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Status of EngineerLauncher  XML
Forum Index -> Druids RPG Development
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Just thought I'd keep you posted on how I'm getting on with the EngineerLauncher.

Have created the EngineerLauncher weapon. Still in primitive state - perhaps need to produce different look to it. Still using translocator activate to spawn vehicle, so need to decide what to do about that, since it stops me teleporting, as all my artifacts are summoning ones.

Have created abilities for BuildingPoints, TurretPoints and VehiclePoints. Just need to tweak how many levels we want and what the costs are.

Have created LoadedEngineer ability. Again, just need to tweak the number of levels and cost. Replaces the translocator with the EngineerLauncher.

Have created EngineerInteraction class for showing artifacts and Points. Very primitive, and not working well at all yet.

Have created EngineerPointsInv inventory item for logging what turret, building and vehicle points are used.

Created a Summonifact base class, with Turrent, Building and Vehicle child classes for the summoning artifacts.

Actually managed to spawn my first vehicle!!

So next I have to put a few more checks around it, and sort out the bugs in the EngineerInteraction.
Then I need to sort out the controller for the sentinels.
Then do the cosmetics.

But - it is definitely workable.

So, has anybody got a list of what turrets/vehicles/buildings they want? And remember, I need the adrenaline,points and level required for each, so we can get them balanced.

Unfortunately, I don't think I will get much time this w/e to work on it
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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Szlat wrote:
So, has anybody got a list of what turrets/vehicles/buildings they want? And remember, I need the adrenaline,points and level required for each, so we can get them balanced. 


I think we ought to try all that are available (including the toilet seat)

Then we can figure out points, or remove them if/as needed.

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Ok, latest update.
I have scrapped the EngineerLauncher as a replacement for the translocator. Instead, you just activate the summoning artifact as normal, and if the translocator beacon is deployed, then it spawns an item there.

I am still sorting out lists of what turrets and vehicles should be spawned, and what points/adrenaline/level etc they require. I think this will be an ongoing tuning exercise.

I have got the sentinels working. They target monsters, and monsters will then target the sentinels. Very nice they are. Just the one basic sentinel at the moment, but I think I will generate a small and large variant of the sentinels, just for variety. I might try to generate some other turrets and sentinels as well.
You get xp for damage done by the sentinels, but not adrenaline, and I think that's probably ok.

The Engineer gets no benefit from other people using vehicles or turrets he has spawned. And again, I think this is ok.

No buildings yet.

I have implemented a generic EngineerAbility class, and added a HealthBonus skill. I might try to add a DamageBonus skill.

Still to do:
  • Engineers Link gun - infinite with better repair capability, but does less damage
  • Looking at the Explosives expert side of the class
  • I might need to look at awareness as well. It shows the health of turrets and vehicles, but not sentinels.

    At some point, I check the stuff so far into cvs, so others can have a play.
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Szlat wrote:
    Still to do:
  • Engineers Link gun - infinite with better repair capability, but does less damage
  • Looking at the Explosives expert side of the class
  • I might need to look at awareness as well. It shows the health of turrets and vehicles, but not sentinels.
     

  • If anybody else wants to do any of these please go ahead. I am not trying to hog all the fun. Just let me know so I don't duplicate.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
    Offline

    TheDruidXpawX wrote:

    Szlat wrote:
    So, has anybody got a list of what turrets/vehicles/buildings they want? And remember, I need the adrenaline,points and level required for each, so we can get them balanced. 


    I think we ought to try all that are available (including the toilet seat)

    Then we can figure out points, or remove them if/as needed. 

    I thought you were joking when you said the toilet seat....
    Ah well, here goes....
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
    Offline

    Ok, latest update.

    Have added an "Armor vampire" ability - makes a big difference.
    Also added an Armor Regen ability.

    Have set the turrets and vehicles spawned by Engineers to eject on destruction. Still won't save you from a titan rock though.

    Still to do:
  • Engineers Link gun - infinite with better repair capability, but does less damage
  • Looking at the Explosives expert side of the class
  • I might need to look at awareness as well. It shows the health of turrets and vehicles, but not sentinels.

    At some point, I check the stuff so far into cvs, so others can have a play.
  •  
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