be epic. As for the other vehicle types the only thing missing now is an APC and large ship, I want to add all that stuff over time, jetpacks are a ?? right now, but if the project is successful I have no problem adding those things if enough players want them! I've had walkers and other vehicles you mention in my unreleased projects such as Warbots Online, and some others I made around 2009, so I know I can do it all :-) I'll give you a sneak peak of the dropship, uploaded this just for you :-) Will expand in my next development update - fully modeled interior, about 16,000 triangles 4096^2 color/normal/specular maps, fully animated doors, and holds ~16 soldiers. ( glass transparency disabled, and no shading on this image, just meant to give you a basic idea of what it will look like in-game)

-Multiple planet environments, such as Desert, Grassland, Arctic, and Wastelands. So, each map has it's own environment? or a map can have multiple ones? Just for a moment, imagine a frozen jungle (Crysis), would that be posible? (Done both by you and custom comunity maps I mean).
(Underwater? Space? Asteroids/orbital platform maybe? Maybe you havent planned this for an oficial map, but if you give enough freedom with the mapmaker im sure there are going to be amazing maps)

Those are some great ideas for environment types! I'm just sticking with the ones mentioned for simplicity and to keep things simple for my initial prototype releases. As with other stuff, player feedback will be used to determine new environments.

-Many gameplay modes such as Deathmatch, Conquest, Capture the Flag, Command Point Control, and more! wow thts really nice!
I supose deathmatch is teamdeathmatch, right? not everyone vs everyone.
I have no idea about what is Command Point Control, seems interesting.
Tanks vs tank and gunships vs gunships only gamemode?
Any last stand/firefight/survival gamemode? (Maybe regards alien life?) this is more COOP than MP though.

Yup, Team deathmatch - and command point control - others call it 'Conquest' taking 5 control points to sap the enemy team's ticket counts. We can add more modes ad the game gathers users and becomes successful.

-Gather resources from the landscapes and use them to expand your faction and create new units. From what ive understood you gather resources automatically by controlling zones/areas, but I'm not sure at all. and when you say new units, do you mean bots, vehicles... and/or somehting else?

Will be expanded on later, right now convoys of cargo trucks will be the primary source of resources you'll use to create new units, etc. More info coming soon.

Destruction is posible in your engine?

Unforntunalty this might be shelved for a while - if I devoted all my resources to it I could do it , but right now I need to focus on other areas of my technology, this would be very interesting though. When I update to DX11 engine I will probably integrate full destruction of all entity types into my tech.

-Advanced World Editor for creating your own battlefields & arenas. I really wasn't expecting this, this is too good to be true lol one of the reasons why people still play Far cry series is because every game is a different experience, you never get bored of playing the same maps because unlike other games there are thousands, maybe millions of them. Modding and mapmaking truly keeps a game community alive like no other game.

As i said before Far cry series succes points are it's map editors, but thats because it's interface is user friendly and easy to use, if you make an easy editor to use with many different custom options for users, this is going to be a big succes. You could make that people download the maps in the cache everytime they enter in a server, or you could take advantage of steam workshop if the game gets released in steam to publish maps and content there. I would recommend to do some concrete flatten walls or something like that, because I'm sure people would do amazing custom stuff, for example someone could make an entyre spaceship made of different pieces and objects, to anything you can imagine.

This is one area I've spent months working on, but have not shown the fruits of my labor. I totally agree w you about the importance of an editor in all areas of the game - keeping players around, fresh content, stumbling on things you'd never think of yourself, etc. I will expand greatly on this and document my editor as best as possible. I did upload another image just for you :-) This shows my editor months ago, will have detailed videos and information soon!!

-And my last request: Please, take your time to finish and master this game while you enjoy making it, because the main mistake that the video game industry has been doing recently is that they publish games that are incomplete, and the video game industry could crash due to that, (that nearly happened in 1983). So please , if it is posible, enjoy making this game and be a good example and reference for them, because if you do it well, I'm sure you're going to be rewarded.

Yes, learned this one the hard way with my last game Gettysburg, like I said before I will not release another game like that, since I'm self publishing now I'm in total control of this one, no publisher etc.

Thanks a lot for taking the time to post such a detailed message! Let me know if I accidentally missed any points you wanted more info on!

Stay tuned, new update coming soon.

- Dan

[edit 1] added some new stuff, and expanded on a few areas.

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Oh my god that's an amazing

Oh my god that's an amazing big reply! And who has to give thanks is me, not many developers listen and replies people like you have done. Congratulations.

And well, there isn't anything else, you have answered pretty much everything, even you posted some screenshots, that tiltrotor looks pretty good, it's very curious that we have done similar things (i suppose you saw the tiltrotors image I did).

The only thing that i did not consider and forgot to add is something that could actually give a role to the walker/mech: mobile spawn point. That means that anybody will be able to respawn there as if it was a normal spawn point. If you ever have played star wars battlefront series, it would be very similar to the AT-AT/AT-TE.

And thats pretty much everything, ill be looking forward to new updates, cant wait to see the other features.
Great work.

EDIT:
About the busyness model, i dont know if youve considered a mixture of free to play/ pay to buy the game. With this i mean that everyone would be able to play some demo (even online) but with high restrictions, such as not being able to play custom maps, levelling up, being a commander etc... To be able to do that you should buy the game. Good things about that system? People could try the game and see if they like it. And most probably, there would always be people playing all the time, because there would be lots of players, similar to MMO'S. Im against the pay 2 win feature though. But i dont disagree about those micropayments that give you for example, new camos or custom gear, which doesnt affect gameplay at all, this could be related to standard / premium editions of the gamel. I dont know much about the game industry business, but i think this would be interesting.

"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''

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Yup I love Battlefront, ah

Yup I love Battlefront, ah didn't think of using walkers as spawn points - just uber-soldiers with exo-skeleton suits, typical mech role on the battlefield. Ah, I saw your tilt-rotors, very nice man!

Thanks man, my pleasure, well I'm hoping to set a new standard of developer/player relations. Hopefully everyone will be as helpful as you :-) As we can nail this game!

We can all make this game together, the only thing is funding ... I've been self funding this project for ~15 months now, I need to do some kind of kickstarter/crowd funding to get help from early adopters. After spending $250k of my own money on my gangster game Urban Empires from 2005-2009 that got torpedoed by that publisher going bankrupt etc. It's hard to keep eating cash on these games :-/ We really need this one to work out, it's looking very good so far though so I'm excited!

Thanks again!

- Dan

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[quote]EDIT:

EDIT:
About the busyness model, i dont know if youve considered a mixture of free to play/ pay to but the game. With this i mean that everyone would be able to play some demo (even online) but with high restrictions, such as not being able to play custom maps, levelling up, being a commander etc... To be able to do that you should buy the game. Good things about that system? People could try the game and see if they like it. And most probably, there were going to be people playing all the time, because there would be lots of players, similar to MMO'S. Im against the pay 2 win feature though. But i dont disagree about those micropayments that give you for example, new camos or custom gear, which doesnt affect gameplay at all. I dont know much about the game industry business, but i think this would be interesting.

Yes, this is one of the options I'm heavily leaning towards, again, we are on the same page!

- Dan

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Then youre going to make a

Then youre going to have to make a showcase video, wish you the best of lucks. And before you start kickstarter/crowfunding, be sure you have enough features to let people trust and be attracted by your work I have seen many good projects fail due to this (space nomads for example).

And yes exosuits /exoskeletons are a nice feature too, but nothing kicks ass as a big walker XD when i recommended vehicles i searched for a role, it wasnt randomly done you know. At first i said: because they are cool!. but thats not enough reason, luckily i came up with the mobile respawn idea, and you seem to like battlefront so you know what exactly im talking about :) if you have a map with separate islands, there could be an aircraft that could lift it and drop it somewhere.

"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''

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Yup, the showcase video will

Yup, the showcase video will be crucial for the Greenlight and Kickstarter - that is what I'm working towards as my next major milestone.

On that note of spawn vehicles - I still love the idea of an aircraft carrier in the water maps - one you can walk around on - maybe fleets of them, both sides have movable aircraft carriers and the command point are islands. I loved in Crysis how you could walk around that super detailed carrier in the multiplayer.

Making progress on the dropships now, will post an update soon :-D

- Dan

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Sea and underwater warfare to

Sea and underwater warfare to the next level? Sure, this even could be an entryre gamemode: sink the enemy carrier. Wow this game sure has many posibilities and potentials. I dont know if this could be applied to spaceship battles? Just replace the carriers with motherships XD This is an exciting feature, star wars battlefront 2 and carrier command old memories are coming back ah ;) but well for now set a simplier goal, but taking into comsideration you might add features like this ones in the future. (Orbital, sea, air and ground battles, that sure would be something never seen before in a FPS/RTS game)

Looking forward to see the dropship :)

"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''

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Since we're brainstorming -

Since we're brainstorming - another idea I have , and what I'm currently doing, is to use my own stat tracking systems and master server [ coded it years and years ago ].

Right now I have a launcher/auto update application you run and then start the game, since it's about a 5GB compressed download right now. By using a totally custom system like this I actually use your login/avatar from this website/forum to log into the game+game servers, this allows me to potentially do persistent RTS maps in a way similar to Planetside2, where people can have a ongoing campaign across multiple game servers [ each grid would be a different game server ] and I can pull the server stats from my database and display a real-time map on my website showing the campaign's progress...maybe each campaign would be a entire planet.

Some games have taken this to extremes, I rememver World War 2 online maybe 12 years ago, think it's called "Something 1942" now, was made my Cornered Rat Labs, anyways their idea was to replay the entire second world war every few months with to-scale versions of Europe, I've always found that idea fascinating, and would be something I'd love to eventually implement.

Unfortunatly going with Steam would kind of make this more complicated, so I'm not sure if I want to stay TOTALLY independent on this project. I know my Amazon AWS auto-patch servers can handle the spikes of 1000s of players download the game at once, so who knows where we can go with this project.

- Dan

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Yes thats why i started this

Yes thats why i started this thread.

Im a steam user , most of the games i play are from there, but youre right, you should decide whats better for this game, also consider that if people buy the game directly to you, you will receive 100% benefits and have resources to improve the game and for yourself. When you buy in steam, steam keeps a part of it. Thats why games like minecraft arent in steam, everything they earn is for the game.

Despite this, you should keep it in steam greenlight as many people will discover the game this way. Being in steam has its pros too, probably there would be more consumers and players than if it wasnt in steam.

Or you can make a mixture: infestation: survival stories can be bought with steam, but in the main website too, and servers are independent from steam. (i think) planetside 2 can be downloaded with steam too, and from the main page.

And I know planetside 2 and ww2 online, they are ambitious games, did you know they wanted to add an helicarrier to planetside 2? It would have been so cool.
http://pc.gamespy.com/pc/planetside-2/1226786p1.html

"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''

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Yup - again we totally agree.

Yup - again we totally agree. I've independently come to these conclusions, it's great to have them reaffirmed!

- Dan

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Game features

I'm pretty sure we are not the only ones that think this way ;) I think you should start a request/ideas/suggestions thread in steam greenlight, because there are lots of users there and i'm pretty sure you would have many different contributions there.

About the aircraft carrier, if you had to add one for the game I would suggest 1 capable of air and amphibious assaults. You remember my hovercraft suggestion? http://thexhs.deviantart.com/art/D-175-277789852 ok, what if the aircraft carrier could carry these? These would be enough big to carry other vehicles in the cargo bay.
So basically:
- A 120-150 mm howitzer for naval combat (Missiles/torpedos?¿)
- An antiaircraft weapon
- 1 big wide runway where aircrafts spawn (if all your aircrafts are vtols long runways arent needed at all, but wider ones)
- cargo bay/amphibious cargo bay where Sea/ground vehicles spawn, big assault amphibious ships/hovercrafts to transport vehicles.
- the cargo bay and runway are conected with stairs and elevators, so you can actually move a tank to the runway and cargo/lift it in a dropship.
- able to be moved not by a driver, but by high commander orders (so the ship is controlled by a bot)
- any support frigates/destroyers/battleships that could be controlled by bots and controlled by the commander by giving orders (Move here, engage enemy, follow this, barrage this zone etc...) ?
http://www.youtube.com/watch?v=sv5epc_w42g
http://www.youtube.com/watch?v=u9xyQTODWBE

I think this would be absolutely wonderful for island maps and sink the carrier gamemode. Though this would become more a tacticla shooter tan a RTS then...

Apply the same to spaceships if you end adding spaceships too. so there would be 1 commander controlling the big ships from above, and the player/bots would be fighting each other, conrolling their own squad too, with assaults to the other mothership/dogfighting/firing from the ship turrets, etc. (even orbital assault to planet?)

Edited:
Remember, this are only ideas/features, but so cool ones, not all of them are necesary for this game, but who knows if this will be useful in killing horizon the future, or even in another game at some point.

Do you know world in conflict? it has a tactical aids system where you place exactly where you want your attack. (One of the greatest games ever, in my opinion)
http://www.youtube.com/watch?v=puixXIOi-Zg&feature=youtube_gdata_player

Enemy territory quake wars, turret placement (would be cool to place automatic/non-automatic turrets, this could be done by teamleaders/commanders to defend command points or critical strategic emplacements, these could be airdroped or builded like in any RTS base building game):
http://guides.gamepressure.com/enemyterritoryquakewars/gfx/word/-1206138...

Starhawk, structure placement (would be cool to place walls and towers, this could be done by teamleaders/commanders to defend command points or critical strategic emplacement or tanktraps/sandbags like in company of heroes, these could be airdroped or builded like in any RTs base building game):
http://nerdreactor.com/wp-content/uploads/2011/05/starhawk-build-and-bat...

Company of heroes, it's a RTS that doesn't look like a RTs due that it has lot of action, similar to a FPs. i liked its destruction and base building system. i loved to set defenses full of bunkers, turrets, sandbags and tanktraps. Just like a tower defense game.
http://www.youtube.com/watch?v=ZuJeG_5ovFc

Men of war, similar to company of heroes but more realistic, this one doesnt have base building, but you can change unit's inventory, and control them in third person shooter.
http://megagames.com/sites/default/files/game-content-images/Men%20of%20...

Max payne 3, I love the coverture system in this game, feels so natural and fluent. slow motion is awesome (Matrix style).
http://www.youtube.com/watch?v=J-Q51A7tBJI

Do you know battlefield 2142 titan gamemode? This could give you an idea, i dont know. (Energy shield for bigger vehicles? aircraft carrier/Walker for example) Plus the aircrafts in this game are some sort of gunship/helicopter/jet mixture which is cool.
http://upload.wikimedia.org/wikipedia/en/9/9e/BF2142_Titan_with_explanat...

Carrier command is very similar to what I said, you control an aircraft carrier (RTS) and the units it has with it (FPS/RTS) , you can play with the tanks and aircrafts/turrets as FPS whenever you want. Problem is that it was released before being finished, it has many bugs, controls are weird, and it doesnt have multiplayer, but its a good concept to look at.
http://www.dailyrecord.co.uk/entertainment/video-games/video-games-revie...

SW: Battlefront 2. Third person shooter game, vehicles, spaceships, different planets... Since killing horizon has things in common I would recommend having things in common to this game, such as for example space battles (if you think its posible and you want to make it. The only difference is that you would apply RTS to control the big ships):
http://www.scifibloggers.com/wp-content/uploads/Star-Wars-Battlefront-II...

Planetside 2, Kinda sandbox tactical FPS, your maps are 9 x 9 kilometers, planetside 2 ones are big too. there are a lot of different weapons units and vehicles to choose from. Vehicles spawn when you want them to spawn. If you find any way to apply similar features to this game it would be an interesting thing to see. (You can think of crazy things, you know, planet vs planet battles for example, or orbital assaults, but as i said this would be crazy, but very interesting)
http://blogs-images.forbes.com/erikkain/files/2012/11/Planetside-2.jpg

Supreme commander series are true an epic game, many original unique features/vehicles, and a giant battlefield scale of thousand of units in screen. For example the frigate ships becomes a Walker when it hits ground. Or a submarine aircraft carrier, etc...
http://www.youtube.com/watch?v=NP21TTJ-cPA

Some features together, curious indeed XD But Dust 514 is not as good as shown in this video by far, just because at the end they did something much more simple and not that ambitious, plus some other technical problems:
http://www.youtube.com/watch?v=NIwekfp3p5Q&feature=youtube_gdata_player

S4 league, cool scifi Third person shooter game, the diversity of gadgets/features and weapons make this game special, more when you can climb walls by making jumps, and by using a hook while you carry a giant metal fist, and other features like this one:
http://www.youtube.com/watch?v=T6ykkBYrIFU

GunZ: The duel, similar game to s4 league, but with an steampunk feeling. the strong point of this game are not their gadgets/weapons, but the playstyles and movements you can make, being it the most similar thing to matrix. in addition it has survival/last stand gamemode, where players have to survive waves of enemies or clean new rooms full of monsters.
http://www.youtube.com/watch?v=ppSU5xeEMdU
http://www.youtube.com/watch?v=qSbzhhHNepc

Dawn of war 2, similar game to company of heroes. only that the feature that really attracted me was its last stand gamemode, where players have to resist lots of enemie waves, using anything its necesary, from a chainsword, to an orbital bombardment. I think you could make somehting similar to this as a COOPERATIVE gamemode using aliens (I saw you did ones, take advantage of that).
http://www.youtube.com/watch?v=h72XhZKwLDs
And talking about alien life, maybe there could be rewards and high quantity of resources in some places, but there would be hostile aliens (they attack you if you attack them or if you are too close) living there as some kind of nest.

Vanquish, well, see for yourself, its soo cool, how i could forgot about this one? LOl its a shame it doesnt have multiplayer:
http://www.youtube.com/watch?v=wT5wg51JB8w

These are the most awesome stuff and features i can remember at the moment, hope its useful and give you a new view of game design.

About the aircraft that transports vehicles, you could make a different version of that aircraft you did, but made to lift vehicles, or a 4 rotor version:
http://www.moddb.com/mods/cnc3-red-zone-europe/images/wc-v-25-dragonfly-...
http://www.moddb.com/mods/cc-shockwave/images/general-ironsides-starlifter

About the gunship/vtol/jet/helicopter:
http://media.moddb.com/images/members/1/542/541153/01_FOF.jpg
http://www.gameguru.in/images/battlefield-2142-ss2.jpg
http://etqw.geezergaming.com/newbies/images/anansi.jpg

About the IFV/APC vehicle (if it is posible, make it amphibious)
http://fc06.deviantart.net/fs71/i/2011/253/5/8/arma_3_wip_apc_amv_nato_b...
http://wiki.bf2s.com/_media/vehicles/matching/m6.jpg?w=700

About the walker (If you make mobile respawn points apart from the aircraft carrier):
http://www.moddb.com/mods/cnc3-red-zone-europe/images/wc-titan-mech#imag...
http://www.moddb.com/mods/revamp-mod/images/desert-spider-mecha-not-a-mo...
http://www.moddb.com/members/avitus-12/images/annihilator-battlemech (this guy makes outstanding good looking models)

About navy ships:
http://imageshack.us/a/img267/8411/militarysubmarinebyniky.jpg (this is a submarine, but you could make a similar design with the frigates and other vessels, i think its one of the coolest designs ive ever seen)
http://www.carriercommand.com/newweb/wp-content/uploads/2011/05/carrier_... (Could deploy amphibious/sea vehicles using the sides as shown here)
http://farm5.staticflickr.com/4079/4912151856_2c9316d5be_o.jpg (and could deploy tanks and other vehicles using transport aircrafts, or hovercrafts)
http://thexhs.deviantart.com/art/D-175-277789852
http://thexhs.deviantart.com/art/D-245-314723851
http://www.arma3.fr/files/media/user/1338_19190e5c.png

About Spacecrafts (If you were going to add them, If you dont mind ill post some concepts i did time ago):
http://www.moddb.com/members/nightovizard/images/all-human-spaceships-co...
http://www.moddb.com/members/nightovizard/images/supercarrier-concept#im...
http://www.moddb.com/members/nightovizard/images/fighter-model#imagebox (Space battles would need another type of aircraft for dogfighting, and if you plan in adding air strikes option for commanders you would need some CAS aircraft/bomber)
http://www.moddb.com/members/nightovizard/images/grey-a12#imagebox

"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''

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Good stuff buddy! I don't

Good stuff buddy! I don't even know where to begin, I want to add all this stuff into the game. It will be ready in 2019. Loll!

Yup, I'm already placing the alien nests/hives by the resources as well.

Also, I loved the battlefield Titan mode, that was so much fun. I'd like to do something similar.

- Dan

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Yes, there are so many game

Yes, there are so many games we wish they continued, but unfortunately many will never be released again (world in conflict 2, star wars battlefront 3, etc...). you don't need to add all of them (but if you do this is gonna be the most awesome thing in my life). Think that killing horizon will not be your last game (I hope so) so reservate some, some day they might be ending being useful for something much more ambitious than Killing Horizon (which is already very ambitious, but looking at how technology advances, i dont know what the games will be capable of in the near future).

If you want to do somthing like battlefield titan mode take advantage of that aircraft carrier idea you had, or maybe a helicarrier, or spaceship who knows. Plus the RTS features combined with this should be awesome.

"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''

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Amazing stuff man! Thanks a

Yup, I know what you mean - I love all those games you listed. I remember playing Battlefield 2142 on a 110" projection screen in my room, it was intense, the titans and the APCs that could launch people in pods + the commander mode ? Jeeze, they don't make 'em like that anymore, I guess that's where I come in :-)

Amazing stuff man! Thanks a lot, I'm not sure I could handle any more people as helpful as you! lol, I mean that in a good way.

I think we pretty much covered everything, wowaweewah. I just got the AT4 rocket launcher model from my artist, plus the destroyed HMMWV so I can start on making kewl explosions when the vehicles die. Those are some of the last art assets I need for the video we discussed.

I'll cover it all + way more in the next update!

- Dan

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Also if you notice those

Also if you notice those "points" under your avatar ( which I'll be giving you more of in a sec for all your input! ), those are usable in Killing Horizon, and will allow you to spawn units, etc. Any ideas what it could be called other than points ? That sounds a bit generic, not sure if I could call it XP or Gold, or something, not sure...

- Dan

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you got me, lol , i'm not

You got me, lol , I'm not sure since i've just discovered it, i didnt thought about this... Maybe requises or requisitions? I think I've heard that in some other game, maybe in Dawn of war. http://en.wikipedia.org/wiki/Warhammer_40,000:_Dawn_of_War , look at resource managament. This way it would be better tan just XP, and uncommon compared to the name ''points''. (the difference is that these ''points'' resources wouldnt be part of the match, these are used for different purposes such as customizimn an army).

I Forgot about the game Vanquish, well, see for yourself, its soo cool, how i could forget about this one? LOl its a shame it doesnt have multiplayer:
http://www.youtube.com/watch?v=wT5wg51JB8w

Basically the main character has a special suit, and a very rare one, similar to crisis in some aspects, but totally different. It has some kind of propulsion system which allows the eplayer to move at high velocities, skidding.

Far cry series, the real succes of this game is its multiplayer, which contains thousand of multiplayer user made maps. Its a very easy map editor, and very complete, it even shows you if there is anything wrong in the map that wouldn't work, take a look (its because yor mapeditor rmeinds me of UDK, i even know how to use cryengine, but i find UDk/unreal engine more difficult to use because the map is closer to being a model tan a map):
http://www.youtube.com/watch?v=Q-iQWHUS3q4
http://www.youtube.com/watch?v=Dud0JncZNa0

Halo forge , well halo forge mode is something like a map editor, the cool thing about this is that it has many different useful objects, from teleporters to something that make you jump high, or somehting that makes you die if youre red team and you traspass it, etc...
http://www.youtube.com/watch?v=Ei7rXdKZuvA
http://www.youtube.com/watch?v=9a4DYCoAHvo
http://www.youtube.com/watch?v=c015JqsmQy4
http://www.youtube.com/watch?v=Nngwvw5kZsU

EDIT:
http://www.youtube.com/watch?v=zeO04JXnpF4
Connect 2 different maps with a portal?
''By using a totally custom system like this I actually use your login/avatar from this website/forum to log into the game+game servers, this allows me to potentially do persistent RTS maps in a way similar to Planetside2, where people can have a ongoing campaign across multiple game servers [ each grid would be a different game server ] and I can pull the server stats from my database and display a real-time map on my website showing the campaign's progress...maybe each campaign would be a entire planet.''
Or maybe even more than a planet if you use something like portals to connect them lol

"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''

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Hmmm, well the 'Points' here

Hmmm, well the 'Points' here are still separate from the in-game resources, is that what you mean ?

I'll check out these links ... oh man your last paragraph makes the gamer in me happy, but the programmer in me cringe. LOL.

- Dan

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First off, Wow

I came to this thread to maybe throw in an opinion or two about what's going on with development but you guys covered everything I could have thought to even suggest.

There is one thing however that I've never seen in a first person game, that would work extremely well here, is contruction of buildings and other fortifications or even having roles purely based on support and logistics. (I've been playing too much Project Reality) Having in depth supply lines and reinforcement zones has been a dream idea for me. I really enjoyed the section 8 respawn system (Drop down style) where you could be shot down and even completely shut down from being able to get your troops down. (This would need to be heavily tested for balancing issues obviously)

Another thing I've noticed while typing this is up is having a more tactitcal zone control system. I've never really liked what the current FPS games bring to the table for zone control possiblities (Having to actually have troops in each of the zones and then losing it when the troops are killed or forced out of the zone.) My suggestion is to have a more complex system with the ability to control a zone remotely (Via artillery or bombardment tactics) having a zone under control doesn't mean that you need to have troops in it, just means you need to be able to keep the enemy from gaining the upper hand [This is poorly explained but I can't really think of a better way to put it, maybe someone can explain this a little better for me?]

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Welcome, yes we pretty much

Welcome, yes we pretty much covered everything lol...

But to your point, that is pretty much exactly what I'm going for. I'll post an image of my work in progress map's road system in my next update, the supply convoys will autonomously travel from your nearest controlled base to the resource points all over the giant map. You can assign missions directly to them or allow the CPU to handle it. Also you can jump into one of the cargo trucks and actually drive the resources yourself ( for global XP reward of course ).

Being able to drop in / out of a role on the battlefield is a big thing for me in this game.

I'm working on designating drop zones for the VTOL choppers, but dynamic placement of buildings is something that I'm initially trying to stay away from, putting an emphasis on tactical orders and resource management [ base building is something I will probably have to skip on due to the complexity of other areas in the game ]... but if the game becomes successful, like I said, I've got no problem adding that into the game if everyone wants it - or maybe somebody can mod it into the game. The tech supports it, I have a full WYSIWYG editor, so dynamically placing buildings would be no biggie technically.

Thanks for the input!!

- Dan

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A lot of these points also

A lot of these points also need to be thought about, there is so much information in this thread already it's hard to process all at once heh.

Plus once you guys get in-game you can give more targeted feedback knowing what might work better/worse in the game.

The dropzones & convoy systems are going to be a huge part of the game though - that's what I'm working on now.

- Dan

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Youre welcome, and yes this

Youre welcome, and yes this has really been a huge brainstorming, but suggestions like yours are alway welcome.

Actually dan said he would like to use trucks for supply lines to gather resources. I have suggested base and defense building, with mobile respawn points (vehicles that act as spawn points) take a look over the game starhawk, and arma 2 (warfare module). Its the closest stuff similar to what youre saying. You could place the respawn vehicle close to resources, and build some defenses and structures to protect it, just like if it was a forward operations base.

Ive never played sector 8, but i supose you mean to respawn using parachutes/drop pods, or to ask for a supply drop and parachute/droppod a vehicle somewhere. Yes, i suggested something like this too :)

Actually since this is a RTS too im pretty sure the commander would try to keep the zones under control, just like in any other RTS, by sending reinforcements, automatic turrets, air strikes, orbital bombardments etc.

So players dont need to wait in these bases to defend them, commander can do that and will request you if youre necesary, this is what you tried to say?

Edit: a summary of these ideas suggestions that you think are better should be done at this point. Ive throwed a lot of diferent ideas, now its time to start chosing what ones will make it. For example:
- APC vehicle, useful against medium armored vehicles and aircraft. Amphibious capabilities.
- 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''

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Heh, where should we put the

Heh, where should we put the list of things that 'made it' ?

APC is in for sure, just not in the first prototype. It's functionality can be done by the Cargo Truck for now [ pile 12 dudes in the back lol ] ... also the HMMWV and Dropship can transport 4 and 16 units respectively. Although only the Hummer is the only unit of the 3 that is armed currently. You'll need to support your troop convoys with tanks until I can get the APC made.

- Dan

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Maybe creating an oficial

Maybe creating an oficial thread, and editing and adding features to the main post.

The unique thing about the APC would be that it would be incredible versatile. Similar amount of armor to a tank. Relatively fast. Its amphibious. It has Higher firepower than most other ground vehicles. Transports infantry and resources if necesary. So yes maybe for now its not necesary, but if you plan to make islands map and rivers, it really will be. Plus unlike tanks, has a chance against aircrafts.

"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''

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Yup, giving APC a bonus

Yup, giving APC a bonus against air units will be a great balancing move. Also like you mention amphibious capability will make it very useful, right now there are no water levels but once there are it will be very important.

Ok, I'll create a sticky thread of user feedback that is accepted ? I just don't want to split the conversation across multiple threads, I'll get that done soon. btw. holy scrolling batman LOL, this is the longest thread I've had using my new forum system, I'm suprised how long it keeps posts on one page, might have to edit that.

- Dan

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Also just a quick point on

Also just a quick point on the command points / bases. The way it's setup now, is each command point has defenses that are statically placed on the map + buildings, etc. If nobody controls that command point the defense turrets and pillboxes just go idle. So there will be defenses, you just won't be able to choose their location - that is up to the map designer/creator. Obviously the next step would be to allow players to dynamically build their defense network. I do have an ICWS, in-close-weapon-system with a radar and gatling gun that would be super easy to place... I might make those dynamically placable.

I'm also working on a designation system to denote who controls what building and territory, similar to what I did in my gangster game years and years ago - there will be a ray of light projected up from the foundation of a building you control, and you will get fog-of-war visibility on controlled buildings. Buildings are controlled by standing in proximity of them for X-seconds and not allowing enemy units near [ standard capture system ]. Once under your control you gain all the benifits of that building / command point.

Your convoys can only travel and utilize command points / buildings that your team controls.

- Dan

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Mmm, i think the best thing

Mmm, i think the best thing would be to let players build walls doors and towers dynamically wherever they want, and automatic turrets too, from a gatling gun to a AT canon/missile launcher. To build you would have to own that territory. Check starhawk 2 for a similar base building. And other structures wouldnt be needed, mobile respawn vehicles would get the work done (resource gathering point too)

And nice, but i wonder how does fog of war works in this game.

I replied one of the messages about suggestions that made it.

"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''

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I've build a crazy fog of war

I've build a crazy fog of war system - yet another thing I've not shown to anybody yet :-) Looks like you get FIRST on this too... you're getting all kinds of stuff outa me :-)

It works as in other RTS games, you can only see units within a certain radius of your units [ in RTS mode ] ... if you're directly controlling a unit in 1st or 3rd person there is no Fog of War.

Screenshot alert ... - Fog of War [ remember these are PRE-ALPHA images ] ...

- Dan

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Lol indeed this looks

Lol indeed this looks wonderful, the view changes depending of the height of the unit? For example, aircrafts show more than a tank, right?

And ive replied above about the make it stuff. Just to be sure you saw it because messages are posted very fast. If there were more people, this would be crazy. I think that you should make some polls too at some point. When comunity becomes more active.

"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''

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Yup, at least we aren't

Yup, at least we aren't quoting eachother - so much editing to posts after the fact LOL. Yes, different units have different FOW radius', and recon vehicle like the dune buggy get view distance bonus, etc.

Yea this is pretty intense I'm going to give the forum a break for a bit and get some work done on the game! haha, thanks for all the awesome feedback so far man!!

- Dan

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No problem :) have a nice

No problem :) have a nice time.

So features i have understood you want to add at a certain point:
- Amphibious APC. Versatile vehicle, etc...
-Trucks gather resources and use roads
- Able to deploy walls, doors, towers and turrets dinamically or not, up to the map maker.
- Gatling gun turret, AT turret and missile turret (unmaned)
- Mobile respawn points, such as a walker (ground) and a aircraft carrier) sea)
- aircraft carrier with amphibious assault capabilities, can spawn any type of vehicle, protected by a shield generator.
- Hovercraft vehicle to lead amphibious assaults and transport vehicles like tanks to one island to another.
- Dropship capable of lifting other vehicles and drop them faster, but at a risk of being taken down easily.
- Attack support aircraft, gunship/vtol jet (no idea about the design or characteristics yet)
- Vessels such as frigates controlled by bots, but that follow orders from the commander.
- Different tactical aids available, parachute supplies, parachute vehicles, air strike, artillery, orbital strike, etc...
- Map editor manual
- Energy shield bubbles in certain locations.
- Alien life that can be hostile, this could lead to a survival/ last stand gamemode.
- Coverture system at the last stages of the game
- dynamic fog of war.
- Flamethrower and other weapons (melee?)
- 9 x 9 km maps.
- high commander selected by voting
- Spaceships??

A fast summary, as i explained all this before i dont need to specify everything again, I hope XD

"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''

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Lol, yea can you run all that

Lol, yea can you run all that stuff by me again :-D

I created an 'official thread' here - http://www.radioactivesoftware.com/content/accepted-user-feedback-offici...

The list in that thread only contains things that aren't already implemented in some way, a lot of the stuff you've listed is already in-game, and just needs to be improved and polished before I can show it, etc.

Thanks for the short list, I'll add some of those to the other thread! Some can't be implemented at all, others I'll put in the 'no specific date' to be implemented, things like the aircraft carrier.

- Dan

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Yeaaaa, almost half that

Yeaaaa, almost half that stuff is already in-game including flamethrower, etc.... you can actually pistol whip / melee people with your weapon at any point now - but I really need knives like you mentioned.

- Dan

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Lol youve already added more

Lol youve already added more things than i thought, even the hovercraft/ vehicle dropship? Or youre not going to add these? (thats a problem, because tanks cannot cross water, they need some transport).

Well basically, if there is something requested that you have already done, consider to post it in that thread as implemented features. This way you will avoid other requests of the same stuff and keep the forums as clean as posible.
So
" i request some dropships"
- Etc

Already implemented:
- Dropships
- Etc

Of course you dont need to post everything, just what you see that is being requested and that ypu already have, but nobody knows.

Edit:
Sticky the acepted user feedback post if it is posible.

"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''

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Yea that is a good idea,

Yea that is a good idea, listing things that are half-implemented so people don't suggest them.

Ah, good point on the dropships to _transport_ the vehicles. I do not have a solution for that currently, in which case your suggestion is valid. The thing is there aren't any situations on the current maps where a vehicle can't drive to a location due to water or another hazard, so until that is implemented it's up to the map creator to ensure all areas of the map are accessible.

I did see a documentary the other day about the giant hovercrafts that are used to transport tanks and hummers by the US military, ... I've implemented hovercrafts previously though, and I've never been happy with their performance, so I'd prefer to stick with an air based solution like you mention [ VTOL dropships lifting up tanks / hummers with a physics based hook ]. Hovercrafts are actually pretty hard to code , especially if you want them to play nicely with the other physics based objects in the world.

Ok, I'll sticky that thread as well.

- Dan

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Ideas

I keep trying to think of things and every time I think I have something you guys already nailed it and brought it up, I'll keep trying though.

As for spawning on vehicles, having a limited amount of troops that can spawn in on one that can be replenished is a great idea (At least I think that's what you were suggesting) As for drop in zones (Parachutes etc.) just having the ability to deny them from landing is great, could add a strategic form to winning death matches, just deny the enemy team the ability to spawn in (AA guns and lack of logistics.

And I keep forgetting this will be part RTS too so we could have AI control zones with the commanders taking care of them

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I think we have two kinds of

I think we have two kinds of drops in the talks here - the 'drop zones' which are where you tell your fleets of VTOL helicopters to drop your soldiers, and then "Drops" which are sort of perks called in by off-map support units, and can drop parachute reinforcements or supplies, also the same system will be used to deliver "Orbital Strikes" from off-map.

Yup, it should work out just the way you describe the landing zone defenses of Anti-aircraft, of course they can always send ground units on foot or in vehicles via ground as well.

Yes, the game is an RTS at any time you're not controlling a unit, you can fly around the battlefield and see anything that is NOT obstructed by the Fog of War. In the prototype I'm making now every order is 100% accepted as the player is the High Commander [ and the only player in offline practice ]. In multiplayer there will be an order hierarchy and a system to discard bad orders, etc.

Thanks for the feedback! Yea, we pretty much covered eeeeeverything above :-)

- Dan

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Ah... one thing you guys didn

Ah... one thing you guys didn't think of that I have planned ... random 'disasters' based on the environment you're playing in. If you're on the martian landscape there will be meteors coming in randomly, if you're playing on the arctic or grassland maps there will be similar themed disasters/world events that throw kinks into the system.

Also different indigenous aliens for each environment are planned. Sand scorpions for the Martian landscape, and maybe giant polar bear type creatures for the arctic, etc. etc. They will all be protective of their Hive/Nest though and their nests will usually correspond to resource deposits in the game world.

- Dan

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Environmental disasters, but

Environmental disasters, but if they are totally random it could make people angry: earthquakes, tornados, meteors, tsunamis.... All this things create massive destruction, and could give high advantages to the team less affected by it. Despite this i dont disagree about this, but it would need a role.

Have you ever heard of environmental warfare? For example creating a tornado to destroy enemy forces. There could be some machine in the map, rhat if captured, you could use it to create a disaster somewhere. ( black and white 2, check the earthquake, volcano, siren and tornado) http://www.youtube.com/watch?v=R1gpxsKuNx4&feature=youtube_gdata_player

You would have to pay to use it, and wait it recharges to use it. While thats happening enemies would try to cancel it by assaulting it, and capture it.

EDIT:
what happens if vehicles knock down or lay upside down? it is posible to turn them?

and any other concept art you havenn't showed yet?

and im still not sure how you will manage to get the RTs/FPS feature working, things are very different from gettysburg.

My point of view about this? A difficult decision xD

Lets say each player was a squad leader, and could have its own units under command (RTS) and customize them with weapons, gear and other stuff (i want this unit to be a medic, this a repair specialist, etc...). Then the player could set the view to third person shooter (FPS) and take control directly of the unit while he still can give orders like a team leader. These could gather resources to recruit more units, vehicles, weapons ammo etc...

The high commander would be voted and selected from 1 of the players, it would be just like any other player (with his own units and all) but with the ability to give orders to other players and set missions for them. If the players follow the orders and complete the misión they would be automatically rewarded. They have total freedom to follow orders or not though. (For example, the commander orders a player to siege Alpha, but while he is moving there, that player spots resources or something, and decides to go there first. That wouldn't be a problem because its the decision a player, a squad leader has made, and it doesn't give any kind of penalization). The other unique features the high commander could do is to parachute supplies/vehicles/turrets and designate orbital bombardments/air strikes anywhere in the battlefield. So players need to be in constant communication with the high commander to request anything they need. if the high commander is AFK or because of any other reasons, players of a team could start a new votation to let someone else be the commander.

There would be 2 types of resurces you can gather in the batlefield, for controlling command points, or for spoting resources and transporting them to the base/nearest forward operations mobile respawn vehicle (Walker or Aircraft carrier repectively).
1. The first type of resources would be earned independently for each player,players would have the same income, but the resources wouldnt be unified. Players could give this resources to other players if needed. with this resources players would recruit units/vehicles for their squads as well as building structures/turrets.
2. The second type, would be a shared resource that is used by the commander for special tactical aids: supply drop, parachute vehicles, set special defensive turrets, air strikes, orbital bombardments, spanw walkers/aircraft carriers/frigates, etc...

Most similar thing I can think of right now are Arma 2 Warfare/High commander gamemode:
http://www.youtube.com/watch?v=mt-lfXINU3Q&list=PLCD2F610DF98921CB
http://www.youtube.com/watch?v=ptupY1H9gck
http://www.youtube.com/watch?v=KwrLE0iN5as
http://www.youtube.com/watch?v=xNACAMIUhHo
http://www.youtube.com/watch?v=LFcIxRaJ2Ec
http://www.youtube.com/watch?v=XK14IKMc_b0

I always like world in conflict manages to be so immersive yet is a RTS:
http://www.youtube.com/watch?v=R3VeO1REWBI
http://www.youtube.com/watch?v=DfiV7LKjfh4
http://www.youtube.com/watch?v=p5wO06pkkIE
http://www.youtube.com/watch?v=srb4_7F3lAc
If you manage to créate a similar feeling it would be awesome.

this gametype would require of lots of teamplay.
i'm not sure if your vision about this is about making more FPS related game tan RTS related game or vice versa. (A FPS with RTS features, or a RTS with FPS features? That's basically the question).

"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''

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I post concept images as they

I post concept images as they come in. There are still more in the works, this is very early still :-) There is a ton of stuff still being worked on and added every day by me....the game needs YEARS of work, that's what we'll all do together.

These are great thoughts on the squad systems, all this stuff came up when designing Gettysburg, they just released the game before it was finished. We had a guy from World in Conflict as a contract designer on that project, plus a lot of other stuff I can't really talk about due to NDA. Bottom line is we fleshed all this out, but it doesn't mean a thing if the game is released before it's close to finished.

This time around we'll actually finish the game!!!

As usual thanks for all the input man!

- Dan

P.S. I have to start my 15 hours of work for the day on the game, so I can't keep typing these massive messages all day like yesterday lol, but to answer your last question the design is setup so any player can do any role at any time. If everybody does the RTS the game still moves forward ... if everyone is controlling a unit, the game still moves forward. It will be setup so the players can fill ANY or NO role on the battlefield.

It's easier for me to code it up than to type and explanation.

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I understand :) but what

I understand :) but what happens if vehicles knock down or lay upside down? it is posible to turn them? just say yes or no, or I have a way to fix that dont worry, etc... you don't need to explain or specify everyhting.

About FPS/RTS squads and gameplay, I'm pretty sure you'll find a way, but that was just my point of view based off on what i know so far about this game at the moment.

Thank you for your replies, as always :)

"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''

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what happens if vehicles

I understand :) but what happens if vehicles knock down or lay upside down? it is posible to turn them? just say yes or no, or I have a way to fix that dont worry, etc... you don't need to explain or specify everyhting.

Yes sir :-) just wait until you see the videos of my new vehicle physics, it's on par with Battlefield or any other game that uses Havok physics.

The vehicles rarely get turned upsidedown in my testing, I'll probably make a 'Reset' key that will fix the orientation of your vehicle as long as you're going less than a certain speed.

About FPS/RTS squads and gameplay, I'm pretty sure you'll find a way, but that was just my point of view based off on what i know so far about this game at the moment.

Yup, it's good you're hitting on all the same stuff we hit on, it's all been solved/designed just needs time to be implemented :-)

Thanks again for all your help and feedback!

- Dan

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Also - here's a thanks :-)

Also - here's a thanks :-)

A new screenshot of the fire on my humans... with a side-by-side comparison image of real-life man-on-fire.

Working on blowing up vehicles now...

- Dan

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Oh my god, I havent seen

Oh my god, I havent seen something like that in many games, nice feature. Can't wait to see vehicles burn huhuhu xD

about this, did you know halo had a bug where the player models had fire in them but they did not die? they turned that into a new feature to costumize gear, so you can actually add fire to our armor/helmet:
http://i.imgur.com/Cjinf.jpg

Maybe you could incorporate stuff like this for the users that buy the Premium/ultimate versión of the game, and/or micropayments ingame. Basically customisation of gear, armors, colors tattoos etc... Plus this wouldnt unbalance the game like pay to win games.

"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''

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You read my mind man ...

You read my mind man ... right now if you type "light_my_fire" into the console your guy combusts, it's hilarious... you can run around in deathmatch on fire fucking people up haha 8-)

- Dan

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Lol, sure it would be, and

Lol, sure it would be, and talking about something that would be hilarious if done:
http://www.youtube.com/watch?v=kZc0mwTbgwI

The ultimate vehicle for future warfare: The Battle-Bus haha

EDIT:
This is one of the reasons why i was so excited about the map editor:
http://battlemap.net/map-database/custom-maps/far-cry-2/pc/operation-zeto
I did this time ago, and there are people that even do crazier things. i made those cusotm vehicles using Little boxes, and the roads and spaceships with walls. a 9 x9 kilometers map has a lot of free space where you can do lots of different things, trust me when i say this game is going to get attention due to its map editor too.

Edit 2:
I have remembered a game from many years ago:
http://www.youtube.com/watch?v=FYqsfP8vfnM&feature=youtube_gdata_player
Youre the pilot of the ultimate weapon a walker that can be transformed into aircraft. I liked it very much because it resembled a RTS, there are lots of enemy units and allies, which ends in epic battles. There are bases and dropships and factories that spawn randomly these units.

Oh man, i really would love if they made a battle engine aquila 2. But for now, take a look over it and see if it inspires you for something.

"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''

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Some interesting gameplay

Some interesting gameplay from battalion wars (Gameplay starts @3 minutes), and interesting concept that'd be cool to implement (Maybe already thought up?)

Edit: I forgot how bad the voice acting was.... :P

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wow that game looks awesome

wow that game looks awesome :D, I've seen there is a Battalion wars 2 which actually looks good too, only for WiiU though.
I like the unit controls of this game.:
http://www.youtube.com/watch?v=rBAVwYD2eq4
3:00 takes control of tank
10:40 takes control of a gunship

http://www.youtube.com/watch?v=YeO3233fBKw
1:53 takes control of soldier
2:54 MG nest
3:33 reinforcements
5:58 capturing command point

The units menu below reminds me of arma series. Very inspirational.

"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''

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