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| Justin Knight |
Posted: Sep 18 2005, 02:58 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
A new welding system, including a few new things.
- Welding equipment: Includes a mask, fire-retardant apron, sleeves, and leggings. Fire protection for the person, and eye protection from visible and invisible light. If you do not wear welding equipment you may be burned, and without eye protection you may go temporarily blind. I will add in medical items to cure this. -Welding animation, it will now actually look like you're welding a wall. I've also been working on 4 direction icons, updated the female icons (changed the hair, added highlights), and um I can't think of anything else at the moment. |
| Justin Knight |
Posted: Sep 20 2005, 10:32 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
All right.. I moved onto a revamp of the medical system.
The welding system added blindness if you weld without the welding equipment on. This is not permanent blindess and I will be adding in two ways to cure it: eyedrops, and putting a wet washcloth over your eyes and resting. I might add that you need both to cure it, i'm not certain. I want to update the whole medical system though. I want to add a medicine cabinet in medbay with different medicines. I'm thinking morphine and cream will only heal major damage. Other things will heal more, but only to a certain point then you have to rest. |
| Justin Knight |
Posted: Sep 24 2005, 01:19 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I didn't add the eyedrops, I thought that was redunant. I added two new items to medbay: a towel rack and sink.
If someone is blind from welding without welding gear, they can be cured if someone puts a wet washcloth over their eyes while they are resting in a bed. Currently, I am trying to add in PhantomShadow's medical system ideas into the game. |
| PhantomShadow |
Posted: Oct 1 2005, 01:28 PM
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Petty Officer Third Class ![]() Group: Members Posts: 42 Member No.: 10 Joined: 31-August 05 |
*dances*
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| Justin Knight |
Posted: Oct 1 2005, 02:32 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
Now I am currently fixing stuff that pisses me off.
1) Deleting ALL the alarms. They are unecessary and literally an example for newbs "Oooh let me push the big red button." 2) Adding/Removing points is going to AUTOMATICALLY SAVE, but you STILL HAVE TO PICK YOUR PREFERRED JOB. Half the points i've given to people have been to the same person. 3) I might take out attacking in general, the game is not an action game where people are supposed to kill each other, and PvP fighting has become a problem. EDIT: 4) I'm taking out the armory, it's utterly pointless and screams "griefing." |
| PhantomShadow |
Posted: Oct 1 2005, 08:35 PM
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Petty Officer Third Class ![]() Group: Members Posts: 42 Member No.: 10 Joined: 31-August 05 |
What to put in it's place? Maybe you could save it for a mess hall, but that would have to go in later as you sound very busy. If you want to make a messhall there later, I could make a few icons of trays and things? If not a messhall, maybe a panic room?
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| Justin Knight |
Posted: Oct 1 2005, 08:36 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I did everything but take out attacking in general. I will work on limiting PvP combat, but considering reviving is implemented, it won't be a huge problem.
During the week I will try to finish up the rest of PhantomShadow's doctor tech ideas, and then I will move on to different things. |
| PhantomShadow |
Posted: Oct 1 2005, 08:37 PM
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Petty Officer Third Class ![]() Group: Members Posts: 42 Member No.: 10 Joined: 31-August 05 |
Will they still look like break dancing contests? Maybe when people start fighting, a boom box will pop up and play some music...
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| Justin Knight |
Posted: Oct 1 2005, 08:43 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
Hm.. I was thinking about that, but a food system is NOT one of my priorities. Basically, these anti-griefer/anti-noob measures are to gear the game towards greater goals. The greater goals include: 1) Ranking system. I've did most of the icons for it already, but coding it is totally different thing. I have tried to get someone to at least make the basics for it, but to no avail. I will wind up making it, but I will probably need other people's help. 2) Tutorial area. Self-explainatory, teaching newbies the basics of the game, the rules, etc. I hope for it to be a seperate area so that people in the tutorial zone don't interfere with people in the game. It will be beneficial in many, many ways. 3) New modes. Currently, there is not many choices for modes. I always use normal mode, because it is the one that is the most challenging but you can win. The other modes are too easy or you can't win. People have proposed some modes, and many people take on a role as "traitor" already, so i'm sure i'll add that. EDIT: Shadow, do you have AIM or something? |
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| PhantomShadow |
Posted: Oct 1 2005, 08:55 PM
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Petty Officer Third Class ![]() Group: Members Posts: 42 Member No.: 10 Joined: 31-August 05 |
Already enough supplies... can't think of what that room could be for. maybe an extra lounge or something? Dorms for people to rest in?
Also, in the divers room, you could have a couple racks of 'Divers equipment' When they double click this, it has a short delay, then scrap spawns. Eventually, they could possibly go to a seperate area where scrap is scattered around, and they would pick it up, and bring it back to the Hatch. You have more than enough of these, but for a different mode, they have to collect a sample, or recover something for a sunken allied sub. The sub would start out X distance from the sink zone, a diver or two would go out, recover the item (probably just laying on the ground surrounded by some scrap) get back in, and then must make it back to allied waters without getting sunk themselves. Maybe instead of a whole new map area they could just grab a divers suit off of the rack, put it on, and then double click the hatch. Diving could only be preformed within a certain distance of the surface, past that the water pressure is high enough to push up against the air and into the sub. At that point, your pretty screwed so it would say 'The water pressure is too strong at this depth' when you tried to open the hatch'. When they Do get into the hatch, there would be a short delay, and they would pop back up in the room, which is now scattered with scrap. They can then put back the divers suits, and go melt down the scrap. Blah, lotsa typing. I should probably stop getting ideas for a while, or Justin's brain will melt. |
| Justin Knight |
Posted: Oct 1 2005, 09:14 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
You seriously have the best ideas, Shadow. I'll definitely add a diving system/airlock to my list. It sounds like a good addition to the game. It was suggested before, but you described it in good detail that got my interest in the idea. I don't think it will be too hard to implement, but before I do that I have to get the power system solid. You might not know, but I have been experimenting with the power system to get it to work nicely. The power system ties in with the engine, so I also don't want the game to take 40 minutes just to get to safe waters.
Did you read my edit of the last post? |
| PhantomShadow |
Posted: Oct 1 2005, 09:16 PM
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Petty Officer Third Class ![]() Group: Members Posts: 42 Member No.: 10 Joined: 31-August 05 |
Yes, check your PM inbox. Sent you a couple, one has my AIM address.
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| Justin Knight |
Posted: Oct 19 2005, 08:56 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I am currently working on new modes, right now I am working on spy mode. I might add or change ethings for the medical system as well. Spy mode will be an interesting addition to the game. Like I have said before, it will not encourage extremely violent spies. Spies are supposed to be sneaky and cunning. Most of their goals will be non-violent.
A couple of things I know I am going to add in are strechers, more IV packs, and portable stands. This allows for patient treatment outside of the medbay. I will also try to adress the bullet wounds and suffocation with different items, and make a wider variety of medical items depending on your health. |
| Justin Knight |
Posted: Oct 21 2005, 05:34 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
Spy goal system completed.. now to fill in the goals and make a proper "winning" system.
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| Justin Knight |
Posted: Nov 4 2005, 04:18 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I've actually have been reading about nuclear submarines. I found a good book on material related to things that could be used in Deadly Waters, Tom Clancy's Submarine: Guided Tour Inside a Nuclear Warship. I have been reading it pretty quickly and i'm almost done with the book because i'm actually interested in it. I will probably go back over the book and write down ideas because I didn't the first time, and I don't have a photographic memory.
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| Justin Knight |
Posted: Jan 30 2006, 07:53 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I'm going to try to keep documenting the stuff i'm working on again. I just added in a simple check that will give the host their proper verbs and hopefully correct the host on the hub if they are not the first person to enter the game, this should have been in there a long time ago in my opinion, but I forgot about it. I previously added in number stencils of what number the zones are, from a player suggestion.
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| Corrner |
Posted: Jan 30 2006, 08:22 PM
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Global Moderator Group: Global Moderators Posts: 576 Member No.: 24 Joined: 1-December 05 |
Thank god because i didnt know where all the zones where.
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| Justin Knight |
Posted: Feb 6 2006, 09:27 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I cracked down on those rotation problems by removing the rotation var and taking a different approach to what I wanted to do. What the heck does that mean, Justin?
It means this little number determined whether or not it turned your icon, but because of processing issues things would mess up sometimes. I put it in at first to stop the nighstick from spinning people around, but apparently one nightstick hit isn't enough and some people need to hit others five or ten times in a row to get their point across, which screws up the persons icon because all these things are processed so fast. I fixed a couple other bugs like being able to get up with an IV going and being able to hit people with a nighstick when they were resting. |
| Justin Knight |
Posted: Feb 11 2006, 12:07 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I'm going to work on fixing bugs in some of our less used, more tedious systems like rebuilding walls. I'm also going to try to finish the medical system.
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| Justin Knight |
Posted: Feb 11 2006, 04:57 PM
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Editor of Deadly Waters ![]() Group: Admin Posts: 879 Member No.: 1 Joined: 21-August 05 |
I simplified the wall coding, you guys won't notice any difference in performance though. Now it's harder to take down walls because you have to remove the bolts and screws first. I fixed the rebuildiing wall problems and some bugs with the walls (welding more than one wall at the same time), and the animations play properly.
EDIT: A bunch more bug fixes, and now people who die of suffocation, get revived, then get IV treated will gradually heal after the IV treatment. Shrapnel now has the possibility of missing you (it still deletes itself though). I'm going to work on a sugery system now. This post has been edited by Justin Knight on Feb 11 2006, 06:09 PM |
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