| 07-29-2003, 05:15 AM | #1 |
If anyone played Time Crisis, it's a gun game where there are set places and you have to shoot and hide and you have to kill in a set amount of time... Well, I find it pretty fun and it should be. The idea I'm thinking was to shoot by clicking on the unit and it loses health. Then, that means you have to keep shooting. Gold would be the ammo, and when you are out of ammo, you have to hide and go back to shoot again. Time Crisis 2 was ****ing fun with 2 players, especially sometimes I shoot my ally.... :D I probably can even put 4 players in this game if I had time. I would say, it's unique and it gets hella good. It's like an arcade! BTW: It's a FPS, but no movement. Pretty easy to do. Obviously, I won't name it Time Crisis, but maybe something more interesting... |
| 07-29-2003, 05:45 AM | #2 |
That's a fascinating idea you've got there. I'd really like to help if you'd let me. But I have a few questions, are you planning on having a team versus a team? So the players can sniper each other from a far? If you've played Time Crisis: Project Titan, you'll remember the ability to change positions during boss levels. You could probably replicate that by having it so you press the left keyboard key to move to the next position on your left and the right in a similar way. AND I suggest you make the reload button the down key, since you could keep track of releasing it as well, so you could have the player get up when released and get down upon pressing it. Just a thought is all, if you wanted it in a really traditional time crisis way. |
| 07-29-2003, 07:36 AM | #3 |
hmm, i've started this i worked out that left/right will move ur position, and down 'ducks' effectively making u immune to projectile shots (melee still hurts u) so far mines more like night of the living dead or something cause u pretty much kill zombies and skeletons the whole time the one thing i'm trying to do is make it so ur cursor is always a crosshair like when u target someone, except i can't seem to find a way even in gameplay interface |
| 07-29-2003, 09:52 AM | #4 |
Raptor, perhaps to solve the crosshairs problem, make it that you are always casting a spell instead of shooting a normal ability. That way the left click could be the attack button, the crosshairs would always be there. Just make the trigger so... EVT: Player finishes casting an ability CON: Ability is 'Fire Gun' ACT: Wait 0.2 seconds Order unit 'unit casting ability' to cast ability 'Fire Gun' What do you think? |
| 07-29-2003, 10:11 AM | #5 |
Wait, that won't work, you can't order a unit to cast an ability without referring to a target for the ability...sigh, oh well. |
| 07-29-2003, 02:29 PM | #6 | |
Quote:
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!! LOL, zombies and skelatons. Well, so you're pretty much going towards the direction of NOLD or Time Crisis? I really want to do this project (after Part 1 of my Cinematic) |
| 07-29-2003, 06:25 PM | #7 |
don't worry mech, out of the 1000 of original map ideas i make, about 0 of them actually reach 100% done point |
| 07-29-2003, 07:01 PM | #8 |
Heh, I never finished any maps except the cinematic I'm working now. It feels hella good to get outta the curse... |
| 07-29-2003, 07:05 PM | #9 |
If you can accomplish this, Mech-Sheep, then it will be a hella-sweet map and if you need any help, just pm me! ;) |
