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FPSC Classic Scripts / Achievements?

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MaimedSoldier
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Posted: 10th Jan 2011 01:13 Edited at: 10th Jan 2011 01:16
I was thinking of making a map where if you walk near an object a HUD appears saying that you unlocked An achievement. With its own Custom name and Picture and maybe even a short sound. I think that's possible but the next challenge is on a corner of the screen the picture or words of the achievement sit letting you know what you unlocked. Like a mini in-game menu. Is this Possible?

War Doesn't Make boys men, it makes men dead.
The Storyteller 01
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Posted: 10th Jan 2011 04:00 Edited at: 10th Jan 2011 04:03
Its not too hard to make this, the real challenge is to turn these achievements into some advantage of the player.

I have made a kind of faked inventory for one of my projects where you had to find stuff to achieve victory conditions: A torchlight, a first aid kit, a battery, a biosample etc.

Everytime you found one of those things, you got a text massage what you found and picture of the item at the bottom of the screen. The text dissapered, but the pictures where individual huds and remained visible until the end of the level. There is catch though - every hud needs to be assigned its own unique place so everytime the player finds another item, the according pic doesn't "fill up" the row but showed up in its assigned place.

Vanilla FPSC doesn't know any kind of XP or leveling up, but RPG Mod has these features incorporated. There should be a thread somewehre, that shows an example of a soldier gaining ranks.

In case you find my grammar and spelling weird ---> native German speaker ^^
Ched80
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Posted: 11th Jan 2011 10:41
I think XP and leveling should be possible with v1.17 as you can use global variables.

At least I hope so as I'm planning on doing this with my current project.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
The Storyteller 01
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Posted: 11th Jan 2011 14:31 Edited at: 11th Jan 2011 14:37
Quote: "I think XP and leveling should be possible with v1.17 as you can use global variables."


The catch is, what benefits should the player gain with XP or levels? There are no skills, no abilities, no saving throws, or anything else beyond hit points to "raise"

But honestly, why bother with XP or levels? My favourite example for a great shooter, "Stalker" is considered as close to the feeling of an RPG, a shooter can get - and yet had no levels, no xp, not even a raise in hit points. Just better equipment and faction standing that was all.

EDIT: Tormenting my brain, I found ONE cheap way to introduce some "progress" for the PC. He could use a kind of techno-suit that gives him advanced abilities which each level in exactly the filds where FPSC can be altered:
- walking/running speed
- allowing running at all
- jump height
- hit points
- sight (ambience light and fog setting)

But yet again, I would prefer to "upgrade the suit" within the story instead of using it as a reward for levels/XP

In case you find my grammar and spelling weird ---> native German speaker ^^
Ched80
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Posted: 11th Jan 2011 16:22
I think the debate about whether to use an XP/Level system or something else is better suited to the Game Design forum rather than the FPSC Script forum, but I understand you point.

I agree that the XP/Level system can be a little un-natural, but I also think it works really well in Fallout and Borderlands.

I was wondering actually what entity properties can you actually change via Scripting? I'm going to start a separate thread about this as I need to modify things in my current project and I don't know the best way to go about it.

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Ched80
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Posted: 20th Jan 2011 13:15
I think there are some crafty ways of upgrading the player's ability using XP and Levels.

1 - You could prevent better weapons from spawning (if level is too low).
2 - You can improve the speed at which health regenerates.
3 - You can increase the maximum health of the player.

They may be others, but these spring to mind at the moment.

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SecretiveOps
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Posted: 21st Jan 2011 02:13
And some more:

1.Scope upgrades (ACOG, Holographic, etc.)
2.Full Auto upgrade (thanks Black Ops)
3.Silencer addition
4.Flash hider addition
5.Foregrip addition

Lol, those are some ideas.

Why does life suck the life out of you?
Ched80
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Posted: 21st Jan 2011 06:48
Interesting. I have a few questions?
1 How do i change the scope?
2 Not played BO, what is Full Auto Upgrade?
3 What is a Foregrip?

Cheers.

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Plystire
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Posted: 21st Jan 2011 07:30
I would suspect that in order to change scopes, you would change the weapon from a non-scoped version to a scoped version (not sure how you would achieve that without a Mod). The "ful auto upgrade" I suspect changes a weapon from semi automatic to full automatic (Again, not sure how you would achieve this without a Mod). And I believe a foregrip would assist in making a weapon more accurate???




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Ched80
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Posted: 21st Jan 2011 09:14
Ah. so I shouldn't get my hopes up for this kind of feature in Stock FPSC.

Anyway - Was thinking on the train on the way into work today that there are lots of other RPG-type features that could be used such as:

1 - Sneak Skill (affects distance at which enemies spot player)
2 - Lock-pick Skill (affects which doors can be opened)
3 - Weapon slots (affects how many wepaons player can carry)
4 - Reward factor (affects how much XP player recieves)

I think these are all possible in Stock FPSC with some scripting.

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The Storyteller 01
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Posted: 21st Jan 2011 10:05
Although I find this discussion useful and to some point inspiring I generally question the necessity for XP in a shooter.

When I think about features for a game or discuss them, I always ask the same questions:
- does it make the game more enyojable?
- does it motivate the player?
- is the effort worth it?
- is there an easier way to achive the result?

In this case, I come to the same conclusions as in most other cases where XP are involved: It's 3 times NO and a YES to the last question. 90% of all player "enhancements", that can be pulled off with the stock engine, are more logically achieved through equipment than through some "misterious blessing" the player got for killing x enemies.

At the end of such discussions I often hear/read "but it would be cool!" This is a grave design mistake. There are no "cool" features. There are only those that enhance the gameplay and make it more enjoyable - and then there are the useless ones.

In case you find my grammar and spelling weird ---> native German speaker ^^
Ched80
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Posted: 21st Jan 2011 11:56
I think that the popularity of FPS games such as Borderland and Fallout (which include an XP system as part of their game mechanic) show that an XP system can make an FPS more enjoyable and motivate the player.

Personally I think the system can make the game experience more personal, especially if the system enables you to solve problems in more than one way depending on your skills, etc.

Of course an XP system isn't going to be everyone's cup of tea and I also agree there are probably other more original ways of achieveing similar results.

@Storyteller
I'm interested as to what ideas you have about achieveing similar result through equipment. Taking the lock-pick as an example: Do you mean that only certain doors/crates would be available to the player if they had picked up an Über-Lock Picker® rather than a maths operation based on their lock-pick skill variable?
If so I agree that the object is more real and tangible, but the variable system can have its advantages and benefits to game ply experience too.

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The Storyteller 01
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Posted: 21st Jan 2011 15:56 Edited at: 21st Jan 2011 15:58
I am not against XP at all. I enjoyed Fallout 3 (XP-based) as much I did STALKER (no XP at all)
My point is
Quote: "90% of all player "enhancements", that can be pulled off with the stock engine,"

If you have lots of characteristics, abilities and perks to get&raise, you NEED XP because you cannot train 60 differnt features, you HAVE TO allocate points instead. But FPSC simply DOESN'T HAVE all these.

And with a little thinking most abilities we can incorporate in a stock FPSC game, can be substituted with equipment.
Like earning access level 1/2/3/etc. keycards instead of XP to raise the lockpicking skill so we can pick "harder" locks.

I repeat, XP are only necessary and useful, if you have a game that allows you to shape the player character into lots of different types. But even if we can theoretically script a character to be a sneaker, a brute or a jack-of-all-trades.....does it really work for a game that lasts an hour at best?

Don't get me wrong, I like the FPSC engine for WHAT IT IS, but if someone wants to pull of an RPG like Oblivion or Fallout 3, it's the wrong engine here. Just do a freaking mod for the RPG you like so much

In case you find my grammar and spelling weird ---> native German speaker ^^
Ched80
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Posted: 21st Jan 2011 20:43
I think you've made some good points about FPSC there, that I should have considered - it's not intended as an FPS-RPG engine, just an FPS engine so introducing RPG or achievement elements could can fail to improve the overall experience. I also agree that an RPG does tend itself to games spanning many many hours (i think I clocked +70hrs on my first play-through of Fallout), game durations of this length are difficult in FPSC.

However, I do love a challenge and I truely believe my current project benefits from an XP system, even if the play time is significantly less than contemporary FPS-RPGs.

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The Storyteller 01
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Posted: 21st Jan 2011 21:45
In that case I am looking forward to the results

In case you find my grammar and spelling weird ---> native German speaker ^^
underthegun
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Posted: 15th May 2011 22:15
I found this while searching Achievements. I'm looking something more along the lines of supplementing possible boredom during my games. Or a better way to put it would be adding extra fun to my games.

Ideas for achievements: (for the sake of examples, I'm picking the zombie genre though most of these could apply to any)
Zombie Mass Murder: You've killed 100 zombies in under 1 minute.
- And simply add a new hud with a "badge"

The Fire Starter: You've destroyed 100 objects in under 1 minute.
- Again, badge.

So I guess my biggest point would be to implement a badge system.

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