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1076052 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:29:28 AM
TIGSource ForumsFeedbackDevLogsMurder Simulator
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goshki
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« Reply #20 on: May 12, 2011, 10:16:48 PM »

Yes, the entirety of the game is single computer multiplayer. There is no single player game at all. Everyone shares a single non-scrolling view. The screen looks like this during a match:


This is lovely! I especially like the idea that the levels can wrap (didn't notice that earlier). Smiley

Btw. I wonder how it would affect gameplay if a bottom exit wrapped to some top exit not exactly over it. You know, more like a portal and not just simple Y-axis wrap.
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DementedChicken
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« Reply #21 on: May 12, 2011, 11:33:21 PM »

This image shows a grenade trail in test mode. The yellow and white lines indicate the angle of the surface at each bounce. There are still a couple of bugs to fix, but it's working pretty well.

How are you calculating the surface normals for the bouncing? Could you roughly explain your collision detection system? (just curiosity)

Also, this looks like if I got my hand on it, I would be playing it far too much!  Grin Speaking of getting my hands on it, do you think you'll be releasing an alpha or something soon?

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Loren Schmidt
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« Reply #22 on: May 13, 2011, 09:34:06 AM »

DementedChicken-
I was totally confused about this, but I talked with a friend and it turns out it's simpler than I thought; simpler than my old hacky bounce code, actually.

What I'm doing is taking a square of pixels and checking each one. I start with the direction vector set to (0, 0). If a pixel is solid, I count it and add in the offset from the center of the square to that pixel. (At the end, if I have more than 0 pixels, then I normalize the offset, otherwise I return (0, 0)).

One odd thing about this approach is that with larger sample areas, bits of the level containing fine details (sharp corners especially) behave incorrectly.
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Zaphos
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« Reply #23 on: May 13, 2011, 08:25:03 PM »

Re the one odd thing, it might be the fault of the way you're implicitly weighting the vectors -- the current version is weighting pixels more if they're farther away, since the vectors you're averaging are not normalized.  You could flip that by dividing by the vectors by their lengths squared* before adding them in, so you weight by inverse distance instead and the nearby details dominate.

* compute squared vector length by dotting the vector with itself.
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DementedChicken
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« Reply #24 on: May 14, 2011, 02:45:21 AM »

Oh I see! I never would have thought of that.

I would have probably made some sort of editor so you could draw line segments that make up the shapes of all of the floors/walls/etc. that you could then use to calculate the surface normals from.

Your way doesn't sound like it would be much less accurate, and it would also remove the need for another editor and extra map making labour. Jimmy's suggestion of normalising the vectors does sound like a good idea if you aren't doing that already.

Thanks for soothing my curiosity!  Gentleman
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Loren Schmidt
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« Reply #25 on: May 15, 2011, 01:21:34 AM »

I'm making a small dueling grounds which uses looping rather heavily. I thought I'd post an early image of it here, then post it again once it's further along. At this point the I'm pretty happy with the flow and lines of sight, but it's not done visually. I'll probably mess with the colors and I might add a bit of texture to it before I call it done:





I sort of like this map without any weathering, I might try to get it looking nice without any.

We're having a lot of fun with the looping edges. It's particularly fun to make small maps which rely on this, because the loop time is so much lower. One of the more alarming consequences of the looping is that in certain situations, projectiles can loop around and around for ages. It's rather horrifying when this happens with some of the larger weapons.

As an aside, the projectiles all have a time limit, because I wanted to be able to guide this behavior a bit.

Goshki-
Arbitrary connections between the edges would be so much fun.
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DementedChicken
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« Reply #26 on: May 15, 2011, 01:55:13 PM »

Dammit I wanna play that right now! Grin
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Nugsy
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« Reply #27 on: May 15, 2011, 02:03:08 PM »

I notice you said a few of your friends are making levels for the first release. Could anyone join in, or would you like to keep it to people you know?

I think a few people here would help you out, if you wanted them to of course. Smiley Hand Thumbs Up Right
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Loren Schmidt
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« Reply #28 on: May 15, 2011, 04:15:50 PM »

Nugsy-
I love the idea of people making their own levels. Currently the levels are all built into the application when it compiles (they aren't external files). This makes testing new levels a hassle- it's fine for me, because I can just recompile, but for anyone else it's a drag that testing requires a Flash compiler, a copy of the source code, etc..

My friend and I would like to switch over to having the game just read in levels from a folder. There is probably an easy way of doing this, but I'm not sure how it works in AS3. If we implement that, then literally anyone who can run the game and edit an image will be able to make and levels. For the time being, though, we're just going to make an initial set of 12 or so decent levels and ship them with the game.
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goshki
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« Reply #29 on: May 16, 2011, 03:39:39 AM »

My friend and I would like to switch over to having the game just read in levels from a folder. There is probably an easy way of doing this, but I'm not sure how it works in AS3.

Reading a list of existing files from a folder in AS3 can be quite a hassle (depending on whether you build network-enabled or disabled swf and whether you run it via online or locally from HDD). The same applies to reading the contents of a chosen file.
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skew
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« Reply #30 on: May 16, 2011, 05:23:47 AM »

you can always have an xml file with all the levels directories and filenames, read that, then parse out the dirs then simply use flash.display.Loader to load the images
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Aquanoctis
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« Reply #31 on: May 16, 2011, 07:35:18 AM »

How did I manage to not see this? Looks like it's gonna be a lot of fun Hand Joystick Hand Any Key
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Loren Schmidt
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« Reply #32 on: May 17, 2011, 11:37:37 PM »

This initial version is getting pretty close to complete! The main thing missing at this point is sound. My friend might not have a chance to make sound for a while, so I'll just keep fine tuning the effects and making new maps until we're ready for the first release.

This is one of the new levels. I just finished detailing this one today. I will probably make a few changes, but it's pretty much done at this point. This is one of the larger maps, optimal for 3 or 4 players. The rooms in this map are fairly interconnected, and there are very few one way passages. There is an orb spawn at the top, which is only accessible via the small lift on the left. Also worth noting is the spread spawn point, which is ideally situated for two drop-in ambushes. Check out the full resolution version:


click to enlarge
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Derek
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« Reply #33 on: May 18, 2011, 12:09:32 AM »

This looks great, Sparky! Hand Thumbs Up Left
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Loren Schmidt
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« Reply #34 on: May 20, 2011, 02:16:32 AM »

I just got back from doing some playtesting. We did some weapon tuning, and played around with item placement a bit in some of the maps. I thought I'd take this as an opportunity to describe some of the weapons in the game, which is something I've only done in passing. In general, the weapons are fairly situational. Some of them are good when there's a direct line of sight, some of them are well suited for windy corridors, others are suited for area denial, etc.. There is even a weapon that is not good for anything at all!


Machine Gun
Damage: 17 to kill
Fire rate: 12 per second
Ammunition: unlimited

The trusty machine gun is the default weapon. Every time we respawn or run out of ammo, we get one of these for free. This weapon's high velocity and decent damage per time make it one of the more reliable line of sight weapons. It is not at all uncommon for heavily armed opponents to fall to machine gun fire.


Spread
Damage: 6 to kill
Fire rate: 12, fanned, per 1.5 seconds
Ammunition: unlimited

Another reliable basic weapon, this fires an arc of slow moving projectiles. It is best suited for close quarters, particularly around gravity lifts or when performing a drop in attack from above.


Bouncy Gun (untitled)
Damage: 3 hits to kill
Fire rate: 2 / second
Ammunition: unlimited

This weapon fires fairly large projectiles which ricochet off of walls. It works well for sustained firefights, and can often give a contestant the upper hand when the direct line of sight is broken. The bouncy gun has the dubious distinction of being the single weapon best suited for accidental suicides.

Actually that's debatable. There is a lot of accidental suicide in this game.


Sticky Mine
Damage: 2 hits to kill
Fire rate: 2 / second
Ammunition: 7

Sticky mines are best as an area denial weapon, though they also have limited use in direct attacks. They knock back targets significantly, so it is often possible to rig a trap where the first sticky mine knocks an opponent into a pit or second mine.


Beam
Damage: ~two seconds to kill
Fire rate: 60 / second
Ammunition: 666

The beam is dangerous at any range, and is also the only hitscan weapon. The downside is that it can only attack horizontally, and that it is extremely dependent on a clear line of fire.


Grenade Launcher (untitled)
Damage: undecided
Fire rate: undecided
Ammunition: undecided

Fires spinning explosive canisters which arc gently through the air and bounce off of walls. The projectiles are affected by gravity lifts, and this coupled with the extremely long fuse length makes it possible for either a very good or a very lucky shot to kill an opponent all the way on the other side of a map. We're actually playing around with two alternatives for this weapon's tuning right now. One has a higher rate of fire and is effective for flooding areas. The other (which we favor) has a much lower rate of fire and is a single hit kill.


Orb Cannon
Damage: 1 hit to kill
Fire rate: One every 1.5 seconds
Ammunition: 5

The orb cannon fires large white hot orbs which explode on impact. It is the easiest to use area effect weapon. The immense blast radius makes it unsafe to use at close quarters, but that doesn't seem to have a negative impact on the popularity of deliberately suicidal attacks. The projectiles are slow enough that it is fairly easy to dodge them in vertical combat, but it is extremely effective against targets on the ground. The orb cannon is a high value weapon with limited ammunition.


Plasma Gun
Fire rate: 30 / second
Damage: 5 to kill
Ammunition: 180

The plasma gun is a power weapon. It is hideously effective at close quarters and powerful anywhere there is a fairly continuous line of sight. Its rarity and the frequently high cost of obtaining one make them coveted items.
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moshboy
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« Reply #35 on: May 21, 2011, 04:16:35 AM »

Absolutely loving the look of this.
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Loren Schmidt
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« Reply #36 on: May 22, 2011, 05:48:40 PM »

There is one more weapon:


Pink Gun
Damage: 0
The pink gun makes people pink.
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cullinaire
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« Reply #37 on: May 22, 2011, 06:14:53 PM »

That is very good.
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mokesmoe
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« Reply #38 on: May 22, 2011, 10:47:03 PM »

It better have limited ammo or no one's ever going to die.
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Loren Schmidt
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« Reply #39 on: May 23, 2011, 09:43:06 PM »

There are fates worse than death.
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