no, as the tanks are robotic and thus work on an electronic sensor which switches the guns on straight away, while the soldiers are human (and very likely rookies, as the concept in my mind is that the whole thing is a training mission) and thus prone to a reaction time. I suppose you could attribute the lag in a robot's reaction time to doing heaps of ballistics calculations and whatnot, but when it comes down to it I just see them firing a volley of ballistic grenades in a line whenever the player crosses that line. That's if we end up using these designs.crescor wrote:Wouldn't it be more natural if the soldiers had fast reflexes (but, for example, very low accuracy at far distance, like spreading bullets and stuff) and the tanks lower reflexes but very high accuracy (and perhaps an impact area of the ballistic grenades)?
I'm leaning towards one screen levels but I'm open to reasons why we should have bigger ones. I think one screen keeps things simple, personally.Spawn of Yanni wrote:So where are we at with level concepts? From what I can see so far you're leaning towards a very N-like system (not a complaint, just an easy way to describe it). Do we want to try larger levels + scrolling?
Love this idea.Spawn of Yanni wrote:do a sweet transitioning thing
Indeed, I've got a positive feeling for robots at the moment. As stated, levels should be tile based to prevent me from doing too much work with getting actor-scene collisions happening, but I'm not sure weather it's worth my while to get other tiles into it than solid/not solid. If we don't, I can write up a level data parser once we decide on a tile grid size, and a quick editor.Spawn of Yanni wrote:That's discussing things way down the line, mind. Primarily we need to decide what the level design is going to be like and work from there. Also, sounds like we've already got a robot theme in mind - is that the case? 'cause if so we can start mass-drafting protagonist designs and such.
I think it could be worth our time making various "themes" of enemies and environments, like "jungle", "industrial", "plateau", and making the campaign fit around that. If we went with the training mission idea, that'd just be the army training the troops in different areas. If we went with my friend's idea of the character being a rogue AI, it could be your escape from the military and surviving through the jungle on your way to whatever your destination is (a robot haven, maybe a junkyard or something. maybe you're just following a homing beacon, who knows). It'd be nice to get a premise down and work towards that, but we should keep it so it can get abstracted to something very simple (to quote the last thread, "think simpler than N"), to give us some chance of finishing it. I might draw up some tiles and robot ideas today, we'll see how it goes. I kind of like the dustbin-bots though.