Okay, so I'm digging into Quake C with this idea:
What would Coop quake be like... if the monsters were all placed, directed, and managed by a living human being in real time.
Mods that let players 'summon' monsters don't seem difficult on their most basic level... but what I have in mind is a bit more complicated.
Basic functionality:
-Choices between a DM player and a normal quake marine (class system, not too hard, but I'd like to have it so not everyone could play a DM on the same server)
-"Encounter point" system, basically the fuel for the DM's fire. I'd like to see it calculated and given to the DM at the start of each level like so:
0 + X + Y + Z + P
X being the collective total of all the monsters that would have spawned normally in the game, but did not since there was a DM player active
Y being the number of players, likely adding a 0.5x or 1x multiplier for each additional player active
Z being the difficulty setting, at a multiplier similar to the number of players.
P being the number of players the DM has killed so far - floats between levels :3
For game balance, the DM has only so much, so he's not spamming shamblers and shit
-Each monster worth a certain number of encounter points
Grunts and dogs - 2 pts each
Knights, Tarbabies - 3 pts each
Scrags, Enforcers - 4 pts each
Hellknights, Fiends - 6 pts each
Shamblers, Vore - 8 pts each
-the DM is not visible in the game world, - like an observer, and has no 'attacks' to use on players. The monsters by default do not follow him around
DM Abilities:
Possess monster: should be self explanatory. I'd like to see the DM able to possess the monsters he's summoned. The exact physics of posessing the monster seem difficult to manage, though...
Stay monster: The monster sits tight, but will attack any foe he sees normally
Calm monster: The monster stops fighting, and wont fight again until told, on a toggle
Direct monster: I've seen, on some mods, a bubble that could be illuminated and was, in essence, a laser sight - it would follow your view-angle. I'm wondering how I could create a "Follow the bubble" command for monsters in the DM's range of sight - or so they would automatically do so if within a given radius - so they would chase the bubble wherever you directed it, holding position at its last known location.
Drag\drop monster: Lets the DM reposition monsters. While being 'dragged' they are inert, and when they drop, they um, become active again :3 This could use a tractor beam code, couldn't it?
Command bubble: Taking direct monster a step further, would it not be sweet to be able to direct monsters by hovering that bubble over them and issuing the commands, and any monster within a certain radius of the bubble would obey? Would make monster-commanding on the fly SO much easier.
Sit still: Makes the monster stationary, but they'll still attack foes and look in their direction (or in the direction of a command bubble, for example). Would also make placements of ranged-combat monsters um... well, more effective.
Chill: Makes a monster attacking allies knock it off.
Run: Makes a monster flee from players.
Report: hovering over monsters with the bubble gives a report of the monster (or player) remaining health
Any help would be vastly appreciated - this may take a while, but I think it could add a lot of spice to co-op games!
What would Coop quake be like... if the monsters were all placed, directed, and managed by a living human being in real time.
Mods that let players 'summon' monsters don't seem difficult on their most basic level... but what I have in mind is a bit more complicated.
Basic functionality:
-Choices between a DM player and a normal quake marine (class system, not too hard, but I'd like to have it so not everyone could play a DM on the same server)
-"Encounter point" system, basically the fuel for the DM's fire. I'd like to see it calculated and given to the DM at the start of each level like so:
0 + X + Y + Z + P
X being the collective total of all the monsters that would have spawned normally in the game, but did not since there was a DM player active
Y being the number of players, likely adding a 0.5x or 1x multiplier for each additional player active
Z being the difficulty setting, at a multiplier similar to the number of players.
P being the number of players the DM has killed so far - floats between levels :3
For game balance, the DM has only so much, so he's not spamming shamblers and shit
-Each monster worth a certain number of encounter points
Grunts and dogs - 2 pts each
Knights, Tarbabies - 3 pts each
Scrags, Enforcers - 4 pts each
Hellknights, Fiends - 6 pts each
Shamblers, Vore - 8 pts each
-the DM is not visible in the game world, - like an observer, and has no 'attacks' to use on players. The monsters by default do not follow him around
DM Abilities:
Possess monster: should be self explanatory. I'd like to see the DM able to possess the monsters he's summoned. The exact physics of posessing the monster seem difficult to manage, though...
Stay monster: The monster sits tight, but will attack any foe he sees normally
Calm monster: The monster stops fighting, and wont fight again until told, on a toggle
Direct monster: I've seen, on some mods, a bubble that could be illuminated and was, in essence, a laser sight - it would follow your view-angle. I'm wondering how I could create a "Follow the bubble" command for monsters in the DM's range of sight - or so they would automatically do so if within a given radius - so they would chase the bubble wherever you directed it, holding position at its last known location.
Drag\drop monster: Lets the DM reposition monsters. While being 'dragged' they are inert, and when they drop, they um, become active again :3 This could use a tractor beam code, couldn't it?
Command bubble: Taking direct monster a step further, would it not be sweet to be able to direct monsters by hovering that bubble over them and issuing the commands, and any monster within a certain radius of the bubble would obey? Would make monster-commanding on the fly SO much easier.
Sit still: Makes the monster stationary, but they'll still attack foes and look in their direction (or in the direction of a command bubble, for example). Would also make placements of ranged-combat monsters um... well, more effective.
Chill: Makes a monster attacking allies knock it off.
Run: Makes a monster flee from players.
Report: hovering over monsters with the bubble gives a report of the monster (or player) remaining health
Any help would be vastly appreciated - this may take a while, but I think it could add a lot of spice to co-op games!
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