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Re: Mod idea: stats and levels in the Arena

Posted: Wed Jan 22, 2014 12:03 pm
by Sehiro
Try out speed and health too, if possible. Even if I guess that for health we can simply follow Lugaru: on easy your life was 2x the one of a normal bunny, so maybe it's good to simply double it.
What about trying out passive block chance? :)

And ty for the help :D

Re: Mod idea: stats and levels in the Arena

Posted: Thu Jan 23, 2014 9:13 am
by Sehiro
About the sneak feature this is what I found. Basically it works on sound's volume and a number of visual checks made by the AI.

http://www.youtube.com/watch?v=Egy40TYFut8

Re: Mod idea: stats and levels in the Arena

Posted: Thu Jan 23, 2014 10:55 am
by Endoperez
Yeah, I think it's a check from the AI ("Can I see the player?"), and if that check returns as TRUE, then the AI goes into battle mode.

It might be possible to add in an intermediary check, something like a delay, or a 75% chance per "detection" to go to battle mode, increased by 75% for each new detection, decreased somehow by stealth skills and time...

But any way, I'm too tired to think about this properly right now. I'm helping to organize the game jam at my school this weekend, + baking for it because why not, and then there's also the school project I'm working at... I'll get back to you guys sometime next week.

Re: Mod idea: stats and levels in the Arena

Posted: Thu Jan 23, 2014 9:53 pm
by ffcin
Just read over the post and had an interesting idea, maybe this would work on more of a "training' than level up system. you have three or four stats say:

Power - governs attack dmg and knockback
speed - governs move and attack speed
endurance - Hp, weapon resist

at the start of each fight you can view your stats (including the minor ones you cant directly affect) and choose if you are training power speed or endurance. at the end of a match your chosen stat will go up and the other two will erode slightly. seems like it might be easier to code at any rate as progression is time based and the user only has to make one choice in the pop up

thoughts?

*edit it would also makes sense as your rabbit gets slowly buffer/fatter/leaner and you can just make him slowly get taller over time to show general progression

Re: Mod idea: stats and levels in the Arena

Posted: Fri Jan 24, 2014 2:01 am
by Sehiro
Endoperez wrote:But any way, I'm too tired to think about this properly right now. I'm helping to organize the game jam at my school this weekend, + baking for it because why not, and then there's also the school project I'm working at... I'll get back to you guys sometime next week.
Don't worry, rest and take your time. This mod has no priority over anything.


ffcin wrote:at the start of each fight you can view your stats (including the minor ones you cant directly affect) and choose if you are training power speed or endurance. at the end of a match your chosen stat will go up and the other two will erode slightly.
thoughts?

The buff you get in one attribute will be equal to the sum of the debuffs you get in the others?

If yes, it wouldn't be exactly an rpg mod because there will be no progression, but just a redistribution of points over time. Not necessarily a bad thing, it may even be a very cool mod, but this mod has as main aim to implement rpg elements in OG (leveling and stuff).


If no, (assuming the buff is bigger than the sum of the debuffs) the whole thing will become less and less funny (imho) over time, because you will become overpowered in the first x matches (x>>10) of the arena and only challenge yourself at the highest ranks with one match or two. Therefore it would be semi-pointless to play 65 matches for just one (maybe 5 if you survive that long) challenging and engaging. That's why we asked Nebd to test out the max values at which the game is still playable and fun. Or at least that's what I thought about it.

What I mean is that this way you risk to have a game that you have to start from the beginning every time and to reach the interesting part you have to go through a lot of uninteresting/unchallenging stuff.
And the way you suggested involves just the arena, but the original idea here was to create a springboard to involve rpg elements in the whole game, maybe except the campaign mode. With the on/off button we can keep the real OG separated from the RPG Mode, having both in parallel, and activating or deactivating our Character (with customized race and stats) whenever we want for whichever Mode we want (Arena, Challenges, VS, Co-op).


Anyway thank you for the suggestion :)

Re: Mod idea: stats and levels in the Arena

Posted: Sun Jan 26, 2014 3:56 am
by Sehiro
ok guys, in order not to lose track of what lacks to finish the mod, I'll post a brief summary of the last things to do. Tell me if you think I have forgotten some.

1) race selection (We shall wait for rat release, shaun't we?)
2) race buffs (same as race selection)
3) on-off button with character slot select and color customization (maybe before entering the arena).
4) Max values! What are them?

I guess that's all for the first complete version. It seems a solid springboard, even if it probably won't do it to the game. *insert sad and realistic mood here*

Re: Mod idea: stats and levels in the Arena

Posted: Sun Jan 26, 2014 1:54 pm
by Thomason1005
Ok so i made a basic character and race selection work, but i still want to smooth it out. To add the rat will be easy. Im not sure about the race buffs, i noticed some muscle parameters that look mad on rabbits look like stereoids on wolfes. And whats that on/off youre talking about? Do u mean turning the character slot on/off like deleting?

i think the mod is gonna be gud, though the code is a bit of a mess atm.

@endo what about the interface? I was thinking sth like this did be nice:
WP_20140126_002.jpg
with the speech bubble of course

Re: Mod idea: stats and levels in the Arena

Posted: Sun Jan 26, 2014 2:18 pm
by Endoperez
I'll look into that.. later! :D

Re: Mod idea: stats and levels in the Arena

Posted: Sun Jan 26, 2014 2:40 pm
by Sehiro
Thomason1005 wrote:Ok so i made a basic character and race selection work, but i still want to smooth it out. To add the rat will be easy. Im not sure about the race buffs, i noticed some muscle parameters that look mad on rabbits look like stereoids on wolfes. And whats that on/off youre talking about? Do u mean turning the character slot on/off like deleting?
First of all thank you SO much for working on this mod (again and will happen again)

Secondly the on-off button.
I would like to have for this mod an option to either use it or not, after having it installed.
I mean: you have installed it, you open the game, go in option and there is a trigger to play normally OG or to use this mod (giving you access to the character selection menu after clicking on the arena, but before playing, and all the related stuff).
This way you can either play the real and original OG or play with this mod and develop a character.

I think this trick will be an important option to include in order to show to the devs that we are interested in adding a cool feature to OG without modifying their work. This would actually greatly increase the chances of this to be implemented, even if it's (sigh) unlikely.
So pls can u add diz? :3

P.s. Again, thank you all for this hard work :D
I and surely other players will greatly appreciate your efforts :D


EDIT: that sketch is friggin f***ing cool :D


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EDIT 2: About the problem in the muscles and fat numbers that are different from race to race... S**t. I didn't thought about that. But I guess that if you make the race buff work, it will very simple to fix the muscle problem by adding or subtracting some values from fat or muscle in the exaclty same way, just like a buff or debuff in an attribute. By doing that and having the best-looking max value, we can simply set an interval for the initial customization. Just trust me. If you get the race buff work, we are set.
There are 2 problems to this solution tough: first, we don't know how to implement race buff; second, we have no clue about max values of fat and muscles for every frigging race&sex.

NEBD, WE CALL FOR YOUR HELP! D:
If you could find the best looking values of fat, muscle and size for every race (female and male*) AND the max values of the attributes (damage, knockback, passive block, health, attack speed, movement speed), I can make the math and get the intervals we need for the fat/muscle starting customization and calculate the levels and attributes-points per level.
Just feed me data :Q

(When you give me the numbers, give me also the standard numbers for everything)

*For the rabbit best values there is already a thread in the forum, so less work for you :3 (but still give me their standard values)


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AGAIN, THANK YOU ALL SO MUCH FOR EVERYTHING

Re: Mod idea: stats and levels in the Arena

Posted: Mon Jan 27, 2014 3:28 am
by Thomason1005
ok so ive got the basic character selction, deleting and creating working & made a bit on the optics. Also, when opening the level, you now spawn outside the arena.

known bugs:
- going in the give up hotspot crashes the game
- the players spawn orientation isnt correct

i think the on/off thing isnt a good idea. id rather make it a seperate level and keep the old arena.

and idk how to add a color picker / slider to an html. there are function for this, but idk how to call them.

heres a screen of the ui atm & a dl

Re: Mod idea: stats and levels in the Arena

Posted: Mon Jan 27, 2014 4:07 am
by Endoperez
I can look into the color picker and slider stuff.. well, later. :lol:

Thomason, good work there. I like the basic layout, much more interesting when you can see the character in the middle.

Re: Mod idea: stats and levels in the Arena

Posted: Mon Jan 27, 2014 6:27 am
by Thomason1005
ok so i found out these things are created like this:

Code: Select all

	var items = [{
      name:'Colors',
      content:'#FFFFFF',
        type:'colorpicker',
        useRGB:true,
        fullswatch:true,
        liveupdate:function(c) {
          Client.parameters({'caption':name,'value':c});
        },
    },
    {
      name:'Size',
      content:{min:30,value:3000,max:6000},
      type:'slider',
    }];
	
    inspector.init({
      items:items,
      //holder:$('#create_new'),
      holder:$('#holder'),
    });
but somehow nothing happens when clicking an sometimes the console throws out The Script has eneded for some unforseen reason (-4).
The onclick function of the colorpicker is in Data/UI/global/inspector.js, but i dont really understand it.

Re: Mod idea: stats and levels in the Arena

Posted: Mon Jan 27, 2014 11:32 am
by Sehiro
Thomason1005 wrote:i think the on/off thing isnt a good idea. id rather make it a seperate level and keep the old arena.
Yeah, that could work too, but this way this will actually be more oriented to be a mod rather than aiming to be implemented. Not necessarily a bad thing, but yet a bit less satisfactory. (imo)
And if you want to continue working on this and amplify this system in order to include challenges and offline coop too, it would be easier to have one general on/off button instead of creating a copy of arena, challenges and offline coop to which you access from the starting menu.




About the screen I have a couple of questions:

1) if this mod does not support stealth yet, and is unlikely to do so in the future, because I assume you won't continue working on this after polishing the arena system (you have already done a LOT, and this alone could be already a great springboard), why is there the attribute stealth in the left menu?

2) Why is there the size as an attribute in which you can spend points?

3) I really like the screen too. Great work.

Re: Mod idea: stats and levels in the Arena

Posted: Mon Jan 27, 2014 7:12 pm
by Endoperez
Sehiro wrote:2) Why is there the size as an attribute in which you can spend points?
I've worked with programmers before, so I can wager a guess: he wanted to test out different sizes, so he added a slider for it.

Re: Mod idea: stats and levels in the Arena

Posted: Mon Jan 27, 2014 7:26 pm
by Constance
Endoperez wrote:
Sehiro wrote:2) Why is there the size as an attribute in which you can spend points?
I've worked with programmers before, so I can wager a guess: he wanted to test out different sizes, so he added a slider for it.
Damn, you're pretty experienced.