Suggestions & ideas

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roppa
Posts: 47
Joined: 11 Nov 2012, 21:55

Suggestions & ideas

Post by roppa »

Some ideas if there are use for them in storm or upcoming environments.
List got pretty big, i hope if theres some idea that might fit its noted and not forgotten when reading forward

- Crouching block:
Block where player can crouch behind covering wall. When player enters into crouching block and presses jump, player goes low. And when being in crouching position and pressing jump again, player gets up and can shoot.

- Opening doors:
2 bigger doorways that slides sideways open and closes when activator button is shot. These doors could be used tactically to block out player for a moment or to have time to take cover. Some delay system could be used how often player can open or close from same button, maybe for 3-4 seconds button gets disabled, so players cant keep it closed. Activator light or something similar could be in the button to show when you can re close or open it.
Sliding doors could move relatevily slow but if player is left in between door it gets crushed, could have some fun timing closing right. Adds also another way to eliminate than shooting.

- Nucleus & castle blocks:
Right now nucleus can only be used around grass, would be nice to have block that has nucleus and can be placed on top of castle center blocks or another surface than mountain/grass.

- Elevator block:
Elevator that goes up and down. When player gets on it, it cant shoot and when pressing fire it will activate elevator to go up or down. There could be button outside of it which can be activated by shooting to order it come up or down.
With jump pads you cant always place them to good spots and have right height and curve angle. Many times jump pad might fly too high and players could get where they shouldnt get. And if jumpd cant be used there are no other options to get players up. With elevator or something similar players could be lifted more precisely to different heights.

- Rope block:
Another good way to get players up or down could be rope block. Rope is hanging down and player can climb it up and down and jump to different levels from it. Could work very well, rope could have very slight swing to it, like grappling hook to make it more living and you can jump littlebit further with swing.

- Tighter blocks grid spacing in editor:
Current block size space splitted into 4 parts and block can be putted either one of the 4 corners of that space. This could give more freedom to have blocks in right spots.
Image of what i mean: http://www.digitalcamera.com.au/tutoria ... screen.jpg
2 thicker lines are normal block lines and then splitted, could be possible to place for example into center in that pic

- Fog/Steam/Smoke effect:
Block that leaks out slight steam and creates more deeper foggy atmospheress to places. It could spread fog 4-7 blocks away fading away slowly into horizon. Fog could come like in movies drain leaks steam to the streets and comes from ground, or it could be a machine that is in wall and leaks fog from there. Not very thick fog, more of gentle fog to create atmosphere and slight difference how far can player sees.
Image: http://livingshadow95.files.wordpress.c ... -smoke.jpg

- Long grass -block:
Long grass that sways littlebit with wind. Something like corn fields but not so high and more open.

- Gun that doesent affect players health but complicates hitted enemys gameplay for a short while:
Guns that are already included are enough, but ofcourse new guns are new guns and always good addition. But maybe if there would be new gun someday, it could have new overall idea aswell, not only to kill but to complicate other targets game for a while, or some else similar. For example some block where you can shoot web around another player, and target gets holded in the end of string, still being able to move sideways but not forward or back, and slowly gets dragged towards the player who shot it. And if the target can shoot down the webber it gets released, or webber shoots target, or eventually web brokes in 5secs and releases target.

Another idea would be radiation mask that can be shooted over player. When player gets hit, it slowly will decrease in 10sec players health, stamina, walking speed, ammo loading until dies after 10sec of getting hit. So if player is in tight situation, it still have chances to fight until the last moment. Maybe some recovery pad could be combined, if player gets in 10sec to nearest pad it will recover.

- Controllable remote gun through camera screen:
Another gun idea would be block where player can control gun that is placed further away. For example when standing on launching block and hitting fire, nucleus gun that is placed 15 blocks away fires. When player is standing on launching block and press jump button, his vision changes to the camera that is placed on top of that gunfurther, so player can control with mouse aiming of that gun block remotely and sees where its aiming at, and when pressing jump player gets vision back. The videoscreen that appears could be littlebit smaller than fullscreen, so player can see both, whats happening around him and camera. The storm caracter has those black glasses, they could easily include camera mode in those ;)

- Grappling spinner:
A rod pole and on top of it theres 3-5 rod bars in X position and on every rod bar's end there is grapplings white ball. The top part is loose and spins when its shot and moves slightly when player gets grabbed. Like a carousel but much more sluggishly like its heavier. If player want to fly further it can shoot at top loose spinning part and get it going and then get grappling and play around to try to fly further.
I think picture can explain better what i mean, not excatly what i mean but pretty close:
https://www.antiquefarmhouse.com/media/ ... angers.jpg

- Different walls:
For now only castle blocks can be used as walls and its quite hard to have good variation in looks when surrounding areas. Only options are to use mountains or castle blocks. Would be really great to have different skinned walls or some other looking walls in the mix

- Diving:
Possibility to make deeper waters and dive. Also possibility to dive from lake to lake under grass or mountains etc to different spots. There could be breath holding health for diving, for example could dive for 8-10sec max. Under water there could be some different gun that works well balanced under water, something that is slower than nucleus and has rockets hitbox. Or normal rocket gun that is just bit slower.
With stamina player could dive faster under water. There could be lots of nice block ideas for underwater too.. Some blocks could be for example breath tank to gain more time to be under water, jump pads to jump straight up from water, atmosphere designs, corals, rotten stuffs at bottom of water, castle center block that has hole to drop down to water or jump up from water to ground, water fall from high cliff where you can dive from upper drop through fall to lower lake.
Whole 'new world' for the game could be created because of different gameplay under water. If gameplay under water would be like being under water but still not slow but responsive and semi fast paced, it could add lots of fun.

- Fully captured pole changes color:
When pole is fully captured, its color changes to darker or brighter, or glows littlebit, or shows some other clear way its fully captured, so players dont have to look upward to see poles top if its captured and can see instantly is it captured if being 2m away and looking straight at it. Poles could put out some team coloured light smoke that spreads out to some distance and another player know if behind corner comes smoke its already captured. Or some other similar signs.

- Different lightning to maps with clouds:
In editor, could move or add clouds to block sunshine and create differently lighted maps. I usually use higher walls or other ways to block incoming light, but sometimes it doesent fit well, would be nice to have ways to control sunshine light in the sky and have for example lilbit darker day maps.

- Team protector machines, for battle and other team games:
I have posted about this in some other thread, but i have some additional ideas for it.
If normal MT bots are already possible in a way that they can aim to the target and shoot but cant move, there could be own static machine looking bot block for each team that are tagged in editor, and they can aim to targets but are static. Maybe 2 or 3 could be placed max for a team. Enemy team could shoot down these machine bots with 15 hits, so players have to shoot down bots and players and gives more dimension. When bot is shooted down it crashes and puts out smoke to show its not dangerous anymore.

- Different poles:
Alot of shooting action in many maps happens around poles, so actual poles are quite important places when it comes to shooting action. But there are only couple different but still same styled poles. It would add nice dimension to have different styled poles, different sized 'activation' areas, etc and players having different tactis in different poles.
If pole would have bigger activation area (for example 2 blocks wide block, with 1½ wide block activation area), it could have slower loading time because its easier to straif on it. Also there could be different styled actual poles (wider stem, rectangle stem with metallic bars coming to sides, etc editions) or the poles activation area is rectangle shaped and lifted littlebit higher from ground etc modifications to have variation.
Also other ideas could be combined to poles, just quickly thinkin there could be pole that has quite small activation area and players who loads that pole can shoot nucleus while being on that area. Only opposite enemy team who captures it could shoot nucleus and not protecting team to avoid too good protection. Etc ideas.. I think poles are such a important part of many modes that it would be great feature to have nice variation to choose from.

- Matrix window:
A window type of block and player can see and shoot through it, but when rocket passes through the window, rocket loses 50-70% of its speed and flys slowly after it has passed window. This could be cool matrix type of slowmotion effect, rockets flying slowly in the air in fights. Players could dodge easier these too. Rockets could fade away earlier so there are not so many rockets flying around same time, but keeping them long enough to have nice effect of dodgin them.

- Loop that has magnetic grabbing surface:
You could walk upside down at top center of it without falling. Would work same way like loops in TM, but magnetic surface keeps player gripped upside down and dont fall. Could be smaller than loops are in TM and made up from individual pieces to different options and different ideas with it, not only used as normal loop. Could be very cool arcade feature to have some upside down fights in the mix.

- Additional better idea for magnetic loop: Round tube that has magnetig grabbing surface:
There would be big round metallic tube where you can walk straight, diagonally and sideways 360, and dont fall when being upside down. This could be actually better than loop because player can go vertically forward upside down inside the tube and come down with strafeing or go diagonally inside tube, and go around again, while in loop player dont have such wide surface to play around.
Heres picture close to what i mean:
http://upload.wikimedia.org/wikipedia/e ... g_tube.png
In the picture its flat from the ground, what i meant was fully round tube so there isnt any cuts if player is upside down and strafes sideways 360 back to upside down position or goes diagonally. If tube would be made from pieces, players could build up own height and lenght size tubes for needs. I really hope this could be made, could work very well.
Last edited by roppa on 28 Jan 2013, 01:01, edited 1 time in total.
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steeffeen
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Re: Suggestions & ideas

Post by steeffeen »

You have some really great ideas my friend! :yes:
I appreciate your work! :D

But i don't support all of them... Some of them are too complex or just not necessary.
I would love to see Nadeo integrating at least a few of your ideas though!

My favorites:
  • Opening doors (or any other non-static block with an own behavior)
  • Fog/Steam/Smoke effect (same as before)
  • Elevator block (i would rather like it if the elevator just constantly goes up and down and you can move/shoot normally on it)
  • Different walls (it could be handled like the skinnable banners, you choose a default texture or an image and the style gets changed)
Other feedback:
  • Tighter blocks grid spacing in editor - If you want to use such grid you need also blocks that fit into there 2x2 spaces, because otherwise you would have ugly holes/spaces (IMO not needed)
  • Grappling spinner - i don't really get what the point of this block should be, it's rather useless if you ask me
  • Diving - would definitely be pretty cool to sneak into a castle or something through an underwater tunnel, but i think that's the only way to use diving with a tactical aspect and otherwise it's rather useless
  • Fully captured pole changes color - I would prefer it if the poles lights just get brighter or shinier
  • Different lightning to maps with clouds - Since when do clouds just stand still? ^^
  • Others - i like that the environment in -mania games is kept easy without many different layers, so you completely know what the blocks around you do, more complex behaviours would complicate the game play and would rather increase the rage level of players sometimes ;)

Great post nonetheless! :clap:
    Game Mode and Title Pack Creator, Developer, ShootMania-Player & more

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    gregomyeggo
    Posts: 25
    Joined: 05 Sep 2012, 10:47

    Re: Suggestions & ideas

    Post by gregomyeggo »

    I agree with what steeffeen noted as favorites. They are honestly good Ideas. In particular the opening doors by shooting an activation button, and the fog. I think it would make the game much more interesting to watch. But probably something that can be added on in the future.
    roppa
    Posts: 47
    Joined: 11 Nov 2012, 21:55

    Re: Suggestions & ideas

    Post by roppa »

    steeffeen wrote:You have some really great ideas my friend! :yes:
    I appreciate your work! :D

    But i don't support all of them... Some of them are too complex or just not necessary.
    I would love to see Nadeo integrating at least a few of your ideas though!
    Hehe, thanks ;) Some ideas might be littlebit complex, but i tried to simplify every idea as much as possible, maybe my buggy sentences might twist them more complex than they really are :D
    My favorites:
    • Opening doors (or any other non-static block with an own behavior)
    • Fog/Steam/Smoke effect (same as before)
    • Elevator block (i would rather like it if the elevator just constantly goes up and down and you can move/shoot normally on it)
    • Different walls (it could be handled like the skinnable banners, you choose a default texture or an image and the style gets changed)
    That version of elevator block could actually work better, like some machine pad that is moving up and down in metallic frame and player can hop in quickly without fiddling around :thumbsup:
    Other feedback:
    • Tighter blocks grid spacing in editor - If you want to use such grid you need also blocks that fit into there 2x2 spaces, because otherwise you would have ugly holes/spaces (IMO not needed)
    About tighter grid spacing, it might cause problems if it would be just applied over current editor and set as default. Maybe 'tight grid' option that is in menu could work better and can be switched temporarily on. When mapper have to switch it manually on, mapper knows limits of it because its in intended use, knowing what it does. But still, tighter grid basically shouldnt effect normal block to block building at all if keeping that specific block line and mappers could still build normally, also many blocks are not so depended of building side to side connected aswell.
    This isnt most important feature overall, but there are times where it could help, for example linin up those nucleus bunkers that are 2 blocks wide to line up with 1 block wide blocks, etc. Overall, it shoudlnt take anything away, only add more possibilities.
    [*]Grappling spinner - i don't really get what the point of this block should be, it's rather useless if you ask me
    [*]Diving - would definitely be pretty cool to sneak into a castle or something through an underwater tunnel, but i think that's the only way to use diving with a tactical aspect and otherwise it's rather useless
    Grappling spinner was just fun idea i had in mind, nothing serious or needful purpose for it ;)

    About diving, in oldskool games that i used to play back in the day, Duke Nukem3D etc, there was lots of diving stuff in maps, if i remember right there was more to it than just going from place to place, or sneaking into spots. I think at first it can be seen just a way to go places, but if theres own gameplay that is really nice feeling and relatively fast, it can definently add another dimension and variety, like whole new another battleground (different physics, gun speed, vision, dodgin, tactics, blocks, way of moving around, etc, everything is lilbit different so its kind of new level). Still, the physics under water would be very important to be adjusted right, if its as slow as walking or swimming in water like now, then it probably wont gonna work. But if thinked about it, in real life lots of swimmers can dive under water as fast as people can jog/run on ground, so it really shouldnt have to be slow draggin diving from spot to spot, but faster action and skill based fightin if needed under water.
    I think the overall ideas of blocks under water or details added to diving determines and has huge impact how water parts could be used by players..
    [*]Fully captured pole changes color - I would prefer it if the poles lights just get brighter or shinier
    [*]Different lightning to maps with clouds - Since when do clouds just stand still? ^^
    About clouds, I must have explained it not so clearly. What i ment was that amount of clouds or thickness could be adjusted, like in real life different layers of clouds creates different moods but the sun is always the same.
    [*]Others - i like that the environment in -mania games is kept easy without many different layers, so you completely know what the blocks around you do, more complex behaviours would complicate the game play and would rather increase the rage level of players sometimes ;)[/list]
    Yes i agree, my intention was more of to give wide variety of root ideas that can be evolved to better or different ideas by nadeo, or can be used in upcoming environments. But still I think theres many ideas that are realistic to use in original form and fits well for storm environment aswell.
    Ideas that i personally would like to give more attention are:

    - Magnetic surfaced tube where you can go upside down without falling (if anything of the ideas, this would be my favourite that would really like to see) Specially that type tube where player has lots of room go back and forth + sideways and diagonally in tube, not the one that is loop and has one straight line.
    - Different pole blocks
    - Skinnable wall that has list of ready made textures
    - Rope block to climb (Or another way to get player more controlled way up than jump pad)
    - Nucleus block that can be placed top of castle blocks

    Lilbit more 'bigger' features that could work:
    - Matrix window or frame (This could be quite personal looking effect, havent seen in other arcade shooters this)
    - Remote controllable gun block
    - Door or other moving block that has shoot activation button
    - Diving

    While writing this post, i came up some idea for controls for rope climbing block:
    There is rope hanging or a metallic pole, when player aims at it and jumps towards it, player takes hold of it, while holding stamina it keeps hold of it and with up and down arrows can go up an down, and when releasing stamina player jumps out.
    Hylis
    Nadeo
    Nadeo
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    Re: Suggestions & ideas

    Post by Hylis »

    Roppa, this is a very solid list. Most of your items were already well placed in my own list. At one point, it looks like coming from someone who rode it ^_^ Go at your own pace, do not force new ideas to come, but I invite you to post more of them if you stumble upon them. And try to give the reasons behind, even if sometimes it could be to answer something you lack in the game. The solutions are often numerous to the same problem and it is difficult to see all the constraints from your point of view. For example, the fog is bad for fillrate issues, so it can creates performance trouble on lower end machines while giving too much of an advantage if removed, or easy exploit. Elevator are in the set and would have to be dynamically lighted, increasing either performances trouble or lowering visual fidelity and consistencies of shadows. Underwater world is not well defined and would also require too much of specifics rendering, leading to potential performance or unfair situations according to the PC behind etc.

    At least you can be already happy, you may have some upcoming elements that will fit a little your wishes. It will be with different solutions, but I believe it answers them in their own way.
    roppa
    Posts: 47
    Joined: 11 Nov 2012, 21:55

    Re: Suggestions & ideas

    Post by roppa »

    Hey. great to hear that theres something similar to some ideas already coming
    I can try to remember put more reasonings in future if some ideas come by, but many times theres no real problem or lack of something, that needs solution, so its harder to justify ideas that are ment to be just additional features for the game
    About lower performance and moving blocks, i thought too that there might be performance or some reason why there isnt already any moving animated blocks and there would be so much good stuff with those that they probably would be included already if possible. Still it didnt come clear is it possible to have any movement at all in blocks or big movements are only avoided. For example elevator has too big movement while sliding doors has much smaller that could work

    But... even tho theres quite much ideas listed already, i add few more that i have and detail more couple previous ones that were listed above.

    - Changeable atmosphere (background design which surrounds maps):
    Instead of every maps surroundings would be outside in nature with same mountain and sky amotpshere around, there would be changeable "Atmosphere" list, where you can choose surroundings for map. Choosed same way as moods are chosen before making map.
    In atmosphere list there could be ~4 different surroundings and mood could be chosen from list for every atmosphere aswell. Basically any kind of different surroundings and location could be created for atmosphere, not only mountains grass and sky. If the mountains and grass theme surroundings would be needed, there could be still possibilities for different looking atmospheres for that same theme. Could be little city and houses showing far away in horizon and altered mountain looks, maybe very high mountains, or more flatter. Another example would be no mountains in horizon but, only wide open desert style feel around with plants or houses in horizon, maybe grass could be changed to dark sand colour and surroundings has same desert coloured sand too, so some different atmospheres could have different ground. Some city background could work very well too, or some other contrasting theme.
    This could give alots of more variety how maps look different, because you have 4 different places x 4 moods as options and combos between those, instead of using just 4 different moods and one place. Could work very well.

    I will add this also, even tho it is too unrealistic
    If surroundings could be thinked "out of box", there are alwasy possibility to make more surreal surroundings, for example space, moon, mars, city surrounding, many possibilities.
    Also if want to go even further than that:
    If there would be for example moon atmosphere, normal grass would be grayish with holes, looking like moon surface. It could have different physics than normal grass aswell. Also could overall have different physics, kind of flowy moon feeling when walking and jumping. So maps could be listed like "Moon map", where there are different moonish physics, and "City map", where there are normal physics, grass is asphalt and surroundings are buildings and city look. "Storm map" where there are normal storm surroundings and physics and grass, etc..
    So the game could have 4 'smaller games' as option inside bigger, with slightly different physics depending atmosphere place chosen for map.

    - Walking upside down:
    For walking upside down i had this another idea of having magnetized straight square block pieces in the mix, and with grappling hook player could swing himself near roof and magnet roof grabs players feets to the surface. Player can have some upside down action from there and when wants to drop down can press jump and feets releases. If another player shots to the feet, player could be dropped down when feet looses, But if hitted to chest, doesent drop down so its easier to have longer fights there.

    For that tube idea i had earlier, like in TM, loops are build up from pieces: curve ramp piece, straight wall piece and middle top piece, magnet tube pieces would be builded from close to same type of pieces, so it would be possible not only make always tube looking place, but a just 1 block lined square path (that is supported by supporting bars on side with combination of existing blocks). And also make upside spots that can be accessed with bumpers or grappling without any curve ramp entrance pieces needed. Also could be possible to walk sideways on the wall piece, and when all surfaces are builded from individual pieces, lots of details and ideas could be used. Would be very versatile blocks to use.
    Also to clear it more, i think best way to use those would be using slightly lower, in optimum height, i think mappers would find best height combinations after some experimentation. Just like in real world everything is not sky high but in reachable heights, just wanted to clear out that if readers visions sees it placed at 50 blocks high is not what i mean at all.

    If magnetic wall piece is placed lower, would be possible to jump straight to the wall piece, sameway like walljump: player jumps in angle and gets attached to the magnetic wall and can have sideway fight from there, then transfer through curve piece to roof path for example. Also, player could have more room to attack if all paths ahead on ground are blocked by enemy players. So even when player couldnt get through them by walking, he can jump to wall and diagonally going forward to transfer to roof side and have better way to get over mass of enemy players while still being shootable.
    There could be own small ramp pieces to transfer to wall, 1 block high very small ramp, more like a curve bend that is placed below wallpiece, so player dont have to jump and can strafe to walls in fights and widen the area without having to concentrate, in flowy way lifts player to wall. This could add whole new dimension when fights can go all around from ground to walls and maybe wall piece has ramp to roof and adds even more.
    pic:
    http://diyskate.com/img/layout/andy_00.jpg

    This shows better how ramps could be connected to make all around smooth entrances, player dont have to aim where to go:
    http://www.odysseybmx.com/dailyword/arc ... _carve.jpg

    Controls for magnet sutfaces:
    When coming to near surface, for example by jumping, presses stamina and feets get attached. When feets are attached can release stamina and can walk normally in surface, just used to lock in

    Another idea for controls could be that player could jump or use stamina upside down, and when wants to release himself shoots near to his feets and gets release, or some other suitable way. So there would be still some tactics left when being upside down. When player would jump in upside down position, it rises 1 block high like normally, so if magnet surface has 1½ block high "magnet pull effect" it sucks player back into the surface after jump. Could be cool to jump also upside down.

    If player jump from jump pad to upside down magnet, player could do half flip in air near the magnet roof automatically to get feets attached. So player could jump straight up, but magnet surface forces couple blocks away player to turn into correct upside down position and gets attached. Would be important to have easy attachment access through different ways, grappling, jumping, bumper, strafeing, or just by walking through ramp..

    Overall, magnet surface idea could fit very well, its quite arcade and original, versatile, adds another dimension and fits well for mania games theme. Ofcourse there would be room always to go further if needed to add own blocks for the magnet blocks.
    Some block ideas,:
    - Differently curved, shaped, skinned magnet blocks
    - Design blocks, stems, or pillar blocks to support them
    - Twisted corkscrew block for transition between bridge normal block to upside down,
    pic of what i mean: http://hgtv.sndimg.com/HGTV/2007/06/27/ ... _4b_lg.jpg
    - (Upside down pole with shorter stem and different look, completely different looking "pole" overall)
    - Nucleus block upside down where you can shoot down to ground.
    - Barriers so when having fight with another upside down player can dodge behind those.
    - Rope or rod bar block to climb into upside down or come down. Or other new transfering system to go up and down.
    - If jumping is allowed on magnet blocks, different height layers could be made that can be jumped on, or make curved ramps to go higher or lower levels upside down or sideways, or have 1 block spaced gap between upside down blocks and player can hop on to another and for example transfer from there through wallpiece to ground,

    - Sand block
    Sand areas that can be placed on grass, walking speed could be something like paths have, faster than grass. Reason: There isnt real problem, but walking and strafein on grass is quite chunky, then another option is to put castle block to speed it up, but sometimes it creates higher level layer which needs transition, so with sand block mapper could keep same ground level but have faster walking spots if speed is needed, for example near the poles when pole is placed on grass

    - Wall fence for crouchin block:
    If crouching block would be made, there could be own defend wall block for it, where player is hidden when being low and wall is low enough so player can shoot above it while standing. And when player is in low position, wall has small grid opening in middle, where player can see through it and lurk where enemy is.

    - Magnet lifter as lifting device:
    Basic idea for this would be to have easy and simple way to lift players, another choice onside with jump pads.
    There would be magnet lifter device, when player enters to the blocks area, magnet pulls player in moon vibe way upwards. Player could jump out at right height. It should be responsive enough so players can run straight into it without stopping and have flow of going forward and up sametime, it could take 2x2 block space to have enough room to lift in a smooth curve. And it should be fast enough but not still unrealistic and have gravity feel.
    For design example there could be 4 high metallic frames at corners of block, height could be altered, and magnet plate attached at center top of it. Image of very basic metal frames what i mean:
    http://www.colourbox.com/preview/325335 ... center.jpg

    Low profile, simpler pillar looking version that it could look like about:
    http://newimg.globalmarket.com/PicLib/6 ... 2572_l.png
    multiple magnets in same pillar:
    http://farm1.staticflickr.com/51/132554 ... 1d98_z.jpg

    Another variation for same concept could be air blower, a steel grid that is placed on ground, blows wind upwards from the ground and that air raises player up with same concept as magnet would. Could adjust the blowing speed in editor from 1-100% to get at specific height (for example with that same tool which is used to mark poles). It could be slow kind of curve how player gets pushed up so theres some gravity feel, moon flow feel.

    http://img.weiku.com/waterpicture/2011/ ... 6803_1.jpg
    ^- That type of grid that is on ground.

    For controls, there could be stamina button used to rise up faster, but otherwise no controls would be needed than jumpin up when coming towards active area. Or another option could be that when player jumps on top of grid and holds stamina, it keeps rising player up until player releases stamina.
    When releasing stamina, player gets slowly dropped down, but could still press stamina again in midway and rise up again. This could still only work when player is not coming with high speed which has forward motion. But when slowly going on top of air grid without speed, so its possible to rise directly up without going forward when staying above grid which blows air to keep player up. If player doesent press stamina it gets slowly dropped down in 2-3 secs, maybe keeping slightly above grid because of air blow effect.
    Could be used in situations for example where there is a higher edge and enemy player is on top waiting to shoot upcoming player. Player who is rising up can rise with stamina up, and if he sees enemy, can release stamina and drop down littlebit to midway to under edge to get safe from incoming rockets. Then press stamina again to rise and shoot against. Player has more chances this way. This could be done aswell with rope idea that i had written in first post, where player can climb up and down the rope to hide under edge if theres enemy waiting up there.

    These blocks could be also used kind of like bumper when running through in straight ground, but not as aggressive pop like jump pad has, more like moon vibe, lifts enough to have flow and stamina to fly after, little raisers. Also there could be many other uses for these blocks than just lifting players to levels if used as idea combos.

    - Another ways to eliminate and take out players:
    This isnt important idea, but maybe gives something to be thinked of that can progress to better.
    For now, only way to kill players are by shooting them or pushing them to killzones which is great and enough, but for additional flavour for the gameplay, there could be different ways than shooting to take players out, not using weapon directly to shoot player. Attacker could in tactical way to take out player by using equipment that is placed into map, and use feature that some block has that can be controlled by player. Still adding new offzones and similar would not be good where other player dont have control over and isnt "tactical".
    For one way excecuting it could be like, block has button that activates by shooting and block responses to that and performs action that can eliminate other player. But should be enough tactical so it needs skill to control those devices, still being simple using. One skill could be activating device right time using activator button that can be shot. Like some hammer:
    http://i-buy-scrap.com/wp-content/uploa ... hoenix.jpg
    Crusher:
    http://commonground.edrnet.com/files/a0 ... CF2192.JPG

    I dont know how much animation and moving blocks can be handled, or can handle at all.

    One situation that comes into my mind for crusher example, in battlewaves: 3 poles are placed in triangle position 3-5 blocks away each other and in center there is crushing machine. Attacking team comes to area and has to move from place to place to dodge, some might have to go under crusher when moving, if defender is in the moment, he can shoot button immediately and attacker is out. If 2 attackers happens to be under, can take 2 at a time with one shot.

    - Mirror wall, more:
    There was mirror wall block idea in somewhere, i like to add that mirror floor could be cool on side, that reflects rocket from floor to up. Also it could be better that the rocket bounces only once and not from surfaces after and it would not get so gun firey all over.

    - Hud:
    I think the hud could need some redesign. It could have more connected look and organized that way that everything stays more packed up. It could have littlebit more design at itself, something that makes it look more "ingameish" than boxes and texts placed on top of screen. Maybe some frames around connecting everything into nice package.

    Example of decently good very simple hud:
    http://i40.tinypic.com/2hci4ok.png
    http://hrp.duke4.net/screens/hrp_screen02.jpg
    Its old, but still very good. Not maybe from visual aspect, but the concept of one bar that has everything packed up, clean vision without disturbing, gray frames that goes around makes it look more "ingameish" even tho the graphics are not the best.

    Downbar type of hud would be imo most favourable. Could still fit to include all necessary information that the current hud now has. Some might not fit, the teamplayer list is longer, but there could be more simpler ways to show how many players each team has. There could be red and blue team logos in that bar, which has number underneath that indicates players, when you press the team logo, opens up list window that lists all players that are connected (maybe there could be "join" button in that window aswell, to simply change team if needed). And everything else information that is left (health etc, capture situation, time left, etc) should fit easily to the rest of downbar huds space.

    - For doors (if its possible to have minimal animation in blocks)
    Simplest way than using opening buttons that i mentioned about in first post, could be automatically opening door. When player is 1-2 blocks away door opens. And stays open for 3-5secs after, then closes itself automatically. Could be like space doors slides to sides or up, or is cut in half and both sides slides to sides.

    Off topic: I would really love to see in future some sequel of shootmania that is in city environment, fighting in street/ghetto style ug atmosphere, like in new york, rusty abandoned cars in valleys, dodgin behind cars and trash cans, some parking hall fighst behind pillars, sewers, etc, real life styled from visual aspect where you can create actual very small cities and streetways to have battles on. It would be a hit ;)
    -
    Last edited by roppa on 01 Feb 2013, 00:27, edited 3 times in total.
    crado
    Posts: 144
    Joined: 14 Sep 2011, 22:32

    Re: Suggestions & ideas

    Post by crado »

    Whoaa ! This is a really cool list !

    Personally I'm completely Ok with some features proposed by "roppa".

    Pros : Crouching Block
    Elevator Block
    Rope Block
    Fog/Smoke Effect
    Diving
    Magnetic grabbing surface

    For all the others I'm rather cons.

    Thx a lot for your great ideas, I Hope some of them will be implemented by Nadeo.


    +1 For the City Environnement too !
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