Any coli bruhs do 3D level design?

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Question:
Any coli bruhs actively engage in 3D level design on a (semi)regular basis?

Context:
Friend moved back for work and suggested we do some co-op play like we used to do before he moved. My projector bulb being out on both my setups $$$$$:mjcry: I was like :francis: ....then it hit me since I'm waiting on my new web camera to come in before I continue making youtube shows I could popout a coop game to play online on PC:ehh:



:whoa:I'm always doing game design/dev stuff so I have code already sitting around :whoa:


I have the gamplay mechanics how I want though I'd like to add new weapon mechanics :patrice: ....it's basically a 3rd person shooter but I kinda want it to have a feel/depth sorta like a fighter; as opposed to people pointing and shooting till someone drops or runs out of ammo. :comeon:



The single player mission structure and player-gameplay mechanic works fine. I've already played it beginning to end using premade levels. I just want to add some custom levels.:francis: I'm a software guy so I can't draw or animate to save my life :hubie:




shyt, I need to test co-op over lan out also:patrice: ....anyway :ehh: any level designers here :ld:
 

Uitomy

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im nota level designer but If i cant put my two cents in here, you might want arena level settings
surely have a lot of space and not much cover cause you want people to be able to shoot but most likely come face to face,
although id scatter some hiding spots, like 4 to five across the outskirts of the map as ambush points
you might wanna have respawn locations a lil closer to the middle of the map than average to force immediate conflict

im trying to be a director so im just putting my two cents in for ideas but a shooter/fighter is a welcome in both genres that are somewhat stale at times
 

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im nota level designer but If i cant put my two cents in here, you might want arena level settings
surely have a lot of space and not much cover cause you want people to be able to shoot but most likely come face to face,
although id scatter some hiding spots, like 4 to five across the outskirts of the map as ambush points
you might wanna have respawn locations a lil closer to the middle of the map than average to force immediate conflict

im trying to be a director so im just putting my two cents in for ideas but a shooter/fighter is a welcome in both genres that are somewhat stale at times

Funny thing is I was going to change those dynamics around later. Originally I had it setup were everyone only had one life(and I intend to change it back) but that causes more work for me in terms of A.I. because they always assume that when someone dies they will respawn. :martin: So when they are doing some task and they are the only ones left they never move from what they are currently doing If I(the player) dies.:snoop:


Respawning: idea1
I'm playing around with the idea of setting the spawning mechanism to work where everyone has one life. But one person on the team has a field respwaner that they use to bring dead teammates back. So the point in "deathmatch"(so to speak) would be to guard the person with the respawner while trying to take out the other team(or what ever objective is in front of you).

latest

Think of it like the white mage in an rpg who raises the dead while other people are on attack.:jbhmm:



Respawning: idea2
This is a lazy version of idea 1. I'm thinking of having one person designated as the "flag carrier"(for lack of a better term) and whenever they run past a respawn point the carried object activates the spawn point already in the level to make a fallen teammate reappear. If the other team steals the object they have two carriers respawning people while the first team has to steal back the object(s) before they are all killed off(one life to live).
 

Uitomy

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im feeling the first idea in terms of pure combat because then youd basically have a forced offensive on the spawnner otherwise hed keep bringing teammates back consistently, so it really helps out with a fighting portion because youd have at least a few player unaware of their surroundings with the spanner in their recital

idea 2 is pretty nice too depending on where the spawn points are, if you made them hard to get to (like a place one has to quickly enter, maybe like a quick drop, or jumping on specific objects) it could stall players and make them fight longer thus making players play in that area quicker)

The key is pacing I think, you just gotta go with whatever makes a person die pretty quick but get into action as quick, something call of duty has hooked players on.
 

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im feeling the first idea in terms of pure combat because then youd basically have a forced offensive on the spawnner otherwise hed keep bringing teammates back consistently, so it really helps out with a fighting portion because youd have at least a few player unaware of their surroundings with the spanner in their recital

idea 2 is pretty nice too depending on where the spawn points are, if you made them hard to get to (like a place one has to quickly enter, maybe like a quick drop, or jumping on specific objects) it could stall players and make them fight longer thus making players play in that area quicker)

The key is pacing I think, you just gotta go with whatever makes a person die pretty quick but get into action as quick, something call of duty has hooked players on.

Call of duty :whoa: pass on that one. :francis:
One of the plus sides to working on something yourself is you get to explore your own impulses as opposed to worrying about customers & whatever is trending gameplay wise:whew:



Actually i want the gameplay to be more dynamic than 1st person to land a kill. I want back and forth and the player to have a chance to recover from attacks as opposed to 2 hits you dead.:damn: That's why I put things in like ...knock downs, stuns, aim disruption, dodges, etc. I'm thinking of putting some invincible frames in also.:jbhmm: Some attacks are hard to avoid especially when you are knocked down and are getting hit while rising.






Basically I like games that require a lot of thought and strategy. There is a reason my top fighting games are....
1st Virtua fighter (series)
2nd Tobal(series)
3rd Streetfighter 3 3rd Strike
4th(tie) Soul Caliber 2
4th(tie) Smash bros(brawl + melee)
I'm a game play mechanic fiend :wtf: ....if I can "turn my brain off" while playing:scusthov: I want to scrap for every point of damage. I want a large toolkit to avoid & deal dmg.
I hate games where you die in two seconds(Socom + Counter strike is the exception ...they did a great balancing job) respawn and do the cycle all over again. Nor do I like combo heavy "close my eyes and push x until it dies" hack & slash type games(Souls series being the obvious shining exception & counter design style). I don't even like guilty gear, mvc, killer instinct, etc. 5-20 hit combo type games.

I'll give you the first hit:ehh: but you need to work for every hit after that.:whoa: ....as much as I like Tekken gameplay mechanics the floating attacks just :mindblown: me. Once you get floated there should be a whole air tech defense mechanic that kicks in. That's why I place soul caliber 2 above it you can air dodge left, right, or away to avoid further hits(gotta earn every hit). The strategising & execution doesn't stop just because someone landed a hit, your simply in a different state:ahh: ...I love tekkens ground game though:ufdup:
 

Uitomy

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I see what you mean I can actually envision the kind of game you're talking about


It seems like you'll mix a shooter with something dynamic ala attack on titan ish like. It's like with your concept every single hit counts but just because you got a hit or knockdown on some one you're not in the clear

I can imagine the air defense as like a nikka gets lifted but if he defends right he could do something like shooting back at the opponent (albeit it'd have to be something quick so it's not that easy to do) so it's truely be like fighting without you sometimes eat attacks for counters

TBH your ideas is the direction I thought halo was going in,

Are you thinking of incorporating any perks or boosts?
 

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I see what you mean I can actually envision the kind of game you're talking about


It seems like you'll mix a shooter with something dynamic ala attack on titan ish like. It's like with your concept every single hit counts but just because you got a hit or knockdown on some one you're not in the clear

I can imagine the air defense as like a nikka gets lifted but if he defends right he could do something like shooting back at the opponent (albeit it'd have to be something quick so it's not that easy to do) so it's truely be like fighting without you sometimes eat attacks for counters

TBH your ideas is the direction I thought halo was going in,

Are you thinking of incorporating any perks or boosts?

Man the first time I saw halo I was like...
:patrice:

51VNFHXWW7L.jpg
minus-sign-image-clipart-best-CgauLD-clipart.png
300px-EpicJetpack.png

:ld:


:pachaha:
 

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In terms of perks boosts nah :francis: I'd rather everyone have the full tool kit from jump and just balance out what everyone has.

Perks / boost feel like playing with ryu then only after a couple matches do you get a fireball :scusthov: ...just give me the whole kit from jump street.:damn:


I'd like to have 5 factions, each with variations on their teams specialty given to each character on that team:jbhmm:

1. Teleportation and organic armor - that morphs/regenerates to provide enhanced senses/abilities that animals might have but not humans(sight, speed, fall distance, etc.)
2. Heavy military gear - magnetic regenerative Sheilds, heavy armor/weapons, jump/dash boots, decreased recoil, etc.
3. Robots - enhanced targeting(auto target), data sync(display all visible enemies location across teammates), analysis(display enemy health & weapon ammo), mech mode(inhabit frame 5X normal size)
4. Aliens - enhanced physical (speed, jump height, etc.), Pack hunt(close mates gain a small boost to health & armor each kill), hunter mode(grow 2x normal size, gains more health & different attacks)
5. Enhance humans - auto regen(constantly gains health, auto revive from death unless dismembered), Ability suits(near death 10sec invincibility, controlled decent, ground glide, etc, etc), assault suit(small single man assault vehicle)


So i'm thinking take something like that give all the abilities at jump and just balence it out. That said all the stuff I listed above is down the line additions. :whoa: Right now I'm focused on including/balancing the natural abilities & weapons that everyone has access to.

For example everyone in smash bros can...

ground/air dodge,
qH7WE.gif

but not everyone can air glide.
metaknight_071115f-l.jpg
tumblr_npwdw0peXy1tmu7mbo1_1280.gif




Everyone can ledge grab
latest


but not everyone has a tether
300px-Edge_Hog.png


or the ability to do more than 2 jumps.

Jigglypuff-super-smash-bros-brawl-960671_400_315.jpg




I'm focused on that which is "natural" to all characters for now :jbhmm:
 
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