YES, slope detection is done! expect realisticly(to a degree) bouncing grenades. when my conceptual modular VHP system is finished and i've decided on unit distribution, i'll be done with experimental systems phase of my map and be ready to start a production thread.
i've decided to split the entire game of Doom3 into roughly 5-8 sections, each batch of levels that share a theme of some sort(alpha labs are one map, same with delta, etc...). This is to make sure i don't hit the map limits(strings, unit, etc.) way too early in my map or make the map too large. But because of this, i'll be able to include much more detail into the map. and of course, this map is single player, just like the game.
also, instead of the save system people are so crazy about(calculating each item they have) i'm gonna let you choose the difficulty at the beginning of the map. based on the setting, you'll receive an average of several trial runs through the level. when i say the average, i mean the amount of health, weapons you have, ammo and armor. i'll need D3 players to help me with this too. Nightmare mode will have have a password however. probly something like how much ammo they had at the beginning of last level or something like that.
this map will probly not be noobie friendly in the least, because it is a solo game, i'd expect you to leanr how to play the game beforehand. i'll include a brief text document explaining how to play the game. there will be no such help in the game. this is mainly because i'm a perfectionist and i don't want to spoil the asthetics of the map with only starcraft-related technicalities. i will however, keep the Doom 3 help messages
ADDITION:
do people care if there are no explosive effects for gunfire? cause my old system did have effects, but it used third-party units to achieve this, this could have potentially lead to abuse(such as using walling with these units). maybe i'll steal an effect out of Tuxedo Templar's books and use the DT gunfire effect.
ADDITION:
QUOTE(Grand_Dracolich @ Jun 26 2006, 07:06 AM)
And by the way, I have a pretty fair idea on how to do the Guardian boss.
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mind sharing? i was planning on making all of the Guardian's movements trigger-based
ADDITION:
aarrgghhh!!!! i'm stuck with decisions about my trigger systems. should i use more complicated, noticable, and game-play functional systems or more asthetically pleasing, more bug-free, and more of a user-unfriendly system. decisions, decisions...
i'll give an example, my enemy targeting system. i have two systems, my third-party weapons system or my virtual damage system. both of these systems use observers as their reticles. the player is a civilian the entire game, the unit never changes physically or changes owners.
basics of third-party weapons system
-an enemy invincible, burrowed zerg is always centered under the reticle
-an ally comp controls one unit which represents the actual weapon. it does all the attacking. this unit stays right next to the player civilian.
-whenever a unit in under the reticle, the burrowed zerg is made vincible and the weapon unit attacks it. the zerg will never die and is constantly healed.
-any hp under 100 for the zerg will register as a hit and damage will be dealt to the unit under the observer(not zerg unit) virtually
-the player will never control the weapon unit
cons:
-potential for cheating(walling)
-can create traffic jams
-requires a unit that could have been used to improve the asthetics of enemy units
-requires many more triggers than the virtual damage system
basics of virtual damage
-whenever a unit is under the observer, the weapon is 'unholstered' and begins firing(virtually)
-each shot is represented by the death animation of a dark templar
-all damage is virtual
cons:
-not particularly visually exciting
-provides untrue gameplay(because the player may not always want to fire, i'd need a toggle to attack and not attack)
note: this isn't an issue with third party weapons because of unit movement, virtual damage responds much quicker to commands
-looks like a noobish trigger system