Unnamed game (Codename: Riddled Haven)
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Unnamed game (Codename: Riddled Haven)
The information below is subject to change:
This will be a TDS game. Gameplay-wise, I'm aiming for non-linear gameplay; each level will have certain objectives to be met as well as an alternate "quest" or two, similar to Crysis. In addition, the game will feature a bioware-RPG style dialogue system and alternate endings.
Otherwise, it will mostly be a standard TDS. It will feature a smaller, but more varied, arsenal than Rogue Gun, and I might also include an inventory system or an armor/weapon mod system as well. I will also try to create simple but effective AI: Like Rogue Gun's, but with better communication between enemies, better player detection, and better bullet-avoiding behavior.
I also want to, from now on, communicate a message through my games. Seeing as this is a TDS, it will probably be about the absurdity of war (oh, the irony).
This game will befar better managed than Rogue Gun. I will spend more time in the planning stage, and I won't begin building the levels until I create gameplay that works. In addition, since I've registered GM, I'm a bit more motivated, and I think that I won't drop this project (its always the first few days that are tough, but I'm well on my way now).
All of that is speculative. Now here's what I've actually coded:
-Player movement and collision
-Player's crosshair scales depending on distance (to accurately portray where the bullets will land)
-Bullet movement and rendering (drawn with lines in-game, not with sprites)
Expect an update every weekend.
This will be a TDS game. Gameplay-wise, I'm aiming for non-linear gameplay; each level will have certain objectives to be met as well as an alternate "quest" or two, similar to Crysis. In addition, the game will feature a bioware-RPG style dialogue system and alternate endings.
Otherwise, it will mostly be a standard TDS. It will feature a smaller, but more varied, arsenal than Rogue Gun, and I might also include an inventory system or an armor/weapon mod system as well. I will also try to create simple but effective AI: Like Rogue Gun's, but with better communication between enemies, better player detection, and better bullet-avoiding behavior.
I also want to, from now on, communicate a message through my games. Seeing as this is a TDS, it will probably be about the absurdity of war (oh, the irony).
This game will befar better managed than Rogue Gun. I will spend more time in the planning stage, and I won't begin building the levels until I create gameplay that works. In addition, since I've registered GM, I'm a bit more motivated, and I think that I won't drop this project (its always the first few days that are tough, but I'm well on my way now).
All of that is speculative. Now here's what I've actually coded:
-Player movement and collision
-Player's crosshair scales depending on distance (to accurately portray where the bullets will land)
-Bullet movement and rendering (drawn with lines in-game, not with sprites)
Expect an update every weekend.

Alex- Admin
- Posts: 246
Join date: 2007-12-05
Age: 16
Location: Closer than you think????

Re: Unnamed game (Codename: Riddled Haven)
TDS? Nice. I've always wanted to make a TDS. It's just too much graphics to do.

Jonny- Admin
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Join date: 2007-12-03
Location: in ur _____ _____ing ur _____

Re: Unnamed game (Codename: Riddled Haven)
Alex wrote:
-Player's crosshair scales depending on distance (to accurately portray where the bullets will land)
That's actually a cool idea. Never would have thought of that.
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Aaron- Admin
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Join date: 2007-12-12
Age: 17
Location: Inside your mouse...

Re: Unnamed game (Codename: Riddled Haven)
Jonny wrote:TDS? Nice. I've always wanted to make a TDS. It's just too much graphics to do.
A TDS is easier to animate than an isometric or platform game, you only need one set of animations and then have GM handle the rotating.
Glad to hear you guys are interested in the project. Any suggestions are welcome, and if you want to help that's fine too.
EDIT: Currently implemented weapons:
-Pistol:
6 shots per second
180 damage per second
18 bullets per clip. 5 Clips.
2.86 degree spread
In addition to being the player's backup weapon, the pistol is the most suitable weapon for mid-long range combat. It is more accurate than the shotgun or an assault rifle on auto, and has a higher rate of fire than an AR on semi-auto. It has a large clip and is commonly found.
Although it is the only mid-long range weapon, it deals noticeably less damage than any of the other weapons, encouraging the player to adjust their tactics to them. The pistol is otherwise useful for any situation.
-Assault Rifle:
8 shots per second
280 damage per second
40 bullets per clip. 3 clips.
2.866-15.19 degree spread
Recoil! 1/2 degree per shot, 1/2 second to re-adjust
The assault rifle is the primary weapon. It is accurate, but suffers severe recoil, so although it can be an adequate mid-long range weapon, it is deadlier at point blank. I have calculated the degree spread and damage so that at the pistol;s maximum range it only deals 140 damage per second ( a 4-shot burst), but at close range it deals less damage than the shotgun. It will be more effective at mid-close range than either of those weapons, however. The ability to adjust its range without switching weapons makes it versatile, and it still deals very decent damage, so it fits the niche of primary weapon well.
4 more weapons planned
Last edited by Alex on Sat Jan 24, 2009 12:59 pm; edited 1 time in total

Alex- Admin
- Posts: 246
Join date: 2007-12-05
Age: 16
Location: Closer than you think????

Re: Unnamed game (Codename: Riddled Haven)
Just coded the shotgun
-Shotgun
2 shots per second
6 bullets per shell
360 damage per second
8 shells can be loaded at a time. 40 shells can be held.
15.19 degree spread
Limited range
Projectiles slow down over time
Needless to say, the shotgun is the close-up-and-personal-get-off-my-case weapon. It is the most powerful weapon in the game, but obviously has minimal range due to the rapidly slowing projectile speed and large cone of fire. So, at long range even a fully automatic assault rifle will be more useful
-Shotgun
2 shots per second
6 bullets per shell
360 damage per second
8 shells can be loaded at a time. 40 shells can be held.
15.19 degree spread
Limited range
Projectiles slow down over time
Needless to say, the shotgun is the close-up-and-personal-get-off-my-case weapon. It is the most powerful weapon in the game, but obviously has minimal range due to the rapidly slowing projectile speed and large cone of fire. So, at long range even a fully automatic assault rifle will be more useful

Alex- Admin
- Posts: 246
Join date: 2007-12-05
Age: 16
Location: Closer than you think????

Re: Unnamed game (Codename: Riddled Haven)
GOOD. The pistol doesn't suck. I absolutely hate it when the handgun has the look, feel, and usefulness of a plastic airsoft gun.

Jonny- Admin
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Join date: 2007-12-03
Location: in ur _____ _____ing ur _____

Re: Unnamed game (Codename: Riddled Haven)
Jonny wrote:GOOD. The pistol doesn't suck. I absolutely hate it when the handgun has the look, feel, and usefulness of a plastic airsoft gun.
Agreed. I think that, if Halo (CE) did anything right, is was making a balanced, fun starting weapon. The main issue was that half the other weapons were nerf guns.
180 dmg/sec might not look like much compared to the shotgun's 360, but the range makes up for it, and its much better than most games (Sauerbraten, a standard fast paced shooter, has a shotgun and rocket launcher 3 times as powerful as the pistol, and a chaingun 6 times as strong).
The game will have two weapon slots. A good player will probably carry one of those three primary weapons and then one of the support weapons. So the three weapons above should be equally balanced.

Alex- Admin
- Posts: 246
Join date: 2007-12-05
Age: 16
Location: Closer than you think????


Alex- Admin
- Posts: 246
Join date: 2007-12-05
Age: 16
Location: Closer than you think????

Re: Unnamed game (Codename: Riddled Haven)
Just added another weapon. I'll let it, as well as the rest of the arsenal, remain a secret.
Implemented the reload and ammo pickup systems. The HUD looks a bit prettier too.
Implemented the reload and ammo pickup systems. The HUD looks a bit prettier too.

Alex- Admin
- Posts: 246
Join date: 2007-12-05
Age: 16
Location: Closer than you think????

Re: Unnamed game (Codename: Riddled Haven)
Alex wrote:
Agreed. I think that, if Halo (CE) did anything right, is was making a balanced, fun starting weapon. The main issue was that half the other weapons were nerf guns.
The pistol is slightly unbalanced. After all, it is the only weapon that can kill hunters in one hit.
I'm guessing those black blocks are filler graphics for the walls?
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Aaron- Admin
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