~Atomika~ (LONG)

S

SilintNinjya

Guest
i didnt want to do this. but no one was interested in my last post probably because i was to shy on details. so this time, (i really really didnt want to do this but it appears that this is out the site functions.) im going to be posting an extremely in depth preview. this is not organized at all, im sorry. ill delete minor things.

you see, our player modeler also owned our domain. so, just today, he left us having not done anything. i had to copy all vitale information from the site and paste it on one massive word doc. here ya go.......(somethings may be repeated. again-sorry)


want to hear a slightly more indepth version of our recoil? get ready, this is a LONGGG read!(this is conversation format)

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silintninjyawell, as stated, the most promenant thing is the weapons accuarcy. as you may or may not know, no gun shoots perfectly straight everytime. a circle will always be on the screen the exact size of the guns accuracy and it will always show where your next hit will land(always in the circle, the circle moves)

t3chn0r the bullet can go anywhere within the circle?

silintninjya a dot is in the center of the screen. always is showing where you WANT to shoot. there is also an option that will lock the circle to the dot and the whole screen will go up instead of just the circle[yes]

t3chn0r ok

silintninjya those modes are titled Loose and locked

silintninjya secondly, we factor in the weight of the gun

t3chn0r ok

t3chn0r and that will affect how?

hypershadow speed?

hypershadow movement rate*

silintninjya a pistol will move around a lot more than a heavy gun. it moves more, but slower and more predictable. heavy guns stay in a tighter area but will have more jagid bounce to them.

silintninjya kinda like it is following an infinite sign or an n

silintninjya ill probably decide to use the n shape

silintninjya except wider, like a (

t3chn0r ok... simulating the player is walking/running, right?

silintninjya yes...and that is assumeing that they are at full health and not excited

t3chn0r ok

silintninjya by excited i mean:when a player first spawns, it is like his player is nervous, and no matter what gun you picked, you will always be a LITTLE shakey. nothing that could screw you up though. it will also be applied to when you are shot at the first 2 times.

silintninjya once you have killed one player, the shakes go away

silintninjya (2 times is 2 periods...have to be seperated by at least 5 seconds)

silintninjya so it gives the effect of a vet on the field being used to fighting

hypershadow i cannot find the synergy that was jussst installed +XXXXXXXXXXXXXX

silintninjya (see "all quite on the western front" for an idea of what i mean)

t3chn0r so nothing happens with the first shot by if they shoot again within 5 seconds you get all shakey again?

silintninjya no

silintninjya ok, when you are shot at by an enemy for the first time, you can an adrenaline rush and your player gets nervous. those are seperate. being nervous makes your circle shake. that only happens the first 2 times you are shot at. the 2 periods of being shot at must be seperated by at least 5 seconds other wise it is just continuing the first.

t3chn0r ok... and nothing happens when you get shot for the third time or you are dead by that time?

silintninjya are you understanding the "nervous" factor

t3chn0r yes, I think so

silintninjya well, you are probably dead by that time. but no, you arent nervous. but you would still get an adrenaline rush. adrenline will be factored into any situation with gun fire. it makes your character move a little faster, a little strong, and his reticle will move faster.

t3chn0r nice

silintninjya so, if your moving along with a buddy, and he gets shot in the head by a sniper, you would naturally just freak out. to stimulate that, your reticle moves faster and it creates a sense of panic in the player because he loses a little control of the situation

silintninjya get adrenaline?

t3chn0r mmmhhhh... that will be interesting to see how it can be done...

t3chn0r yes

silintninjya ok, next is damage. if you have taken damage, that will be completely taken into account of your firing.

silintninjya it will also affect other things, but ill tell you that later

t3chn0r accuracy, reload times, etc... right?
hypershadow ill be bakc in 5 gunna scavange for a mouse in the baseement

silintninjya it effects just about everything

silintninjya ok

silintninjya now then, say you were shot in the leg

silintninjya the right leg

t3chn0r ok

silintninjya your reticle would do its regular bounce to the left, but when it comes back to the right side, it will drop much farther, and drop fast. when it comes back up, it will go slowly and do it again.

silintninjya creating the sense of a limp

silintninjya also note that your player would move slower

silintninjya if you get shot in the gut, it drops down on both sides, but not as much as it would if it was in the leg

t3chn0r ok

silintninjya now, if you are shot in the arm(minor) your reticle may not move as much....till you fire...then it goes nuts.

silintninjya you lose a lot of control of firing if your hit in the arm

silintninjya if it is sever enough, you cant use the 2 handed guns and only one pistol at a time

t3chn0r and I guess you can't reload anymore then...

silintninjya you use your hip

silintninjya which is another point, you will be able to duel wield any combo of pistols

t3chn0r so far so good

silintninjya secondary fire over a second one and you pick it up in the empty hand. then, left click fires the left gun while right click fires the right gun

silintninjya if there is no second gun, you melee

silintninjya when you have 2 guns, you can do a short, 2 hit melee

silintninjya for sheer balance, a melee will do no damage, but will actually move the enemies entire screen to the side.

t3chn0r with another key?

silintninjya oh crap...i hadnt even thought of that...ok....scratch that idea >_<

t3chn0r haha!

silintninjya lol

silintninjya ok, well, the melee will move someones screen(as will a hit to anywhere on the body...arms and sholders will twist the player to the respective side and a shot in the legs or gut will make you curl forward.

t3chn0r ok

silintninjya then there is the guns natrual recoil

t3chn0r yes, depending on each gun

silintninjya its not conefiring like in CS...oh man, i hate conefiring like that...instead, it will go up...but not straight up, the engine will select a degree between 60 and -60 (not that it goes from 60.61, 80, 90, -80, -65, -60)

silintninjya yes, that and the guns natural conefire do change depending on the gun

silintninjya so, the engine selects a degree that takes the player up. its a random degree at a distance set by the gun

t3chn0r takes the player up? try to elaborate on tha

silintninjya ever played frag ops?

silintninjya or halo 2?

t3chn0r nope

silintninjya oook...how can i describe this....

silintninjya ok, ill use a kinda cordinate plane

silintninjya only the Y axis though

silintninjya you are aiming at 0. dont worry about any of the other effects, just this one. you aim straight at 0 with nothing to interfer

t3chn0r ok

silintninjya you fire once, now, your gun is aiming at 1. fire again, you are 2. again, 3. again, 4.

silintninjya now, there is also a slight x axis movement

silintninjya so lets toss that in

t3chn0r ok

silintninjya (0,0),(1,.5),(2,.2),(3,-.5),(4,-.75)

silintninjya its completely random side to side

silintninjya but it never goes more than y...x will NEVER be greater than Y

silintninjya actually, to sound nerdy, |X| is never greater than Y

t3chn0r it's funny because that's exactly what I have implemented in my next tut... lol

silintninjya excellent!

silintninjya now, the bobble of the player walking, will also not happen if the player isnt moving. and crouching will reduce that effect. also, when you are standing still, you have a slight straight up and down bobble(if you have adrenaline in you, its higher, lower, and faster)

t3chn0r ok

silintninjya crouching reduces all affects(and standing also reduces them, just to a lesser degree)

t3chn0r sounds resonable

silintninjya and let me think....im sure im forgetting something...i always do

t3chn0r reasonable!

silintninjya lol, that detailed enough for ya?

t3chn0r yes... nice details... now I understand how you could fill up a page only for this piece!

silintninjya OH YEA!!!...what i was forgetting....first you have to raise your weapon, which actually does a lot

hypershadow raise your weapon up?

hypershadow like up from the dead? lol

t3chn0r what do you mean raise the weapon> it won't be always raised once you deploy it?

silintninjya you see tech, when you raise your wepon to ready, you go "in the zone" you lose all information about health, stats, everything...all you have is your reticle.

silintninjya when you lower it, you cant fire, you can move about 50% faster, and you can see important stats

t3chn0r ok, ok... I read that... so there will be a key to lower the weapon and see the stats...

silintninjya like a small map with all the player locations on them and how the player is doing

silintninjya yes there will be a key

silintninjya to raise the weapon, you can press the key, or "firing" will prepare you

silintninjya to lower it, you have to press the key




Atomika is a mod that i am working on with some other folks...and dang it, i cant find the freakin word file i need......ERRR

ok....i need to go, but i will post more details on it later....hmmm...this will do for now...

its like reverse capture the flag with points inbetween. so say you have five points

- - - - -

each team starts on the other side...

W - - - B

now, you pick up your teams flag and you have to carry it forward to the next point

w w - b b

now, they have to fight each other for control of the center point. lets just assume it becomes

w w b b b

now, white is trying to take their flag up to the middle point to try and cancel out the black flag at which point it returns to like it was in the last step. b is trying to move even farther forward...lets assume b wins

w b b b b

now, all b has to do is kill the last w flag.

when a point has no owner, it is a perfect grey. the front line with a flag is a grey tinted to the color of the controler, but still greyish. once a point is completely secure, it is completely solid the color of the owner. now...that may seem like a handicap for both teams, but we have thought around that too. white team sees black outlines everywhere. so they can see their own terrain. black team sees white outlines everywhere.
(15:32:3Cool Silint Ninjya: so if it was

w w - b b

the colors would be

w wg g bg b

with

w=white
wg=a whitish grey
g=grey
bg=blackish grey
and b=black

im going to my friends house to start scripting on monday. but even then, if you are good at

scripting
modeling char
modeling weapons
or mapping

we need ya. oh yea, and the characters are basically think stickfigures. since they are solid, we want them to be simple so that this game can run on almost all machines.

thats what it will be like in a very quick and simple idea and what we need.

thanks to hyper for this amazing website.






All weapons are duel wieldable. Walk over a second side gun when holding out your first and you will pick it up. At that point, a left click fires the left gun and right click fires the right gun. Usually, a right click will pistol whip someone while left click fires your gun.

Main guns are all 2 handed. The kinda that are supported are

Bolt action rifles
Full auto rifles
Burst rifles
Sniper rifles
Shotguns
 
some more info on the game and our plans...

the game Atomika is a slow and fast VERY realisitic shooter. what i mean by that is that you will want to go slow in moving forward, but there will be "hot spots" where there is much much action. before i continue, i will make my points on what i think sets it apart.

1)it will be able to run on ANY machine with an even decent card at max res. ill get to how we will do that in just a second.

2)the recoil system is EXTREMELY complex and detailed. its a page long on 12 font single space.

3)it will be black and white. and not black and white like old movies. i mean, one team is solid black, and one team is solid white, and most of the enviroments are black and white(with 3 shades of grey depending on who owns what territory)

4)and by territory, i mean the game mode. ill give you a much more detailed explanation later. but for now, think of it as a reverse capture the flag with multiple mid points that must be acquired first.

5)the weapon selection system will also be different. we will not use money or experience or anything like that. that only screws the newbs and gives the good players an even greater advantage. no, we will have a tree set up. you first select your main gun. then, from that, it will give you a list of side guns. if you pick the strongest main gun, you will get the weakest side gun. and not only that, but you get no nades. this way, you cant become over powered to any great degree. you can carry a weak main gun, and a weak side gun, but have 2 heavy explosive grenades.

the way we intend on being able to play it on any machine is by using the black and white to "hide" things. when a character is one solid color, why need face details? i estimate that each player model will be 100 polygons. the maps will also have a heavy cubist feel to them kind of like in Tron. now i will get onto the gametype.

to prevent camping, when you fire your gun, you flash to a different color. white turns blue and black turns red. the more you fire, the more of that color you become. this exposes you from camping against a wall the same color as you and mowing people down. you fire and you stick out. think twice

however, duel wielding the most powerful hand gun in the game may hurt your wrists and eventually make that hand un usable to shoot anything.

a shot to the head will almost always be a instant kill. a shot to the heart will give them about 2 seconds to live if it was a weak gun. a strong gun would be an instant kill. in the gut would give them about 10 seconds to live and give the chance to get healed. shots to the arm make it unusable. and shots to the legs slow the player down. if both legs are shot, you slow to a crawl. if both arms are shot, there is nothing you can do. from any high caliber bullet, a hit anywhere will give you continual bleeding leading to your eventual death.

if you are shot in the stomach or arms, you will "whip" that way. so if you are shot square in the stomach, you will keel forward. but as i said, the recoil will be extreme with most guns. we intend to make the bolt aciton rifles the over all best. most machine guns will have horrible accuracy and recoil and snipers will have a very long reload time and will not be able to fire unless zoomed in.

we do intend on making a faster pace game also. the terrain would become white with black outlines and the players would become red and blue. and then we reduce recoil massivly and add a health system with no handicaps. that will probably be out first cause its easier to code...but the other mode is the heart of the game. [i also added a paragraph above.]

ok, when your raise your weapon, your whole HUD goes away and your reticle raises. however, when you lower your weapon, you can see a full body of yourself so you can see where you have been shot, how bad it is, and an estimation on what will happen. it will have a list of your team mates in green, yellow, blue, or red.

green=good
yellow=hit, but he will survive
blue=teh screwed
red=already dead

a map with the locations of your teammates, ammo counts, and much more information (score, personal stats, etc) that is very important. but when you raise your gun, you cant see it. and its like your "in the zone."

as far as music, we intend on having the heart beat being the only thing you hear(and gun fire carries VERY far, so you will be sure to hear that too). we have a very complex adrenaline system set up but it will be VERY hard to use so it will be late in the games development. (but there is a part of it that i DO want to get in quickly. that when you have a gun fight with a player, your sensitivity goes up to express the excitement of the moment(something similar to that just below)

different guns behave differently based on their purpose. say you set your mouse sensitivity to 2. get out a sniper and it acts like a .5. get out a full auto rifle and it will act like a 3.

last little detail for this update, when you freshly spawn (it will have a counter so everyone respawns at the same time about every minute), your character is a little shakey. his aim is more wiggely. once you have killed a few folks, it starts to calm down. its like that every time. but eventually, you start to tire and you move slower.

thats all new info i think....ill organize this eventually, and then make one "super" post about it.

and some feed back from a person on a forum...

"It seems that this could very well be one of those games where the gameplay is so good, balanced and well designed that the graphics don't matter anymore. I'd very much like to play this when/if this get complete and hopefully it some day does! "

WOOOTTT lets "geh er DON!!"

(that says "get her done"...what? i wasnt sure if everyone knew?)





one of the factors that weight also effects is how a gun handles. a heavy gun is more spuractic and less predictable. but it will stay in a tighter area. light guns move more but will move slower and more prediticable.

Burst rifles shoot 3 or 5 shot bursts. the XMS can use full auto, 3 shot, and single shot. full auto is weak with very little recoil. 3 shot is 50% stronger with more recoil and 1 shot is 75% stronger(making it a near instant kill on anything but the lower legs and outer arms).

redmage is in charge of modern weapon models and pistols. [note to him:so if you could at least right, find a gun that remotely matches those stats.]

and i will massivly un-happy if anyone uses some of my more unique ideas. and yes, some of that has changed. its just a tad to big to do through and pick out details that have changed.

we have a coder. we will take anything else we can get. oh yea, and we have a few weapon models done. we are just having troubles putting them in the game.
 
Sounds like a game created for the sega or something. A 100 poly model is rediculous, this is a HL2 mod right?
 
you do realize that, when a player is a solid color, you dont need thinds like a nose. right? also, some of that has changed. i will eventually want to up the polys on player models. but right now, i just want a functioning animated player model. i dont care if his head is a box. i just want one that works. later in the mod, once we get going, we will up the poly count by a lot. and there is a reason for it being pure colors. its tactical. we have solved spawn camping.
 
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