Author Topic: Weapon Attributes, Relative Implementation(s)  (Read 585 times)

cmdratz

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Weapon Attributes, Relative Implementation(s)
« on: August 17, 2004, 11:24:23 pm »
Reader(s):
While I realize that some things that I shall mention below are not directly relevant to PlainShift, I think that with a little imaginative extrapolation we may find them useful nonetheless. I have also included some obvious ones in the interest of being comprehensive. With my little disclaimer out of the way, I\'ll start my list.
Each weapon should have a primary use. Further each weapon should have an actual effect other than its primary use that physically guarantees its working. Each weapon should have range; should have an attack that is affected by gravity; should have attack counterbalance; should have a unique propulsion trail such as gun powder smoke, tracer elements, atmospheric heat distortion, or siphoning and trajectory change: sometimes this propulsive effect should cause minor injury to those who enter it until it has dissipated; should have a lasting physical effect on its surroundings: for example, hot empty shells should melt snow revealing its underlying terrain, be that grass, dirt, and so forth (Something like this feature may require a fading fractal weather layer. Snow should accumulate on stationary objects and players. Rain should puddle and gradually wet dirt into mud. Wind should influence objects in its domain. Movement sounds may change based several hexadecimal weather parameters such as 3-rain A-snow 7-wind fading between sounds representing minor, moderate, high and/or no weather values.); should have occasional faulty munitions or workmanship; should have a seamless player movement affected attack; should be an encumbrance; should be optionally acquired; should have an attack that effects other attacks; should be effected by attack while attacking; should be basically player serviceable.
Respectfully:
C. M. Dratz

Icefalcon

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« Reply #1 on: August 17, 2004, 11:54:59 pm »
*reads thread*
*re-reads it*
*scratches head*
*reads it over again*
Woah...from what I understand, it sounds a bit complicated, and most of the things you mentioned will probably be too much for an online game. Snow accumulating around people seems to be a bit much.

ForteX

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« Reply #2 on: August 18, 2004, 02:46:36 am »
Very cool, but very hard to implement.
IceFalcon is confused ^^

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cmdratz

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« Reply #3 on: August 18, 2004, 04:40:36 am »
Quote
Originally posted by Icefalcon

*scratches head*

Woah...from what I understand, it sounds a bit complicated, and most of the things you mentioned will probably be too much for an online game. Snow accumulating around people seems to be a bit much.


I agree that some of these things have not been done before because of their complexity. My main purpose with these general observations is methodical brainstorming for fun and unique features, while assuring our retention of stalwart features--even at risk of making myself laughing stock. Just trying . . . .

Quote
Originally posted by ForteX
Very cool, but very hard to implement.
IceFalcon is confused ^^


I\'d love to see any of these ideas used in PlainShift, yet I can settle for our confining them to discussion only.
I\'ve tried to level a little more with Icefalcon. Maybe we\'ll post some more about it.
Respectfully:
C. M. Dratz

Zyphon

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« Reply #4 on: August 26, 2004, 05:13:56 am »
Eek, you\'re hurting my mind  :P

LoL, I think I know what you\'re talking about, but I\'m not sure. Could you clarify in simple english please? and prefably not overuse adjectives that do not help illustrate the point? (i.e. the swift swing of the shining weapon creates a wondrous effect that singes an enemy -> the attack of a weapon releases a fire effect)

This by all means is not targeted toward your post, I am just pointing it out for future reference =)

-Zy
\"What you revere can destroy you...\"
-Zyphon