Re: [Audyssey] analog Weapons system

2011-05-05 Thread Thomas Ward
Hi Ken, You are right. It probably wouldn't take a week. Not more than a couple hours, but the length of time wasn't my point. My point was that as a developer I have to make decisions weather I want to spend time working on feature x or something else like adding a new level etc. I've got an extr

Re: [Audyssey] analog Weapons system

2011-05-05 Thread Thomas Ward
Hi Shaun, Smile. I noticed. That's why it is necessary to pay attention to the entire thread. Instead of a single post. At any rate an analog firing system wouldn't effect most guns as it doesn't matter how hard you squeeze the trigger as the impact from the bullet is going to be the same. Howeve

Re: [Audyssey] analog Weapons system

2011-05-04 Thread The Addictor
quot; To: ; "Gamers Discussion list" Sent: Wednesday, May 04, 2011 7:56 AM Subject: Re: [Audyssey] analog Weapons system Hi, Well, in concept it isn't hard to write an analog attack system. Basically, the way it works is it increases the amount of attack damage depending on how

Re: [Audyssey] analog Weapons system

2011-05-04 Thread shaun everiss
aah. I thought that was for everything all guns included. I didn't click it was for the punches as I rearly use that. At 10:09 a.m. 5/05/2011, you wrote: Hi Shaun, Mind filling me in on what you are talking about? What does using an analog system for punching, kicking, and other hand to hand com

Re: [Audyssey] analog Weapons system

2011-05-04 Thread Thomas Ward
Hi Shaun, Mind filling me in on what you are talking about? What does using an analog system for punching, kicking, and other hand to hand combat moves have to do with ammo? What we are talking about has absolutely nothing to do with the firearms unless we make an exception for the MP5 that could

Re: [Audyssey] analog Weapons system

2011-05-04 Thread shaun everiss
well to be honest I would like the stuff as it is, we already have to use a sertain ammount of amo for an enemie as it is. I am still having issues with the last platform in l2 the long one to the point I havn't played the game in a bit. it was ok before the analog systems. I know its not that m

Re: [Audyssey] analog Weapons system

2011-05-04 Thread Frost
You might also want to handicap strength and dexterity as staminal levels drop to simulate fatigue, slowing the attacker down and decreasing accuracy and reaction time... Michael -- Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org

Re: [Audyssey] analog Weapons system

2011-05-04 Thread Thomas Ward
Hi William, Unfortunately, its not quite that simple. Its hard to poll people on exactly what they want months in advance, because often times they don't know themselves exactly what they want/expect out of a possible new game. If you give them a list of possible features they'll want them all. e

Re: [Audyssey] analog Weapons system

2011-05-04 Thread Frost
On Mon, May 02, 2011 at 01:32:29PM -0400, The Addictor wrote: > The heavier the punch, the bigger the drain on the stamina, but one > heavy punch would be more effective than five light ones. Double or triple the stamina drain for the punch if it misses. Missing a punch is the heaviest

Re: [Audyssey] analog Weapons system

2011-05-04 Thread william lomas
for future conduct a pole then of what features people want and then stick to it just release the game and add features later, i would On 4 May 2011, at 12:56, Thomas Ward wrote: > Hi, > > Well, in concept it isn't hard to write an analog attack system. > Basically, the way it works is it increa

Re: [Audyssey] analog Weapons system

2011-05-04 Thread Thomas Ward
Hi, Well, in concept it isn't hard to write an analog attack system. Basically, the way it works is it increases the amount of attack damage depending on how long the fire key or fire button is held down. The problem here is not that it is especially difficult to create an analog combat system, bu

Re: [Audyssey] analog Weapons system

2011-05-03 Thread Alfredo_The_Music_maker
Well you would have to add different variables and counts for that to create an analogue I am not sure if one already exists but it sounds possible. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes

Re: [Audyssey] analog Weapons system

2011-05-03 Thread Thomas Ward
Hi Hayden, Amen to that. I hear you there. On 5/3/11, Hayden Presley wrote: > Hi, > Myself I say let the man get this thing out the door...he has to be ready to > work on something else. > > Best Regards, > Hayden --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, sen

Re: [Audyssey] analog Weapons system

2011-05-03 Thread Hayden Presley
Discussion list Subject: Re: [Audyssey] analog Weapons system Hi Muhammed and Ken, Well, all I cansay right now is I'll consider it. I've got my hands rather full right now working on the Linux cross-platform G3D Engine as I want to release both Windows and Linux versions

Re: [Audyssey] analog Weapons system

2011-05-03 Thread Thomas Ward
Hi Muhammed and Ken, Well, all I cansay right now is I'll consider it. I've got my hands rather full right now working on the Linux cross-platform G3D Engine as I want to release both Windows and Linux versions of beta 19 simaltaniously if I can. It will make it easier for me if I manage to get th

Re: [Audyssey] analog Weapons system

2011-05-03 Thread Shiny protector
I have to agree with Ken. This would be cool. - Original Message - From: "Thomas Ward" To: "The Addictor" ; "Gamers Discussion list" Sent: Tuesday, May 03, 2011 6:53 PM Subject: Re: [Audyssey] analog Weapons system Hi Ken, I don't really know

Re: [Audyssey] analog Weapons system

2011-05-03 Thread Thomas Ward
Hi Ken, I don't really know. I'm not really sure how something like that could be implented into the game. The combat system is rather generic in that you simply name the type of weapon, give it a hit point value, mmin and max range, and let it go in the engine. It was never designed with the conc

Re: [Audyssey] analog Weapons system

2011-05-03 Thread dark
My only issue is ken, personally staminer in that way would just be an irritating game mechanic to me, sinse what I'd do would be fight with maxed attacks, then just stand around until i was recovered. so, all it would add to the game would be more standing around essentially. while chargeable

[Audyssey] analog Weapons system

2011-05-03 Thread The Addictor
Hey Tom, any chance you'll consider adding an analog weapons system to the game? I had several ideas on this. First, I personally tend to use my fists more than any other weapon--they get the job done just as well for me. I was thinking that you could add a stamina counter that goes down the h