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Zenkai Knights

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what kind of modding system should i build

Zenkai Knights - Page 3 I_vote_lcap33%Zenkai Knights - Page 3 I_vote_rcap 33% 
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Zenkai Knights - Page 3 I_vote_lcap67%Zenkai Knights - Page 3 I_vote_rcap 67% 
[ 2 ]
 
Total Votes : 3
 
 
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Post by Endymion Tue May 02, 2017 2:06 pm

Sounds legit.
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Post by InfinitasImpetum Tue May 02, 2017 6:52 pm

you know what ain will look like so i thought i show zuai wip. design based on exia.
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Post by Endymion Tue May 02, 2017 7:05 pm

Looks nice. I wonder how it will look like with the mounted shield.
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Post by InfinitasImpetum Thu May 04, 2017 10:37 am

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considering cel shading for the game. needs some work if i do use it.

i am leaning to not using it.
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Post by Endymion Thu May 04, 2017 12:52 pm

Cell shading gives it more cartoonish look which may be prefered by some fan. It would be perfect if the game could handle both so the modders can use either the normal or the cell shaded pixel shader. But considering Windom XP didn't had it and still was a favorite platform for modding to so much Gundam fan if you doesn't want to have it here it won't be a problem.
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Post by InfinitasImpetum Fri May 05, 2017 9:34 am

thought about this and i am going to add ability to have 0g maps. these maps will use adjusted mechanics for moving in 0g.  

boost in 0g will be only consumed when performing high profile boosting aka rushing.  the boost up and down will have purpose in those maps.  maps with gravity will have the boost up and down disable unless i decide to implement them for later.
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Post by Endymion Fri May 05, 2017 12:45 pm

The only mech game I seen featuring 'real' zero gravity on some maps was PreVa. It is different however since you aim with mouse so you can boost yourself very precisely toward the desired direction. You can boost for controlled movement and can use the impulse to travel further when you release the boost. I'm cursious about how you work this out in your game.
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Post by InfinitasImpetum Fri May 05, 2017 12:50 pm

the 0g movement will be like A.C.E games and how they move the mechs.
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Post by Endymion Fri May 05, 2017 6:36 pm

I see, I haven't played too much with those so I'm really curious.
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Post by InfinitasImpetum Sat May 06, 2017 1:10 pm

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i did not just create this.   i will be honest ZK was in limbo for a long time.  this logo is about 2 years old.


i have some insane thoughts about making this a dual combat system game.

what i mean is have a system similar to windom xp then have a secondary system with fps mechanics. both would have 0g variations. the only difference between the 2 is how movement is called.
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Post by Endymion Sat May 06, 2017 6:17 pm

There is two games that may help pulling this idea out. SoulSaber 2 and Dysnomia ExBurst have two control scheme like how you want. Mouse control for FPS mechanics, and lock-on for gamepad/keyboard only control with aiming predict. Both work quite well and the two controls can compete with each other without any disadvantages.

By the way nice logo. You should put it in your signature lol. Smile
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Post by InfinitasImpetum Sat May 06, 2017 10:07 pm

Endymion wrote:
By the way nice logo. You should put it in your signature lol. Smile

done, looks better with black in the background. white was cause by the hosting.
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Post by Endymion Sun May 07, 2017 7:15 am

Absolutely. I can't wait to see it showing up when the game is started for the first time.
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Post by PN-00 Sun May 07, 2017 7:35 am

I dont know how vote but i want to.
I'll go for number 2..

I love the idea about your dual combat system and boost cost.

Can't wait to see it to be released.

Keep it up INFINITASIMPETUM!!
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Post by InfinitasImpetum Sun May 07, 2017 6:20 pm

vote has ended i decided to go with assetbundles and dll cause its easier to deal with.

as for the dual combat system, it not officially planned. i am considering it, maybe a feature add after i get the currently planned system in place.

i will write up a document of all the features i mentioned and features i am considering.
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Post by Endymion Sun May 07, 2017 6:36 pm

And a list about the sure features, and the planned features. Smile
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Post by InfinitasImpetum Sun May 07, 2017 7:46 pm

https://docs.google.com/document/d/1U3B_r-iJHLg0sMG7Ug91WR3uzr3OQbcV0BSbkf_-e28/edit?usp=sharing

list made with controls. Keyboard controls is not final the xbox is final.  i designed the controls with xbox controller in mind not keyboard.
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Post by Endymion Mon May 08, 2017 7:13 am

I guess in the game it will be changeable, every players can customize the button settings. So the default settings doesn't matter for keyboard.
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Post by InfinitasImpetum Mon May 08, 2017 11:38 am

updated with mech and story info.
https://docs.google.com/document/d/1U3B_r-iJHLg0sMG7Ug91WR3uzr3OQbcV0BSbkf_-e28/edit?usp=sharing
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Post by Endymion Mon May 08, 2017 1:58 pm

The tournament theme fit in everything, and since Unreal Tournament it is used to replace war. It will be interesting. XD

Anyway, do you plan adding local multiplayer?
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Post by InfinitasImpetum Mon May 08, 2017 3:33 pm

Endymion wrote:The tournament theme fit in everything, and since Unreal Tournament it is used to replace war. It will be interesting. XD

Anyway, do you plan adding local multiplayer?

updated and added platform list.


i am planning to have 2 versions a lite version and full version. lite version will be released first and will get updates.

full version may cost money, if so then lite version will be updated with the full version.  lite version will always remain free though will have limits put in. some features won't be in lite version.
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Post by Endymion Mon May 08, 2017 6:48 pm

That's totally okay. This isn't just a modification but a full featured game from its own. You may consider a Kickstarter entry whenever you feel the base of your game stable enough. I can't say anything had no experience with Kickstarter but I guess it could help developing even further than planned.
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Post by InfinitasImpetum Tue May 09, 2017 2:31 pm

i might experiment with an AI that can replicate a player. it wouldn't be perfect.

how would i do this? i check what has been done each second or half a second with a player. at end of battle it uses this info to create the AI profile. as you play the profile can get refined using more battle data.

my AI going use values and information where its at to other players to help determine how the its run.
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Post by Endymion Tue May 09, 2017 4:05 pm

This sounds very advanced. I've seen adopting game AI, but your idea is even more advanced. It basically creates a profile for itself and not just adopt but actually learn. I want to see it in action lol, would be awesome.
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Post by InfinitasImpetum Tue May 09, 2017 5:37 pm

Endymion wrote:This sounds very advanced. I've seen adopting game AI, but your idea is even more advanced. It basically creates a profile for itself and not just adopt but actually learn. I want to see it in action lol, would be awesome.

honestly, i was considering ditching online play cause of this.

users will be able to share profiles they created.
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