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#3741 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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Quote:
Timers in D might be useful. I was also thinking about radiation hazards. A bit like floor damage but you get it just for being in a zone, so like how floor damage worked when it was buggy |
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#3742 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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#3743 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,926
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Or, more realistically, they could wear off with shots fired. And when you find the same weapon again, the status gets reset. The blaster could be of the no-wear type which could lead to some sort of auto-pistol-start if somebody's aim is too bad and the better weapons have worn off...
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#3744 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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My quake mod had weapon durability, that would eventually lead to 75% chance of jams. It made a good excuse to keep finding the pickups but I dunno if it suits an action game over an RPG style one.
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#3745 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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I have some ideas for specific achievements that I'll post in the other thread.
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#3746 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,926
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Well, well, well, I'm the guy who would sneak through AB3D getting heart attacks each time one of those red hellhounds chased towards me. All this running takes away all the atmosphere, if you ask me. To me it's more a question of playing style than of whether it's an action game or an RPG.
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#3747 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,291
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An achievement for lowest damage suffered?
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#3748 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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#3749 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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Quote:
Weapon durability isn't going to be trivial to add because all the values around it (damage, reload time, etc) are small, so implementing a gradual decay is going to be tricky to do well. It's also a tricky balance to strike between the rate of damages and the rate at which replacement weapons can be found. At the moment, in my mod, you can find the shotgun in level A immediately and the assault rifle with little exploration. In level B, assuming you missed the shotgun, it's right there in the open to find and the assault rifle is easy to locate. There's a plasma gun for the explorers. By level C, you can just trip over the shotgun and assault rifle and there's a plasma gun that takes almost no effort to locate. The plan was to make all the weapons findable "a level earlier" for the explorers but increasingly easier to find in later levels. Last edited by Karlos; 29 December 2023 at 12:24. |
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#3750 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,291
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#3751 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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#3752 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,926
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#3753 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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#3754 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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Since this thread is mostly dedicated to the actual engine changes, can any suggestions people have for specific achievement ideas go in here https://eab.abime.net/showthread.php?t=111637 ?
The water's already a bit muddy but to make it clear, other than showing the previous best level time, there are no "achievements" for the original game. They can be created however. |
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#3755 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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Achievements based on total amount of X collected (health, fuel, ammo) are now supported.
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#3756 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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To track ammo used or not to track ammo used, that is the question. On the one hand, knowing how many rounds you've fired is neat, but on the other hand, it's never going to be more than your carry limit difference from all the ammo or that kind you found, which we do track.
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#3757 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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The PR for this feature is finally off draft.
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#3758 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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@abu_the_monkey
What happened to your patch that had always run and quake mouse? I'm thinking that we should reintroduce those options. It was an entirely new sub menu as I recall. Aside from deleting old unreachable code, I've avoided working on it. It maybe the time has come to do so. I want to add something to the menu display, for example, listing things like stats and achievements. |
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#3759 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,484
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I have a bug somewhere with jetpack fuel because my frequent flier achievement doesn't appear to double flight time like it's supposed to.
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#3760 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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Quote:
just search for 'mnu_MYCUSTOMOPTSMENU', 'quakeMouse' & 'alwaysRun' |
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