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Aethelwulffe

USA
1782 Posts

Posted - 28 Apr 2008 :  08:27:50  Show Profile  Visit Aethelwulffe's Homepage
Discussion of the actual game format/progession.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code

Imperial Lord

321 Posts

Posted - 29 Apr 2008 :  13:01:47  Show Profile
I think ripping off the Fallout engine would answer a lot of questions here.
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Aethelwulffe

USA
1782 Posts

Posted - 29 Apr 2008 :  17:51:24  Show Profile  Visit Aethelwulffe's Homepage
I can do more than the fallout engine did a decade ago with the language we are going to use. Since I am not seriously going to download and run Fallout, stateing some of your preferences on things like dollies, inventories, etc... and if they shall be used would be good.
Gurgalen has suggested that the javagame Runescape/AOE point-click and move motion would be good. With the planned need to use cover in the game, I think that arrow key and joystick support would be better, but we will/should have that option as well.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Imperial Lord

321 Posts

Posted - 02 May 2008 :  14:38:41  Show Profile
Agreed on the options.

Inventories are good. What is basically needed is a control panel below the viewscreen. The control panel will have all of the major stats and functions on it that the PC needs:
Ammo counter
Suit counter
Screen counter
SEU counter
Inventory access
Hand status (one hand or two handed weapon - this might be just done with color coding)
Grenades
XP counter
Money counter
Stat counter - particularly STA
Battle Rage / Detect Deception / Comprehension %s
Yazirian glide mode
Dralasite morph mode (this is a tough one - we may not want to go there...)
Weapon holstered / slung vs. drawn
Medicine counter - or there can be a "kit status screen" - with info about what is left in each kit.
Radiation / Toxic counter

Then some basic commands - either through keyboard commands, or control panel buttons, or both:
Pickup / Drop
Talk
Eat / Drink
Examine
Combat mode
Hide / Sneak (?)
Pick pocket (?)
Do techie stuff (?)
Enter vehicle and drive
Walk/run
Crawl/crouch/prone
"Use" - I have never been a very big fan of this command, since it is so open... But it can be conveinient. As a player, I have often been very frustrated with a game that has a "use" command, and yet does not work when it obviously should!
Then we could also have a separate vehicle interface which deals with vehicle issues like damage to systems and fuel.
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Aethelwulffe

USA
1782 Posts

Posted - 15 Sep 2009 :  11:46:27  Show Profile  Visit Aethelwulffe's Homepage
OK, These things are important. How about we group them into general catagories:
1. stamina counter(level of exhaustion as well as damage)
2. Character sheet button (also gives inventory access, as well as acting as a pause button).
3. Equipped gear block displays (with sub displays showing radiation for a rad counter, translations for polyvox, ammo for a weapon etc.
That stuff takes care of a lot of the list.

Optional items:
1. A combat mode button/vs icon. Currently, you push the enter key to enter combat mode voluntarily.
2. Should control panel have action buttons on it for run, sneak,examine, open, morph mode etc, or should that all be keyboard/mouse/gamepad?
3. An "intuition" colored counter that lets the character know how he is feeling about his situation. (Red- he thinks he's in danger, Green- safe, Blue- he thinks there is something of interest near. The color varies in different combinations (Purple means interesting but dangerous), and the bar length indicates how strongly he feels this.

IMPORTANT: Please check out the latest version of the game and look at the screen on your level of resolutions and tell me how big you think the control panel should be, and what it should look like.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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