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FPS Creator X10 / Thing that you would like to see in X10

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Slayer222
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Posted: 1st Sep 2007 04:34 Edited at: 25th Oct 2007 17:45
Well basically what the thread title suggests, I am making a list of all the things people would like to see in FPSC X10. Please try and keep them realistic or important (no pink fluffy bunny character request OK) Also please try and keep it down to three ideas or less. Just post here if you have anything burning that you think X10 needs to make it able to match (or beat!) today's games. Also please list whether you think your idea is really needed (like something that could affect you willingness to get X10), just something that you would like to see or just a dream that would be nice if it came true (example: vehicles). I will start off;

IMPORTANT NOTICE! Please keep your idea down to a paragraph (about 5 lines) thank you.

========================Important Ideas============================

(1) Characters that can move their arms (and guns) or down when they look up or down. From: me

(2) Non-way-pointed character navigation. I think a great feature would be to have some sort of zone, that if a character is placed inside, it will navigate the selected zone randomly, instead of using way-points, until the character is triggered to do something, for example, a randomly navigating enemy sees the player and reverts to it's attack script instead of wondering around. This would be great for things such as populating streets with civilians. From: Flash

(3) Third person view option, although this is not likely it would be nice. From: game lover and BMB

(4) An option in the player start marker to drop all your weapons from the previous levels. So you would click on the player start marker and the there would be an option somewhere that would say drop weapons; then you could select yes or no. Useful for levels in teammates bases and jails. From: Warren

(5) Ammo Limit for the weapons (so that you could not carry infinite ammo) This could be a numeral value you set in the gun properties.

(6) Iron-sights. (not scope sprites, but in 3D, animated [like in Call of Duty]), 2 shooting modes like in Far-Cry (dream), laser aim (like in chronicles of Riddick) etc. From: Accoun

===========================Nice Ideas==============================

(1) Matching hands (in shape and textures) with for all the weapons including model packs, possibly with a few alternate textures. From: me

(2) Water currents. so that for example, if you were to place a box into water, the water would carry it in a certain direction. You should also be able to set the current strength, low strength will carry boxes and small objects, the higher the strength the bigger objects the current can carry, this would also effect the player, pushing them in a chosen direction, the stronger the current, the stronger the push against the player. From: Flash

(3) Head-shots and/or hit-boxes maybe with damage values for different locations. From: BIG Viking Games and phil 17

(4) Allowing changing different values in the game when player character 'activates' something somehow, most likely with event-zones. With this you could for player's or other entity's health/ammo/points/something to the exact value you'd like to while in game, same for the enemies. I believe this would require a custom script that effects the certain "groups" in the level, that have to be created first by naming the wanted objects (for example enemy groups: Aiko1, Grunt3... own "group" for the player's stats.)

(5) 3D sound-zones. In X9 the sound plays "inside" your head, not great for someone to shout something for you. I would like an trigger-activated sound-zone so if you go on the trigger-zone the sound-zone activates and plays the sound were the sound-zone is, not were the player is. Both great for someone who shouts orders to you from distance and other cool effects. From: BIG Viking Games

(6) I would like to be able to right click and through a grenade while holding any gun/weapon. Maybe Plasma or sticky grenades as most people call them. (maybe you could press a button to do this because right mouse is scope already).

(7) Multiple win-zones, allowing us to have more open ended game-play, if each win-zone could send you to a different level, allowing you to backtrack through levels and giving the player a choice of which path to take. For this to work truly effectively though, you would also need multiple start markers, so that players would be able to re enter a level from different locations, depending on what level and win-zone they used to get there. To backtrack to the previous level through the entrance to your current level would look terrible if you ended up coming out at the beginning of the previous level, instead of at whichever exit you used.

(8) Recoil.

=======================Dreams can come true========================

(1) Turrets, like when you place a gun down you can set whether it is a turret or not. From: me

(2) Water markers, so instead of it just raising water for the entire level you put the markers down for water and you can still raise and lower them. From: its that guy

(3) I don't really care what or how this is done, but I would love to have some sort of drivable vehicle. Anything. Even the old FPS game Tribes had them to some extent. For people on the border line of weather or not to buy the program, this would help them make their mind up to get it as an awesome bonus. In fact I know a few people this situation would fit. I'm sure if it was a feature the community would work with it to make it into something great. From: BMB

(4) To put it simply, Enemies and maybe even the player character could gain different amounts of damage according the direction the attack hits him. So for example if enemy would get hit from behind, he would get more/less damage than if hit from the front of him. This feature could be edited in the editor by changing a couple different values, you could also create enemies that seem to be heavily armoured backs, but are more vulnerable in the front etc.

(5) A good terrain system.

(6) A MUST HAVE for an FPS, there should be an option to have a "sun" put in so for outside levels things would cast a shadow like it was really outside in the sun because this would be nice so you wouldn't have to put a light really high up, cause that never looks anywhere near good

(7) Toggle Motion Blur

(8) Camera hurt effects, like swinging camera when hit

(9) When low health, breathe heavier and sight gets blur

=========================I'm picky so what?========================

(1) We need some fine-tuning on the physics. I think the ODE-engine should be well able to handle such realistic details as spherical objects actually rolling, as well as cylindrical objects, containers especially, should like 'roll' on the edge if pushed, like in Half-Life 2 (and IRL for that matter), when if you push a barrel hard, it tumbles over, but if you push it just a bit, it like spins on the edges and tumble back straight.

(2) Joint physics! That would be an awesome addition for sure. Doors could depend on joint physics instead of animations, we could have links of chains put together and even ropes would be possible with a bit of work.

(3) I would probably consider this an important idea: To prevent users from reloading if the reloading button is pressed even if they just reloaded, or already has maximum bullets in a round. For example... in FPSC, you can still "reload" as much as times as you want even if you're full on ammo.

(4) Being able to make cheats for your game.

===================================================================

Just some final notes, make sure you idea isn't already in FPSC FPSC X10 please and if you want to change/remove any of you ideas please tell me which ones and I will do so. Oh and if any of the FPSC X10 development team want to make use of any of these ideas then I'm sure we will all be very exited
*Slayer_2
P.S. I know we've all been patiently waiting for FPSC X10 but the longer it takes to come out the more time TGC has to add new features!

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its that guy
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Posted: 1st Sep 2007 04:36
how about water markers, so instead of it just raising water for the ENTIRE lvl you put the markers down for water and you can still raise and lower them

Flash
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Posted: 1st Sep 2007 05:23 Edited at: 1st Sep 2007 05:25
Oooh, I got a few!

SOMEWHERE BETWEEN NICE AND NEEDED:
1: Water currents. So that for example, if you were to place a box into water, the water would carry it in a certain direction. You should also be able to set the current strength, low strength will carry boxes and small objects, the higher the strength the bigger objects the current can carry, this would also effect the player, pushing them in a chosen direction, the stronger the current, the stronger the push against the player.

NEEDED:
2: Non-waypointed character navigation. I think a great feature would be to have some sort of zone, that if a character is placed inside, it will navigate the selected zone randomly, instead of using waypoints, until the character is trigered to do smething, for example, a randomly navigating enemy sees the player and reverts to it's attack script instead of wondering around. This would be great for things such as populating streets with civilians.

~Flash

Hippopottomonstrosesquippedaliophobia
Slayer222
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Posted: 1st Sep 2007 06:53 Edited at: 1st Sep 2007 06:55
OK thanks for your additions guys I have edited them slightly so the grammar and spelling are better but that's all. Flash an imitation of a current could maybe be made using invisible walls and way-points but it might not look to good. its that guy: nice idea and that's how I thought it would work originally but I put it in the dreams section because I doubt they will re-do the water or even work on it more. Maybe they will make a no-water zone?
*Slayer_2

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BMB
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Posted: 1st Sep 2007 06:54 Edited at: 1st Sep 2007 07:05
I think this thread should be ideas for next version X10 and not exactly the first release. I believe it was Rick who posted yesterday that they are trying to keep from adding new features in order to get what they've started finished for this release. So with that in mind, for X10's second release:

My Dream:
I don't really care what or how this is done, but I would love to have some sort of drivable vehicle. Anything. Even the old FPS game Tribes had them to some extent. For people on the border line of weather or not to buy the program, this would help them make their mind up to get it as an awesome bonus. In fact I know a few people this situation would fit. I'm sure if it was a feature the community would work with it to make it into something great.

What's More likely to be added:
For the game menus, when you hover over the graphic we should be able to add a hover image. I honestly can't think of a game where the menu doesn't react to having the cursor over a button in some way.

Also, it would be nice to have melee attacks for all the weapons and the ability to set right click to throwing a grenade.

Slayer222
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Posted: 1st Sep 2007 07:03 Edited at: 1st Sep 2007 07:07
BMB if any of these ideas are used at any time or version it would still be great with me I was wondering when the vehicle thing would come up. Don't hold your breath man Thanks for your post,
*Slayer_2
P.S. If vehicles ever come to FPSC X10 I would eat my shorts! It will probably never happen because vehicles would eat FPS and the outdoor/large areas required would ruin the FPS even more. I think with some coding it would be easy to do but it would probably run awful. But still we can dream right?

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BMB
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Posted: 1st Sep 2007 07:07
Yeah, I'm not gonna hold my breath on that one. Lee said they are not planning vehicles for the first release and for some time after. I understand, it would probably take a lot of work to get it right.

Slayer222
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Posted: 1st Sep 2007 07:08
not the coding part probably and the physics are there if rag-doll is possible it's the performance that's the problem I think,
*Slayer_2

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game lover
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Posted: 1st Sep 2007 07:10
Rick said or someone on the team , that they will add vehicles and 3rd person view in a later version. But it would require terribly hard and "never ending" coding

We all want to be awesome, but does awesome want to be us?
Slayer222
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Posted: 1st Sep 2007 07:14
Yeah well I'm sure nothing compared to making the engine though and it would send sales though the roof! 3RD person isn't important to me but it could be nice. Maybe if you chose a character and made him the player then all you would have to do s position the camera... Did they really say that!?! The coding thing was probably talking about normal FPSC. Do you want me to add the 3RD person request?
*Slayer_2

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game lover
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Posted: 1st Sep 2007 07:17
Well I know I heard that somewhere unless I lost it but,,,, sure why not, add it to the list.

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Slayer222
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Posted: 1st Sep 2007 07:26 Edited at: 1st Sep 2007 17:26
OK 3RD person thingy added night all I'm tired and confused
*Slayer_2
P.S. Warren (the second EOT developer) has asked me to add a drop weapons option for the player start marker.

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Cyborg ART
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Posted: 1st Sep 2007 22:48
Two words: Booom Headshoot!!!
I think thats the only annoying shooting problem in x9 that you cant shoot them in heads, how should i kill a zombie without shooting them in their head?

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Slayer222
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Posted: 2nd Sep 2007 01:17
Let me think ah yes blow them up or dismember them! Anyhow nice idea I would love that one too but I doubt it will happen unfortunately,
*Slayer_2
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Quote: "Booom Headshoot!!!"
Have you ever played UT2004 before?

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Doggy
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Posted: 2nd Sep 2007 02:43 Edited at: 2nd Sep 2007 03:10
Some good and some (good?) old suggestions here.

I've had one idea in mind for some time: Direction-related damage (don't know what else to call it )

This could work as a (temporary?) alternative for the hitboxes/headshots or extra addition for that system. To put it simply, Enemies and maybe even the player character could gain different amounts of damage according the direction the attack hits him. So for example if enemy would get hit from behind, he would get more/less damage than if hit from the front of him.

This could be explained in the game with a "surprise"-effect: they (both enemies and player) would not be expecting to be hit from behind 'cos they cannot see that direction, or with more vulnerable spot in the 'armor'.

If this feature could be edited in the editor by changing a couple different values, you could also create enemies that seem to be heavily armoured backs, but are more vulnerable in the front etc.

Other feature that could be useful (dunno if it's possible already) would be allowing changing different values in the game when player character 'activates' something somehow, most likely with event-zones. With this you could for player's or other entity's health/ammo/points/something to the exact value you'd like to while in game, same for the enemies.

This feature could be used to create scenes where players and/or enemies status is supposed to have sudden, accurate and exact changes. You could for example change max HP from the pre-set 100 to 200 or more, but later change it back to 100 when needed, or reduce enemies HP/speed/accuracy suddenly. I believe this would require a custom script that effects the certain "groups" in the level, that have to be created first by naming the wanted objects (for example enemy groups: Aiko1, Grunt3... own "group" for the player's stats.)

Some very basic suggestions of mine would be adjustable Ammo Limit for the weapons (so that you could not carry 9999 rockets at the same time), some extra variables for more complex features, adjustable timer-calculator that synchs with the game's timer and would activate/deactivate/change something if the time would run out or be equal to certain set value. Oh, And maybe a faster & easier way to edit some very minor features and values, like tempo of player's footstep-sounds and rate of fire of weapons.
Slayer222
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Posted: 2nd Sep 2007 07:50
Thanks for all the replies everyone we have 13 ideas now, I believe, in only one day! A note to everyone, please keep your idea down to one paragraph (or 5 lines) from now on. You can explain the less critical details in your post if you want though. Thanks,
*Slayer_2
P.S. Doggy I couldn't agree more about the ammo limit thing! Although you forgot to rat the importance and possibility of your ideas (I did it for you) I think that one deserves a "needed" position.

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BMB
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Posted: 2nd Sep 2007 09:40
Quote: "Rick said or someone on the team , that they will add vehicles and 3rd person view in a later version."

Hmmm... Would you mind finding that post agian for me to see? I remember reading about them adding 3rd person but not the vehicle part.

phil17
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Posted: 2nd Sep 2007 19:36
HitBoxes with damage scales. I think it has already been said it wont be added but it is very needed.

Slayer222
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Posted: 2nd Sep 2007 20:18 Edited at: 2nd Sep 2007 20:19
hitboxes have been added to the list but I will add you name to the request thanks,
*Slayer_2

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Cyborg ART
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Posted: 4th Sep 2007 20:13
Another one: Better soundzones. In x9 the sound plays "inside" your head, not great for somone to shout something for you.
I would like an triggeractivated soundzone so if you go on the triggerzone the soundzone activates and plays the sound were the soundzone is, not were the player is.
Both great for somone who shouts orders to you from distance and other cool efects.

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Accoun
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Posted: 4th Sep 2007 21:26 Edited at: 4th Sep 2007 23:30
Maybe ironsights. (not scope sprites, but in 3D, animated [like in Call of Duty]), 2 shooting modes like in FarCry, laser aim (like in chronicles of riddick) etc.

Make games, not war.

Slayer222
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Posted: 4th Sep 2007 22:48
Both good ideas, BIG Viking Games I think you are referring to "3D sound", no? And Accoun I think this is NEEDED. Maybe a way to set the zoom factor instead?
*Slayer_2

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Accoun
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Posted: 4th Sep 2007 23:21
Quote: "Maybe a way to set the zoom factor instead?"

But sight is still see-through, without muzzleflash and animations, so...

Make games, not war.

Slayer222
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Posted: 4th Sep 2007 23:26
Yeah but it's a lot easier to implement... 3D sights are a whole new ballpark,
*Slayer_2

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Accoun
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Posted: 4th Sep 2007 23:30
Quote: "3D sights are a whole new ballpark,"

IMO the only hard thing there is positioning, but it's not as hard as it seems (I think).
BTW: delete "(dream)" in my idea in your post, ok

Make games, not war.

Slayer222
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Posted: 5th Sep 2007 04:24
lol maybe it realigning the gun model to a new position and moving the muzzleflash etc?
*Slayer_2
P.S. On it

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Posted: 6th Sep 2007 01:23
a good terrain system would be nice

famous last words: check this out
Slayer222
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Posted: 6th Sep 2007 03:40
lol I will add it in dreams as it has already been turned down,
*Slayer_2

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Roger Wilco
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Posted: 6th Sep 2007 13:06
I'd like tourettes instead of turrets. Enemies running around screaming swear-words all over the place.
Cyborg ART
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Posted: 6th Sep 2007 17:44
Even more ideas from me: Let the player start with more than 1 weapon. I think you should choose fists, primary and secondary weapons for example. It would be more fun, if you play as an soldier you maybe got a knife, an M16 and grenades.

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Posted: 7th Sep 2007 00:31
I would like to be able to right click and through a grenade while holding any gun/weapon. That would be 1337. So would Plazma or sticky nades as most people call them.

its that guy
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Posted: 7th Sep 2007 01:05
in my opinion, this is a MUST HAVE for FPS

there should be an option to have a "sun" put in so for outside levels things would cast a shadow like it was really outside in the sun

this would be nice so you wouldnt have to put a light really high up, cause that never looks anywhere near good

Slayer222
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Posted: 7th Sep 2007 02:12 Edited at: 7th Sep 2007 02:20
Roger: ha-ha very funny
BIG Viking Games: You have already listed 3 ideas I believe sorry and I hate to turn anyone down Oh BTW you can do this very easily with a custom weapon script which removes the weapon pickup sound and HUD (I could maybe give it out). Just place the weapons near your player start out of your sight when you start the game so you don't see them for a second when you start up the level.
*Slayer_2
P.S. it's that guy and BMB: Your suggestions are added but I don't think the sun necessary and would be nice but it's more of a dream than anything else IMO. The grenade idea is nice too but again not that necessary although it would be very sweet!

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Roger Wilco
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Posted: 8th Sep 2007 23:23
A few serious ideas from me now.

We need some fine-tuning on the physics. I think the ODE-engine should be well able to handle such realistic details as spherical objects actually rolling, as well as cylindrical objects, containers especially, should like 'roll' on the edge if pushed, like in Half-Life 2 (and IRL for that matter), when if you push a barrel hard, it tumbles over, but if you push it just a bit, it like spins on the edges and tumble back straight.

And a little less realistic idea, but still; joint physics! That would be an awesome addition for sure. Doors could depend on joint physics instead of animations, we could have links of chains put together and even ropes would be possible with a bit of work.
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Posted: 9th Sep 2007 05:07
I would probably consider this an important idea: To prevent users from reloading if the reloading button is pressed even if they just reloaded, or already has maximum bullets in a round. For example... in FPSC, you can still "reload" as much as times as you want even if you're full on ammo.

NOTE: I don't know for sure if this is already possible to do in FPSC! Please tell me if so!
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Quote: "I would probably consider this an important idea: To prevent users from reloading if the reloading button is pressed even if they just reloaded, or already has maximum bullets in a round. For example... in FPSC, you can still "reload" as much as times as you want even if you're full on ammo.
"


I think thats so real it just could get, if you have a real gun and have a full magazine you dont need to shoot one shot just for changing magazine.
And in games where you cant reload when you feel for it, even if its full, there I think its annoying.

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Deathead
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Posted: 9th Sep 2007 13:09
@BVG: The way to have realistic is if you lose a mag. Like reload if its already full you lose a mag.

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Posted: 9th Sep 2007 16:58
@Deathead: The point is, to make it realistic, the player should be able to reload any time they want except when they are full on one magazine. In real life, I don't believe people reload like this, but in games, it's very common.
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look at counterstrike, everybody reloads all the time, shoots 2 shot and reload. over and over and over....

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Slayer222
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Posted: 11th Sep 2007 03:26 Edited at: 11th Sep 2007 03:29
Quote: "I would probably consider this an important idea: To prevent users from reloading if the reloading button is pressed even if they just reloaded, or already has maximum bullets in a round. For example... in FPSC, you can still "reload" as much as times as you want even if you're full on ammo."


NOTE: I don't know for sure if this is already possible to do in FPSC! Please tell me if so!

Snipesoul I personally think this idea is useless as in real life you could reload whenever you want. But if you still want me too I will.

Roger: I'm adding that in now, those aren't really needed but they would be nice.
*Slayer_2
P.S. I made a new section for things that you think FPSC didn't do perfectly called: I'm picky so what?

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Snipesoul
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Posted: 11th Sep 2007 03:43
Sure you can reload whenever you want in real life. But thats only if you have enough magazines. So in FPSC, by pressing the reload button anytime you want, it's as if you were to have unlimited magazines, which isn't right in any ordinary shooter. If you play a game like Bioshock, you can't reload if you're full on one round. Say you put a Colt in FPS Creator and let it hold up to 6 bullets per round. You'll notice you can still "reload" on 6 bullets. So, that should be prevented unless the user is not on a full round (e.g. 5 bullets for example). So, if you think you've fully understanded this, you may add it if you like.
Flash
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Posted: 12th Sep 2007 01:15
I've got another one, I don't know if it is needed in general, but I certainly would find it extremely useful for the game I have planned, so catagorise it however you like. =]

It's something that has been raised before, but I dont think it's been mentioned here, and that is multiple win-zones. Allowing us to have more open ended gameplay, if each win-zone could send you to a different level, allowing you to backtrack through levels and giving the player a choice of which path to take. For this to work truely effectively though, you would also need multiple start markers, so that players would be able to re enter a level from different locations, depending on what level and winzone they used to get there. To backtrack to the previous level through the entrance to your current level would look terrible if you ended up coming out at the beggining of the previous level, instead of at whichever exit you used... I hope I'm making sense...

I'm sure this would be a really useful feature to many FPSC x10 users (me especially) and it sounds relatively easy to impliment, at least, I would have thought so....

Hippopottomonstrosesquippedaliophobia
Slayer222
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Posted: 12th Sep 2007 01:16 Edited at: 12th Sep 2007 01:21
I understand perfectly and I will add it in, but in RO ( a very realistic WWII shooter) you can reload whenever you want and unlike BF2 you don't throw the mag away (which is retarded IMO) but instead you but the mag (even with only 1 bullet left) back in you ammo store. Does that make sense to you whatever it's pointless argument,
*Slayer_2
P.S. Flash: that idea is good but unfortunately that would be VERY hard to implement still a nice idea though

EOT
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dragon assasin
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Posted: 12th Sep 2007 04:05
1. maiming would be nice and though this gose with hit boxes its different. say you shoot someone in the leg the should limp.

2. Killing weapons, ie shoot someones gun and destroying it

3.multiple death animations

me is no can spell
ZeD XF
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Posted: 16th Sep 2007 05:15
I have an idea...MOVABLE LIGHTS! Why is that so hard to program in???

Fancy a spot of pain?
ZeD XF
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Posted: 16th Sep 2007 05:22
Quote: "2. Killing weapons, ie shoot someones gun and destroying it"


Mabie not destroying them but just knocking them out of there hands. like dissarming them.

Fancy a spot of pain?
Doggy
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Posted: 16th Sep 2007 22:48 Edited at: 18th Sep 2007 20:43
Quote: "1. maiming would be nice and though this gose with hit boxes its different. say you shoot someone in the leg the should limp."

With adjustable hitbox features this could be done in a flash, but it would also require custom animations. And not everyone would be needing this feature, or it wouldn't be usefull for some enemies (especially if they aren't human).
Quote: "2. Killing weapons, ie shoot someones gun and destroying it"

Feature that not everyone would like to have in their game. Plus it would require hitboxes for the guns as well.
Quote: "3.multiple death animations"

X10 has ragdoll physics, so animations would be quite pointless.

But in the end there's always the good old solution: Try & make it yourself!

Just remembered my most important idea: decent OPTIONS-menu, that would allow changing different visual and gameplay-related things. Especially different ways to change graphical quality (texture quality, AA, resolution) would be greatly appreciated!
nackidno
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Posted: 14th Oct 2007 18:37
Some things i would like to see in the finished X10:

-Toggle Motion Blur
-Toggle Noise Filter
-Camera hurt effects, like swinging camera when hit
-When low health, breathe heavier and sight gets blur

Footsteps W.I.P
Trala'em Goes Oblivion (TES IV Mod)
Slayer222
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Posted: 14th Oct 2007 23:40
I added the 3 most important (IMO) on that list because I am trying to keep the list small (and I'm failing miserably).
*Slayer_2

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bbacle
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Posted: 17th Oct 2007 02:52
I would like to see XP compatibility in v10.

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