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| Archive Discussion General chat about The Archive and Archive projects. |
05-14-2005, 03:12 AM
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#1
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Administrator
Location: HTCentral
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SimWorld - Status Thread
This thread is a running checklist of tasks to complete before SimWorld releases. This is more for myself, but it helps show how long until release
Green = Done, [ link] links to a thread that discusses the change
Yellow = In progress, [ link] links to a thread that discusses the change
For v3: All placeable objects (with exceptions of buildings) take damage and cost money to build [done]
All levels have cash pickup areas
HotAir Support
Documentation!
Blue bar should display ammo left (Ammo counter instead, blue bar removed)
Make weapons dropable (especially if you can only carry one)
Ammo & Weapon Spawn buildable item
For v3.1 (current released version):
Linux HotAir (GUI and non-GUI versions)
Linux SW Client / Server
HotAir Proxy Settings
Lasergun model is shown for RubyBow
HotAir-not-launching-game-in-some-situations-bug fixed
Lots of other smaller fixes (read HotAir page for details)
For v4 (current in-development version):Ideas for v5/beyond: - HT-Mud functionality option

- Vehicle sounds
- Maybe - Hitbox damage
- Maybe - Useful scorebox / player list
- Maybe - Protection for team members until spawn point built
- Maybe - some simple building patterns / scripts
- Maybe - Make timelimit easily changeable as variable
- Maybe - GUI setup updates for key binds and server settings (ie: timelimit)
- More resolutions in Options panel (custom resolutions?)
- Options menu for no fancymenu
- Ability to build doors, turrets, and other helpful objects
- Bank System [info]
- Free first spawn point, bank, and vehicle [info]
Weapon & Weapon Spawner: Sniper Rifle (RubyBow)
- Patterning system for premade and saved constructs
Additional Tech-tree & Research
Vehicle Spawners buildable item
Vehicle: Jeep
Vehicle: Jet
Vehicle: Helicopter
- Jetpack!
Weapon & Weapon Spawner: Rocket Launcher
Weapon & Weapon Spawner: Shotgun
Fun weapons from HT history 
Custom player model
More advanced mining system
GUI method for binding keys for alternate keymaps (ie: vehicle)
__________________
<Dazed> google? Wtf is that? 
<Zetx> Google is Sim9 in <form>
Last edited by Sim9; 08-31-2006 at 08:16 PM..
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05-14-2005, 07:40 AM
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#2
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Professor of Pwnage
Executive Staff
Location: In your imagination
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Also, could you make it so that players always drop a minimum amount of dollars?
__________________
 w00f!  Scientology is FTL
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05-15-2005, 02:24 PM
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#3
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Administrator
Location: HTCentral
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Hmm, would that minimum money come from the killed player (perhaps sending them into negative?) or just created?
There should be rewards for killing opposing players, but I don't want to take too much for the resource areas.
__________________
<Dazed> google? Wtf is that? 
<Zetx> Google is Sim9 in <form>
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05-15-2005, 03:18 PM
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#4
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Ruins Fun and Amusement
Executive Staff
Location: United States
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Well, you can make it so the money is from the armor and weapons the character has, as if it were the resale value. In this way, it's not really coming from the player, but still is logical why there is money coming from them.
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05-15-2005, 08:13 PM
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#5
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Administrator
Location: HTCentral
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Ah, so calculate the value of what the player has equipped and drop that (or a fraction)? What about just dropping the equipment outright?
__________________
<Dazed> google? Wtf is that? 
<Zetx> Google is Sim9 in <form>
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05-16-2005, 05:19 PM
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#6
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Ruins Fun and Amusement
Executive Staff
Location: United States
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I forgot about that. How about we go with that fraction part, as to reward players for defeating a heavily armed opponent. But we should also drop the highest powered weapon the character has, or one that he had currently equipped.
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05-16-2005, 05:32 PM
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#7
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Thousandaire
Location: nunyabussiness
Rep Power:
7
Reputation: 20 ( )
Archive Points: 71 ( Inv.)
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there should be a primary weapon, secondary weapon, and mellee unless all guns have mellee and just drop thier primary gun and i like the idea of getting rewards for heavily armed opponents.. ins ur in the umbrella corp... i hope ur trent or i will have to kill u.
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05-16-2005, 06:59 PM
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#8
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Hundredaire
Rep Power:
7
Reputation: 117 ( )
Archive Points: 138 ( Inv.)
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Would it be possible to find 15% of everything on them?
Like 15% cash, along with the price of all their weapons?
Example: (Note: I've never played before, so I'm making up prices and weapons)
Enemy has 1 Pistol: 100 money, SMG: 200 money, and they have 1000 money on them currently. After killing the enemy, he drops: 15 + 30 + 150 money.
So, the more heavily armed the guy, the more money you get off of him. And as another plus, you could make them loose their primary weapon(s).
((Someone Might've said this before >>))
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05-16-2005, 07:43 PM
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#9
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Professor of Pwnage
Executive Staff
Location: In your imagination
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I like all the ideas in here, now all we need are more weapons
__________________
 w00f!  Scientology is FTL
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05-17-2005, 01:25 AM
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#10
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Administrator
Location: HTCentral
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Wow, looks like we've got some good community input going on in this thread!
- My current idea was to have weapons free - after you buy a weapon spawner for a particular weapon, the weapons it spawns are free. So when referring to the "price of a weapon," I may just use an approximated estimate price depending on the price of the spawner. Alternatively, weapons themselves could cost money.
- I do like the idea of dropping 15% cash. We also have the problem of more heavily armed teams picking on less advanced teams. We could encourage players to attack similarly equiped teams by not giving a bounty for less advanced players, and a high bounty for similarly advanced players.
- Weapon dropping - I don't have any strong opinions on this yet, though I do think it would help balance uneven teams.
__________________
<Dazed> google? Wtf is that? 
<Zetx> Google is Sim9 in <form>
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