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Staredit Network -> UMS Showcase -> Time Crisis
Report, edit, etc...Posted by Zergling[SK] on 2004-10-07 at 00:21:47
That's right Time Crisis, the 2 person shooter from the arcade. It's not easy to make but once i get the bugs out of it, and the triggers in the right order it will b ready to go.

Features:

-There will be a "Attack and Hide" system were you will hide behind something (rock, or buildings) to take cover, then run out into the open to blast away your enemies.

-Invisible enemies with disabled doodad status so that you can see them when you stop hidding but when you are hidden you cannot hit them.

-Story line over 6 Maps (Not including preview), With the 6th map having the boss of the entire series, and maps 1 through 5 are the areas that lead up to the Boss of the Game. There will be mini-bosses in most areas however.

-1 to 4 player. Taking the 2 agents from Time Crisis 3 (Alex and Wesley). Then adding to more people from Time Crisis 3 again (Daniel and Aleica).

-Possibility of weapon choices, if I find enough time in my schedule to add weapons I will. They will be a pain in the *** with the certain amount of ammo that you have for each weapon.

I am just about finished with the preview, once I finish it and work the small bugs out I will start on the first Area (Map 1 of 6). The first area will get some of the story out of the way, so be ready for some cinematics. There will be more than enough explosions, and killing so no worries there.
Thats all for now, if I find something to add I will. Screenshots will b added later...
Report, edit, etc...Posted by Daigotsu on 2004-10-07 at 00:35:39
I'm interested to see how all this will turn out.

It really sounds good though. Nice idea with the disabled doodad state and all.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-10-07 at 15:34:05
I'm curious as the system you will use to play it.
Report, edit, etc...Posted by Kow on 2004-10-07 at 16:35:41
When/If you finish this, or when you have versions to test, Can i test? PLEASE?!?!?!

This is very innovative and i look forward to seeing it.

Looks over first post for more things... i know there are but.... too lazy to look as im tying this....

ADDITION:
QUOTE(Zergling[SK] @ Oct 6 2004, 11:21 PM)
-There will be a "Attack and Hide" system were you will hide behind something (rock, or buildings) to take cover, then run out into the open to blast away your enemies.

Id love to see that done, but it seem excruciatingly difficult to do...
-Invisible enemies with disabled doodad status so that you can see them when you stop hidding but when you are hidden you cannot hit them.
QUOTE
-Story line over 6 Maps (Not including preview), With the 6th map having the boss of the entire series, and maps 1 through 5 are the areas that lead up to the Boss of the Game. There will be mini-bosses in most areas however.

I like the second one... sigh... i cant find it... but the one where they are stopping the hunting then theres a surplus....
QUOTE
-1 to 4 player. Taking the 2 agents from Time Crisis 3 (Alex and Wesley). Then adding to more people from Time Crisis 3 again (Daniel and Aleica).

Great use of players...
QUOTE
-Possibility of weapon choices, if I find enough time in my schedule to add weapons I will. They will be a pain in the *** with the certain amount of ammo that you have for each weapon.

Weapons are good! uberwoot.gif
Report, edit, etc...Posted by Paella on 2004-10-07 at 17:43:08
I think that it would be best if you kept it as 1 map, that way you don't have a six part series... unless this is going to be a very large map
Report, edit, etc...Posted by Zergling[SK] on 2004-10-08 at 13:13:07
I have to make it into 6 maps, because the amount of locations for 1 area of a map is like 30, or 40. So the maps may b small but they will have long gameplay, and many of events for each area so dont wry

ADDITION: The preview is almost done, just working out bugs, and wait times to make the gameplay smoother. Once im done ill let you guys start downloading (NOTE: no weapons will be added in the preview)
Report, edit, etc...Posted by Daigotsu on 2004-10-09 at 01:30:25
Umm no weapons meaning no weapons other than the pistol? Or no weapons at all biggrin.gif .
Report, edit, etc...Posted by Staredit.Net Essence on 2004-10-09 at 12:09:04
I was going to make a map like this but then i forgot about it in a dream....
Report, edit, etc...Posted by Zergling[SK] on 2004-10-10 at 14:57:46
For the preview you only start with ur unit (meaning you only get pistol. pistols have infinite ammo)
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-10-10 at 16:08:30
Does anyone hate Wolfmasterkouga as much as I do ?

Sounds good, I'm curious about the gameplay. If it feels like Time Crisis then AWESOME OMG smile.gif Pistol is good enough if gameplay is fun. And attacking is manual..
Report, edit, etc...Posted by Staredit.Net Essence on 2004-10-10 at 16:08:32
QUOTE(Zergling[SK] @ Oct 10 2004, 01:57 PM)
For the preview you only start with ur unit (meaning you only get pistol. pistols have infinite ammo)
[right][snapback]84478[/snapback][/right]

infinite ammo? Time criris needs ammo..... thats wats makes it fun!
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-10-10 at 16:09:42
I hope that means infinite ammo but it requires reloading.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-10-10 at 16:11:02
QUOTE(SaLaCiouS(U) @ Oct 10 2004, 03:08 PM)
Does anyone hate Wolfmasterkouga as much as I do ?
[right][snapback]84508[/snapback][/right]

how come you hate me?
Report, edit, etc...Posted by Zergling[SK] on 2004-10-10 at 16:30:59
once i figure out what kind of ammo system im goin to have, i will make were u have certain amount of bullets ina magazine, but u have a cerain amount of magazines. Pistol will have 7 bullets ina magazine but infinite magazines, i will make other weapons with diff amount of bullets in magazines, and diff amount of magazines for every weapon
Report, edit, etc...Posted by greenreaper on 2004-10-10 at 19:43:00
You can use Tux's defiler gun system...that way the player could actually select where to shoot biggrin.gif . You could then modify the defiler's mana.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-10-10 at 19:54:33
That wouldn't work, Tux's gun system is very limited. There is no way to tell which defiler shot belongs to which player if you are anywhere near eachother.
Report, edit, etc...Posted by Zergling[SK] on 2004-10-10 at 19:57:06
I was thinking about usin tuxes system, but salacious was right, its limited. The ppl in my map are close together so it wont work, thats y i had to make manual attacking, so that u actually have to work to kill some1
Report, edit, etc...Posted by Menehunes on 2004-10-14 at 22:36:38
wow zerg i never knew you registerd o and guys i played it and it rules >.< really fun game but the 1st boss is annoying but fun

o and the reason why i got to play it is cause me and him are friends =D isnt that right zergo?
Report, edit, etc...Posted by Zergling[SK] on 2004-10-15 at 12:56:09
tongue.gif Haha, ya thats right mene
Report, edit, etc...Posted by .Coko[CK] on 2004-10-15 at 14:18:06
Good to see people talking to each other and being mates!

A nice idea i must say, and i understand your concern with Location amounts, and firing system.

Using a good system of dropship or such for toggling you could work the hide and fire sequence most easily!

Tux's system can be messed with in its current state, with such ease it isn't funny!
Interesting thing to do with it, is to see what putting extra cliffs do, minimap pings, changing what is created, making limits, and trying to fix the issue with his current freeware version, where you can't have another unit around!
Report, edit, etc...Posted by Zergling[SK] on 2004-10-16 at 18:45:14
Weapon System Conflict

I have 1 concern about the weapon system. When players are switching between guns, I will be able to keep their number of clips, but I haven't figured out how to keep the number of bullets in their current clip. Here's an example of what is going on...

1 gun has 23 bullets in its current clip, and 2 extra clips. Its maxium amount of bullets is 35. The player switches to another gun that has 14 out of 14 bullets, and 4 extra clips. The player uses that gun for a bit, and when he has 2 bullets, and 1 clip he switches to the other gun. When he switches back though, the amount of bullets in the first gun goes back up the 35, and he still has the same amount of clips.

If someone has a suggestion, i would greatly appreciate it. Otherwise, I might have to take some unnessecary time to figure out what I need to do to fix this problem
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