ENTER: Guided Projectile Testing!
You thought 3 weeks of no activity means the gamemode died! You were very wrong my friend. Nah I've been working away, just haven't made as much headway as I wanted to considering the time. Here's a changelog of progress.
changelog posted:
- The powerup system is complete functionally.
- Primary powerups added: Accuracy, Rapidfire and Vampire
- Secondary powerups added: Rocket (see screenshot. It's not done btw, and that is not the model it's a replacement for collision testing) and Burst (shotgun)
- Some HUD elements in place, shield integrity and upgrades (note there are three slots, the rocket upgrade is occupying the secondary (center) slot)
- Powerups have a visual aspect in game before pickup aswell obviously. This is functionally and visually complete but still has a minor issue I'm going to fix.
This list isn't quite complete but I am somewhat ashamed at the lack of progression. I figure with respect to having something to show in the thread I may have better motivation to complete things faster. Although it can be said technically I'm procrastinating right now.
So anyway if you've been following this mess of a post so far, you're probably totally confused about the powerup system. Here's how it works: Powerups are available in three different flavors, and you have one slot for each of them. You can pick up an accuracy powerup; a primary powerup that makes your primary fire more accurate. You can then wander around and pick up say a shotgun secondary fire pickup, and your shotgun burst will have less of a spread because you have the accuracy powerup in addition. The main types of powerup are Primary (accuracy, etc.) which affect your weapon settings and Secondary which unlocks extra abilities on your weapon such as shotgun burst, guidable rockets, sniper scope and more. I have heaps of ideas for both and intend there to be lots of variety in powerup.
There is also a third and very rare type of powerup known as the Player powerup. These upgrade your abilities as a player and I only have 3 ideas: ShieldBoost (200% shields, better regen), Stealth (near invisibility) and Speed (run faster, jump further).
You can only have one powerup of each type at a time. Player powerups are limited by time (run out after 60 seconds or less depending on how balance works out) but the other powerups you can have for the duration of the round. Depending on how playtesting goes I may strip your powerups if you get tagged (shield broken).
The powerups are mainly what helps the gamemode to stand out over other shooters, since it gives it some variety. Loads of creative powerups are possible and help to weigh the odds in a round. The idea is that you'll start and gain a number of powerups to upgrade your weapon as you go. They will of course need rigorous balance testing.
Continuing this small novel of a post, powerups won't just spawn randomly from a list of some-suck some-uber powerups, they're organised by rarity. For example, the player powerups will all be very rare, and the simpler powerups like accuracy will be quite common. A powerup spawner itself will actually level in rarity the longer it has a powerup sitting on it, untaken. This encourages players to explore the map as the round progresses to search for the rarer powerups. You can also drop powerups out of a slot to replace them with a new powerup you found by pressing USE on the spawner.
Here's the current list of planned and semi-complete powerups. The ones with X's are more or less complete.
Secret LaserTag design document posted:
- -- Primary
- x Accuracy - primary, makes the gun more accurate. Icon is a cross (weaponsight) with two arrows.
- x Rapid Fire - primary, makes gun shoot way faster. Increase spread, lower kick, lower damage, automatic fire. Icon: Lots of bullets, three row repeated to make 9 bullets.
-- Balance adjustments needed to make sure it's as good as the basic level weapon while providing a decent improvement over it.
- x Vampire - steal 50% of the shield you damage with primary fire. On target death, 10% chance of stealing a powerup in a slot that isn't filled.
TODO: steal powerups.
x Icon: Face with big eyes, straight line mouth and pointy teeth.
x Effect for sapping health, particle travel from one player to another change color in process.
- redo this to look less mspaint
-- Balance adjustments needed to make sure health vamped is enough.
- o Bounce - primary, lasers bounce on impact, up to 5 times. Icon is a laser bouncing off of the ground.
- o Damage - primary, increased damage. Icon is an upwards pointing arrow.
- o Penetrate - primary, laser penetrates people and walls, up to 5 times. Icon is a laser going through two walls.
- o Chain - primary, when a laser hits an enemy it will chain to nearby teammates and cause 25% damage to them also. Icon is a circle of dots with a thinner line between them.
-- Secondary
- o Scope - Allows you to zoom in. The longer zoom in is held the further you zoom, release to stop zooming, click again to end zoom. Icon is cross (weaponsight) with rings around it
- Also ups accuracy whilst scoped. Headshot multiplier increases slightly also. Refire is slowed. Change weapon sound to like a flaregun or something.
- x Burst - a shotgun like burst from altfire. Icon is a bunch of lasers eminating from a single point in various directions.
- o Bomb - a smg altfire like grenade thing that bounces once and explodes in the air. Icon is an explosion. A decent one. I know.
- o Recharger - recharge teammate shields as well as your own. Icon is a swarm of plus icons.
- x Rocket - Slow slow refire but delivers a low payload homing(aimable) rocket with splash damage. Icon is a rocket.
- Knockback on hit, could be used for boosting etc.
- o Rejector - Short range reasonable refire weapon that can be used to punt players (viewpunch them too) and boost from the ground upwards. Knocks you back too? Icon is a spring?
- icon could be arrows pointing right from a circle instead. No, hand 'stop' icon.
- o Turret - One use only placeable turret that sits wherever you put it and can be shot out. Rare. Icon is a box with a gun shooting bullets or something dunno.
- models/combine_turrets/ground_turret.mdl
- o Pepper - Shotgun like altfire but results in particles that hang in the air and cause damage to players that walk through them. Icon is a bunch of stars floating.
- o Teleport - RARE. Balance/cheating issues. Allows you to teleport to where you're looking instantly. Icon is a faded player and a new player next to eachother with an arrow in between.
- o ESP - Look through walls, fades out after 5 seconds of use. Refire is slow Players are given their shield glow but faded, overlay darkens view slightly. Icon is a player behind a wall.
- o Proximity - Mine sits and explodes when somebody passes it. Refire is very slow. Icon ???
- o Flash - Much like the Bomb powerup except it blinds players for 5 seconds if they're looking at it. Icon is sunglasses?
- o Slasher - Laser knife, instant changes shield on backstab, 50 damage otherwise. Slow to swing.
-- Player - Most of these run out after a certain period of time.
- o Stealth - for 60 seconds, you are virtually invisible. Icon is a faded player, or shifty eyes with a dashed outline or something.
- o ShieldUp - for 60 seconds, you have 200% shields, twice recharge rate and always recharge. You glow like a christmas tree also. Icon is a bunch of plusses.
- o Run - for 60 seconds, you run crazy fast. Icon is a player with speed lines or blured back.
This is by no means a confirmed list, most of these are purely brainfarts and some of them are more feasible than others in terms of time commitment and usefulness.
In closing, feel absolutely free to contribute ideas for powerups and other gameplay things you'd like to see.
Edited:
Also I'm going to redo the OP soon.