Black Bart Charley
Scholar
- Joined
- Jun 13, 2010
- Messages
- 1,128
Its phase based, so already better than Fallout.
Kosmonaut said:How do you do the sorting of visible entities? I had a lot of problems with this. Specially when a big structure (like a house) was blitted onscreen. When the PC or a NPC walked near the big object, sometimes it would appear in front of it, when it should be behind. Or viceversa.
At first, I had to split the big object in tile-sized chunks to prevent that from happening. And even then sometimes I would still have ordering issues.
At the end I tried to implement the entity ordering using OpenGL depth buffer (my engine was pure OpenGL).
shihonage said:Kosmonaut said:How do you do the sorting of visible entities? I had a lot of problems with this. Specially when a big structure (like a house) was blitted onscreen. When the PC or a NPC walked near the big object, sometimes it would appear in front of it, when it should be behind. Or viceversa.
At first, I had to split the big object in tile-sized chunks to prevent that from happening. And even then sometimes I would still have ordering issues.
At the end I tried to implement the entity ordering using OpenGL depth buffer (my engine was pure OpenGL).
The map is a 2D array. Each element (cell) of the array contains the following:
* a variety of information about static objects on it, its passability, etc etc
* index of the PERSON standing on it
In Shelter, people don't move pixel by pixel. They jump from a map cell to map cell, but the renderer interpolates their movement and creates animation to fake the smoothness.
So, when the map is drawn, it goes through each cell and draws them in a specific order - people and objects alike. I've changed this order a few times, and it's still not final. Right now, I THINK it's:
(for y=far to near)
(for x=left to right)
{
draw object or person
}
This does create some problems with ordering, still. Thanks to movement interpolation, a person's position in some situations can violate its desired draw order.
These issues haven't been fully solved, and they will be a pain in the ass.
How will damage system look like? Will hit results be sensible?shihonage said:@Awor Szurkrarz: PwRT plus cover system (next video will have the cover system). Possibly some melee martial arts moves (hopefully).
Awor Szurkrarz said:How will damage system look like? Will hit results be sensible?shihonage said:@Awor Szurkrarz: PwRT plus cover system (next video will have the cover system). Possibly some melee martial arts moves (hopefully).
BTW:
Here is a neat idea for a damage system that is based on real combat statistics.
How will accuracy look? What are going to be quantities of ammo in the setting?
Kos_Koa said:I remember you originally chose PwRT in order to accommodate the "dynamic world" model, but now that you are moving toward set piece maps, is PwRT still an ideal choice? Not that I have anything against it, just curious about your reasoning to keep it.
Nice videos by the way, I'm interested to see what your cover system will be like.
Flying Spaghetti Monster said:Cover system? OMG Popamole!
Just kidding.
Anyway, I'm kind of curious about this PwRT system. Say a combatant is shooting at someone four panels away, but their action is to move an additional two paces away, which would be, for arguments sake, outside of your weapon range. I'm assuming both actions are resolved simultaneously, and moving targets probably cause negative modifiers to your accuracy, but beyond that, is it being shown as exploitable with you being able to float in and out of maximum weapons range as say you move out of their range, they change their next action to move to put you back into range, and your action is to shoot, then move, etc.
Well, systems that try to follow reality tend to be pretty fun. JA2 and X-Com, for example. Or Operation Flashpoint. On the other hand, systems that don't follow it are often frustrating or boring.shihonage said:Awor Szurkrarz said:How will damage system look like? Will hit results be sensible?shihonage said:@Awor Szurkrarz: PwRT plus cover system (next video will have the cover system). Possibly some melee martial arts moves (hopefully).
BTW:
Here is a neat idea for a damage system that is based on real combat statistics.
How will accuracy look? What are going to be quantities of ammo in the setting?
These are pretty specific questions. The answers to them will only be valid after we've completed balancing the game.
I'm not sure what "sensible" hit results are, but you should understand that the #1 goal here is to create combat that is fun, rather than combat that is realistic.
Still, humans are only humans.shihonage said:I believe that any fictional Universe that is created should abide by a consistent and understandable set of laws, at which point the dead-on authenticity of these laws loses importance - see Starcraft's implementation of "Terrans".
Personally, I was never very fond of forcefields. Not because of realism, but because I have never seen any game where forcefields were actually cool.shihonage said:One of the luxuries of having a game on another planet is that I can create 3-chambered revolvers if I so choose. On a more serious note, for a while, I've been considering ripping off those temporary forcefields from "Another World". How would forcefields account for in that gentleman's realism paper?
Why would it be an exploit, if it's not super-easy?shihonage said:Right now you can exploit the system badly. You can run around, which makes you hard to hit as long as you keep the same direction, and eventually tackle one of them and knock them out. It's not super-easy, but it is doable.
While they're knocked out you can empty a burst or two into them.
Still working on making it balanced.
Flying Spaghetti Monster said:Probably the things I like most about JA2's combat is the way attacking body parts have significant effects (it is worthwhile to shoot people in the legs at times).
I also like the fact that the more you get shot in combat, the lower your capabilities are. Simply put, I always hated that in most games, beyond being one hit away from death, I could take a huge beating and my combat potential is not significantly harmed.
Also, being unable to really heal in combat is a plus.
How is it a bad thing?shihonage said:I'm not sure how we can abide by reality in a game, if in reality, should you have a gun, you can come up to most people and shoot them in the head, and they will, most likely, die.
In opposition to deaths from getting swamped by several enemies (which happens regularly because it's difficult to quickly dispose of people), hit point attrition deaths and deaths from random criticals?shihonage said:Same goes for Player. One-hit deaths from a stray bullet are rarely fun.
Shooting people through cover, shooting people's vital locations through other body parts or through other people, higher chance for one shot kills, higher chance of breaking bones, shooting off limbs, etc.shihonage said:This throws a lot of the balance right under the bus. What's the point of getting more powerful guns if the majority of the people don't wear armored helmets?
There's no such a thing as proven gameplay mechanics when it comes to cRPGs as the combat is usually the weakest part of them.shihonage said:So, I can't really do extensive research on reality of firefighting, and then do extensive research on reconciling it with proven gameplay mechanics. I don't have the time.
What X-com and JA2 did was taking some common sense stuff that one can pick up after a short research. Also, X-com isn't very detailed.shihonage said:The games you used as examples - JA2, X-Com - are tactical combat games. That is their focus, and as such, they can afford to leisure in making it as detailed as it possibly can be.
-Vital locations - getting hit in them means double-triple damage (usually ending with death) + a high possibility of getting knocked out.shihonage said:I cannot really take features from "FBI Miami Firefight" articles or Youtube videos of JA2. If you name a couple of key features from JA2 combat that you really liked, I will look at them.
Neither X-Com nor JA2 is ultrarealistic. It's semi-realistic.shihonage said:But creating an ultrarealistic gunfight utopia should be reserved for a fully staffed full-time development team making a dedicated tactical combat game.
Awor Szurkrarz said:How is it a bad thing?shihonage said:I'm not sure how we can abide by reality in a game, if in reality, should you have a gun, you can come up to most people and shoot them in the head, and they will, most likely, die.
In opposition to deaths from getting swamped by several enemies (which happens regularly because it's difficult to quickly dispose of people), hit point attrition deaths and deaths from random criticals?shihonage said:Same goes for Player. One-hit deaths from a stray bullet are rarely fun.
Shooting people through cover, shooting people's vital locations through other body parts or through other people, higher chance for one shot kills, higher chance of breaking bones, shooting off limbs, etc.shihonage said:This throws a lot of the balance right under the bus. What's the point of getting more powerful guns if the majority of the people don't wear armored helmets?
There's no such a thing as proven gameplay mechanics when it comes to cRPGs as the combat is usually the weakest part of them.shihonage said:So, I can't really do extensive research on reality of firefighting, and then do extensive research on reconciling it with proven gameplay mechanics. I don't have the time.
Also, it takes much less time to pick up some observations about how reality works and some than trying to invent and balance new mechanics.
-Vital locations - getting hit in them means double-triple damage (usually ending with death) + a high possibility of getting knocked out.
-Aiming - spending more action points on a single shot allows to increase hit probability. Firing without aiming usually misses.
-Ability to fire quicker follow-up shots at lesser AP cost.
-Getting wounded lowers performance of characters.
-No healing during combat.
Awor Szurkrarz said:Well, systems that try to follow reality tend to be pretty fun. JA2 and X-Com, for example. Or Operation Flashpoint. On the other hand, systems that don't follow it are often frustrating or boring.
Also, realism has one important advantages when it comes to balance - everything in reality has it's purpose. There are various weapons and all of them exist because they have their function. Creating an anti-realistic system forces designers to create new functions for everything and a lot of such systems fail to do so in a satisfying way.
In reality, there's stuff that needs to get done and there are ready methods of doing that stuff.
People do all manner of dangerous stuff like being soldiers, security guards, policemen, etc.
Somehow some of them live for a long time without SFLing, stimpak spamming, etc.
Sounds pretty balanced to me.
Then, there are people who actually do these kinds of jobs for the thrill of the action and people who take part in various hooligan fights, etc. for fun.
So, it can be pretty fun too.
It's easy to create frustrating situations when people don't go down when they take damage that would be critical in RL and survive, it's impossible to pump enough rounds into target due to some weird shot modes.
For example, in Fallout, it's easy to have an incredibly skilled characters - but even skilled characters have to rely on SFLing and stimpak spamming, because it's impossible to reliably kill/disable enemies with headshots from sniper rifle, it's impossible to double-tap enemies, perform mozambique drill and do other stuff that allows to avoid getting swamped.
It all can make games very frustrating and much less tactical than they could be.
BTW Reality can be pretty interesting. People can survive a lot but they go down very fast under right conditions - I think that a big part of playing tactical combat should be creating and exploiting these conditions.
Kosmonaut said:What a load of bulshit.
How does it do that?shihonage said:Awor Szurkrarz said:How is it a bad thing?shihonage said:I'm not sure how we can abide by reality in a game, if in reality, should you have a gun, you can come up to most people and shoot them in the head, and they will, most likely, die.
It destroys passability and game flow control. It's axiomic.
How so?shihonage said:In opposition to deaths from getting swamped by several enemies (which happens regularly because it's difficult to quickly dispose of people), hit point attrition deaths and deaths from random criticals?shihonage said:Same goes for Player. One-hit deaths from a stray bullet are rarely fun.
Yes.
1. He may have some allies, so you kill one guy and you still have to deal with the others. And more firepower is useful when situation gets messy. A man-melting plasma rifle that will kill/disable even when not hitting a vital location is probably more useful than a slug thrower.shihonage said:Shooting people through cover, shooting people's vital locations through other body parts or through other people, higher chance for one shot kills, higher chance of breaking bones, shooting off limbs, etc.shihonage said:This throws a lot of the balance right under the bus. What's the point of getting more powerful guns if the majority of the people don't wear armored helmets?
Yet there's no point of needing all this if you can just shoot them in the head whenever you're in the next cell.
As a player, I'm interested mainly in a good tactical combat when combat is present. Fallout doesn't deliver it. All the passability control in the world won't change it.shihonage said:They controlled passability as intended, and as such, they're worth a thousand of unprocessed "ideas".
Spending more APs would probably mean spending several time segments. For example in GURPS you can aim for more than one turn (it has 1 second turns).shihonage said:I'm not sure what APs mean in PwRT combat, but I like these ideas and framework for parts of them is already there. Such as, when you stop immediately after running, your inertia is still high and you're likely to miss. We'll see how much of this I can implement.