[hlcoders] Half-Life 2, physic and gameplay mindstorm

2004-08-19 Thread tei
We suggest to the list a mindstorm about gameplay feature of physics.
Very soon, with the new mayor upgrade for Half-Life (the version 2.0),
will be posible to write mods that will interact with the builtin phisic
engine.
What will be posible that will enhance playability?
I am not interested in eyecandy or realism, nor in Tribal alike games
(jumping and jumping).
Humm...
Whats about a better simulation of sand and mug? so players not only
generate other footstep sound, but can travel faster?.  (???)
Having destructible architecture fund_destructible or something similar,
to add strategy options for gameplay?. Actually most destructible
architecture is emulated, a gross hack, a fake broken architecture, and
the resulting decals where a joke. With a better physic engine can be
posible to see flyiing crates, block/unblock passages, etc.. in a
realistic way.  (???)
Vehicles?, at least copters, tanks and buggies. The resulting gameplay
can be less repetitive. (???)
New weapons? New devices (mines etc..)?...
Better bbox? perpolycollision??? (???) Will be posible to use texture
interfaces ala doom3. I have received reports about CS:Source that use a
real bomb coding animation, more about that can help to have a better
inmersion. (?)
QuakeWorld physics,..  for eons QW whas the better physics, because able
to run fast *and* accurate, cross huge maps in a fake realism, huge bbox,
and able to use explosions and decors to help navigate the map very fast.
Will the new physics be farter from this cool original point?.. Can be
interesting to ADD effect to help a QW feel to DeathMach games so leet
gamers will navigate much much faster than n00bs ones? If the game is ==
fast for noobs than leets, the pros of being a leet is nullified.  The
actual (HL1) phisic model is very basic, we have splash damage, we have
explosion feedback, colision boincing (for grenades, etc..), flyying
control? (I dont know HL1 that good). (???)
I have a dream, about sand and destructible ghotic ruins, 2 teams, and
some horizontal AND vertical strategy to win.
Physics itself, removing competitivity, its a toy that you can play for fun.
Humm... can able hl 2.0 to make lara croft-ish fun mods? (???)
How will feel a grapple hook with the HL2 engine? ()
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Re: [hlcoders] Half-Life 2, physic and gameplay mindstorm

2004-08-19 Thread Adam \amckern\ Mckern
looking at one of the screen shots in PCG UK 137s, e3
round up, on hl 2, i was thinking that you might be
able to phiscics jump with the Manip you toss
something of the correct wighting down, just as you
press the jump key

ie something like the plasma, or rocket jumps from the
quake side of gaming

amckern


--- tei [EMAIL PROTECTED] wrote:

 We suggest to the list a mindstorm about gameplay
 feature of physics.

 Very soon, with the new mayor upgrade for Half-Life
 (the version 2.0),
 will be posible to write mods that will interact
 with the builtin phisic
 engine.

 What will be posible that will enhance playability?

 I am not interested in eyecandy or realism, nor in
 Tribal alike games
 (jumping and jumping).

 Humm...

 Whats about a better simulation of sand and mug? so
 players not only
 generate other footstep sound, but can travel
 faster?.  (???)

 Having destructible architecture fund_destructible
 or something similar,
 to add strategy options for gameplay?. Actually
 most destructible
 architecture is emulated, a gross hack, a fake
 broken architecture, and
 the resulting decals where a joke. With a better
 physic engine can be
 posible to see flyiing crates, block/unblock
 passages, etc.. in a
 realistic way.  (???)

 Vehicles?, at least copters, tanks and buggies. The
 resulting gameplay
 can be less repetitive. (???)

 New weapons? New devices (mines etc..)?...

 Better bbox? perpolycollision??? (???) Will be
 posible to use texture
 interfaces ala doom3. I have received reports about
 CS:Source that use a
 real bomb coding animation, more about that can help
 to have a better
 inmersion. (?)

 QuakeWorld physics,..  for eons QW whas the better
 physics, because able
 to run fast *and* accurate, cross huge maps in a
 fake realism, huge bbox,
 and able to use explosions and decors to help
 navigate the map very fast.
 Will the new physics be farter from this cool
 original point?.. Can be
 interesting to ADD effect to help a QW feel to
 DeathMach games so leet
 gamers will navigate much much faster than n00bs
 ones? If the game is ==
 fast for noobs than leets, the pros of being a leet
 is nullified.  The
 actual (HL1) phisic model is very basic, we have
 splash damage, we have
 explosion feedback, colision boincing (for grenades,
 etc..), flyying
 control? (I dont know HL1 that good). (???)

 I have a dream, about sand and destructible ghotic
 ruins, 2 teams, and
 some horizontal AND vertical strategy to win.

 Physics itself, removing competitivity, its a toy
 that you can play for fun.

 Humm... can able hl 2.0 to make lara croft-ish fun
 mods? (???)

 How will feel a grapple hook with the HL2 engine?
 ()

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