My contest entry
Posted: Tue Oct 16, 2018 3:21 pm
Let me start off first with something we all know but I'm going to just say it again....
Ferali is just fucking awesome. Like legit awesome. Yeah, you know...We all do. He deserves the praise though.
For my contest entry I really wanted to fix my stupid battleground clone gametype but the non-working collapsing zone was just not doable no matter what I tried. The long and short is that Ferali not only fixed it but he showed me how to fix a ton of other things I had discarded over the years as not really doable. Stuff like the hidden door finder, true X-ray glasses, etc. Because of his effort this project is not only resurrected but I'm throwing everything I have into it.
Anyway I really am going to enter Deck as my map but the actual entry will be UTBR, Unreal Tournament Battle Royale. It's an import of the Fortnite/PUBG style of play. Primary coding is done, the game plays like I want and I'm getting close to server testing.
In case you don't know the style it's a single elimination match. You die once, you're out. Last man standing wins. It uses real life weapons with real life difficulties shooting them, reloading, and each weapon requires practice to get good. Submachine guns spray ammo but aren't as accurate, sniper rifles require scope usage to be accurate, pistols are deadly up close but suck at distance, assault rifles are great all-around but all need reloading. There are airdrops of top-tier loot, all new pickups, armor, and even helmets. And yes, there is a pan and yes, it can stop some bullets.
What I need now is some feedback. I don't want to over-produce this mod. I only want to include things that are of interest. If you know the playstyle and you can imagine it done in a DM map then are these interesting inclusions to make:
- Some sort of "player airdrop" at start if the map is large enough? This won't be many maps but it's a core concept of the gametype. There's just no way to include it in normal DM maps though, unless you have an idea I hadn't considered.
- Zone radar. I was thinking of adding a small radar on the HUD that lets you know where the zone is in relation to you. The only issue I can see is that many DM maps will be 3D versus the 2D representation that a radar will provide. Imagine you are moving in space around a sphere larger than yourself, going in and out of it. How best to represent that in a 2D graph? I'm not sure it will work well enough to be useful.
- Manual reload. The guns are set to automatically do the reload animation when the clip runs dry but is it of interest to allow players to bind a key and trigger a manual reload at their choosing?
- How much to mess up the HUD when you are outside the zone. As it is you can load up on health pickups and camp outside the zone for probably too long. I need to offset that by making the player's view either a bit blurry or shaky. I was thinking of using the Fortnite effect of a storm to put heavy rain and lightning on the player's view if you outside. Should I dispense with all that and just make the zone deadlier as the game progresses?
Thanks for the feedback. I'll have some preview videos to post in a week or two. That will help you decide what is useful and what isn't.
Ferali is just fucking awesome. Like legit awesome. Yeah, you know...We all do. He deserves the praise though.
For my contest entry I really wanted to fix my stupid battleground clone gametype but the non-working collapsing zone was just not doable no matter what I tried. The long and short is that Ferali not only fixed it but he showed me how to fix a ton of other things I had discarded over the years as not really doable. Stuff like the hidden door finder, true X-ray glasses, etc. Because of his effort this project is not only resurrected but I'm throwing everything I have into it.
Anyway I really am going to enter Deck as my map but the actual entry will be UTBR, Unreal Tournament Battle Royale. It's an import of the Fortnite/PUBG style of play. Primary coding is done, the game plays like I want and I'm getting close to server testing.
In case you don't know the style it's a single elimination match. You die once, you're out. Last man standing wins. It uses real life weapons with real life difficulties shooting them, reloading, and each weapon requires practice to get good. Submachine guns spray ammo but aren't as accurate, sniper rifles require scope usage to be accurate, pistols are deadly up close but suck at distance, assault rifles are great all-around but all need reloading. There are airdrops of top-tier loot, all new pickups, armor, and even helmets. And yes, there is a pan and yes, it can stop some bullets.
What I need now is some feedback. I don't want to over-produce this mod. I only want to include things that are of interest. If you know the playstyle and you can imagine it done in a DM map then are these interesting inclusions to make:
- Some sort of "player airdrop" at start if the map is large enough? This won't be many maps but it's a core concept of the gametype. There's just no way to include it in normal DM maps though, unless you have an idea I hadn't considered.
- Zone radar. I was thinking of adding a small radar on the HUD that lets you know where the zone is in relation to you. The only issue I can see is that many DM maps will be 3D versus the 2D representation that a radar will provide. Imagine you are moving in space around a sphere larger than yourself, going in and out of it. How best to represent that in a 2D graph? I'm not sure it will work well enough to be useful.
- Manual reload. The guns are set to automatically do the reload animation when the clip runs dry but is it of interest to allow players to bind a key and trigger a manual reload at their choosing?
- How much to mess up the HUD when you are outside the zone. As it is you can load up on health pickups and camp outside the zone for probably too long. I need to offset that by making the player's view either a bit blurry or shaky. I was thinking of using the Fortnite effect of a storm to put heavy rain and lightning on the player's view if you outside. Should I dispense with all that and just make the zone deadlier as the game progresses?
Thanks for the feedback. I'll have some preview videos to post in a week or two. That will help you decide what is useful and what isn't.