Double Action Boogaloo Version 1.0 Feature List

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Re: Action Boogaloo Version 1.0 Feature List

Postby Shogi » Mon Apr 11, 2011 2:59 pm

We've already had the gun discussion (at length). 6 guns is fine for an early build and after that we can ramp up big time before making the major release.
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Re: Action Boogaloo Version 1.0 Feature List

Postby Maasto » Tue Apr 12, 2011 7:14 am

Fistful of frags 3.5 just came out, you can dual wield any revolver (except the one super heavy i think) and mix them up. It doesn't give you any real advantage but it's a nice touch.. dunno how it would work in boogaloo though :O
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Re: Action Boogaloo Version 1.0 Feature List

Postby Antagonist » Tue Apr 12, 2011 7:22 am

Nah too complex. Let us focus on fun.

I mean, not that multi-wielding isn't fun, but it's kind of hard to manage unless you do a cop-out like Halo 2 did (you can pick up any small gun from the battlefield and dual-wield it with your other small gun but you can't holster it, so it disappears after you switch guns again).
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Re: Action Boogaloo Version 1.0 Feature List

Postby mangaas » Tue Apr 12, 2011 8:23 am

"Free-semi" dual wielding
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Re: Action Boogaloo Version 1.0 Feature List

Postby Shogi » Tue Apr 12, 2011 10:12 am

ZOMG MIXED AKIMBOS 11!!!!one oneONE!!!!!11!

:lol:
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Re: Action Boogaloo Version 1.0 Feature List

Postby misanq » Tue Apr 12, 2011 11:57 am

Mixed akimbo is ok when every gun has six shots, but when one pistol has 15 or 20 and the other has 7? Probably not so great.

Antagonist wrote:Well thought out guns please. : (

You can easily bump the list out to at least 13 weapons without doubling up on a 'category' or going crazy. Watch:

ProTip: show
High capacity pistol
.45
High caliber pistol

9mm Machine pistol
.45 Machine pistol
9mm Submachine gun
'high' capacity PDW

Carbine
Assault rifle
Battle rifle

Pump action shotgun
Semi shotgun
Sawn off

And that's setting aside the more exotic categories like revolvers, low caliber machine pistols, burst-fire machine pistols (they're so hot right now), machine guns, melee weapons etc. It'd take a whole lot more guns than are going into the first version for things to start sliding towards filler.
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Re: Action Boogaloo Version 1.0 Feature List

Postby Shogi » Tue Apr 12, 2011 12:48 pm

Good list.
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Re: Action Boogaloo Version 1.0 Feature List

Postby Daniel » Tue Apr 12, 2011 1:19 pm

Honestly, for a first working version, you don't need that many guns.

That's a lot of work for what is essentially an alpha build.
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Re: Action Boogaloo Version 1.0 Feature List

Postby Shogi » Tue Apr 12, 2011 1:23 pm

Clearly. I thought we had hashed this out already (twice now) that the alpha build would have five or 6 and down the road, before the big major release we shoot for double that number at least.
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Re: Action Boogaloo Version 1.0 Feature List

Postby ThinRedPaste » Wed Apr 13, 2011 10:51 pm

I had a concern regarding the speed powerup - Won't this have the same effect as boosting, and isn't boosting what made fu such a problem in ts?
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Re: Action Boogaloo Version 1.0 Feature List

Postby Dan » Wed Apr 13, 2011 11:32 pm

ThinRedPaste wrote:I had a concern regarding the speed powerup - Won't this have the same effect as boosting, and isn't boosting what made fu such a problem in ts?


Valid concern, but probably not a big deal. In TS you could boost infinitely with no restrictions whatsoever. If this is a speed powerup, it would be temporary. I'm not sure how fu worked in TS but I could have sworn going faster made melee hits do more damage, which is why boosters could OHK wit fu.
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Re: Action Boogaloo Version 1.0 Feature List

Postby Hadji|DP » Thu Apr 14, 2011 9:38 am

I'm pretty sure kung fu damages were dependent on velocity in TS. Since its a powerup, its restricted, and since unarmed attacks work differently in this game, there's no chance someone could exploit the speed powerup to give them extra melee attack damage all the time.
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Re: Action Boogaloo Version 1.0 Feature List

Postby Vino » Fri Apr 15, 2011 3:05 pm

Yeah what they said. Really, the same thing could be said about any of the meters, but since they're limited and they're controllable by the dev team (boosting wasn't) I don't see a big deal.
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Re: Action Boogaloo Version 1.0 Feature List

Postby LazyDog » Sat Apr 23, 2011 10:02 am

There is much to like about this first list. I like the movement, I'm OK with the stunts and 6 guns are fine as long as they feel different.

I'm a little worried about the aim-in feature. I have expressed my worries in earlier posts about rifle-users and camping and I still believe that a rifle/shotgun-user that is punished for moving will end up camping (or playing in a boring slow manner). I could be wrong however so I guess the best thing would be to test it.

I'm skeptical towards the different abilities connected to the universal meter. I do want a slowmo meter but I see no reason for adding the other stuff. Think about it for a second.

Speed + higher jumping - Giving one person an extra speed boost is actually the same thing as slowing every other person down (slow mo) but less cool. If its supposed to last longer than a slowmo its hard to balance. Over all I don't find it cool or fun and I don't see it helping the game in any way.
Slow motion - This is COOL!
Melee bonus - I thought we hated FU:ers? I really don't like this one.
Health regeneration - Everybody should have a small amount of regen IMO. Maxing out regen as a powerup is not stylish and a boring ability IMO.

If people are really loving the meter however, I would like it to work in the way bryitis suggested.

Removing CTB in the first release would break my heart. Yes there is codework behind CTB but not that much content (you could use existing maps in a early release). Having a CTB mode (or some sort of team mode with objectives) would open this game up for way more players. Considering how well defined and common CTF is this could be implemented without any surprises (lines of code != effort).
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Re: Action Boogaloo Version 1.0 Feature List

Postby Hadji|DP » Sat Apr 23, 2011 11:31 am

LazyDog wrote:I'm skeptical towards the different abilities connected to the universal meter. I do want a slowmo meter but I see no reason for adding the other stuff. Think about it for a second.

Speed + higher jumping - Giving one person an extra speed boost is actually the same thing as slowing every other person down (slow mo) but less cool. If its supposed to last longer than a slowmo its hard to balance. Over all I don't find it cool or fun and I don't see it helping the game in any way.
Slow motion - This is COOL!
Melee bonus - I thought we hated FU:ers? I really don't like this one.
Health regeneration - Everybody should have a small amount of regen IMO. Maxing out regen as a powerup is not stylish and a boring ability IMO.


Think of speed as a sprint. Also, its not the same as slow-mo because the player who activates it is making themselves a harder target, not everyone else an easier target. The strategy behind speed is different.

Melee bonus turns close range into a maybe option into a definitely option. If you're good and can close the distance, you reap the rewards of your powerup.

Having health regen as a powerup forces people to think about their playstyle. Do they want the safety net of health, or do they want the other powerups of being able to go faster, slowing down your opponents, or being able to kill your opponents with two punches?

Things looking cool is cool, but if it doesn't give a unique gameplay experience then there's no point in working so hard on it. The powerups are meant to give a new degree of gameplay to the FPS genre. Think of it just like choosing your loadout. Just like not everyone will use the AK, not everyone will use Slow-mo. It forces a diversity of playstyles which will hopefully keep the game fresh.
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