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
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
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
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
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
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
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
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
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
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
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
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.
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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
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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
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
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
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
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
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
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