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Old 2013-01-13, 02:05 AM   [Ignore Me] #1
Neurotoxin
First Lieutenant
 
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Liberator Tailgun Minigame Alpha 2013-01-12


1/20 Build Available: https://dl.dropbox.com/u/4942955/Lib...2013-01-20.swf

This is the liberator tailgun minigame (more of a damage model really) I've been working on. It would be farther ahead, except I'm just starting as a level designer at a local studio, and have far less time to spend on projects like this.

Features are nowhere near complete.
Credits to acknowledge contributors haven't been added.
Credits to SOE for their music and images have not been added.
And none of the numbers represent the metrics that have been gathered thus far.

That all being said, with the recent flak AA update, I just want everyone to remember that the Walker will (hopefully) be seeing a balancing pass this month too!

Press P to pause, and turn on user-defined stats if you want to adjust the attributes.
Press M to cycle between 50% mute, full mute, and mute off.

https://dl.dropbox.com/u/4942955/Lib...2013-01-12.swf

I won't turn down any help for this project!

Last edited by Neurotoxin; 2013-01-20 at 07:04 PM.
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Old 2013-01-13, 03:25 AM   [Ignore Me] #2
CrazEpharmacist
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


Wow, really fun! Loving the music from the original PlanetSide.
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Old 2013-01-13, 08:12 AM   [Ignore Me] #3
Sonny
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


Yeah that's a really cool game Neurotoxin!
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Old 2013-01-13, 05:53 PM   [Ignore Me] #4
Neurotoxin
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


Thanks It still has a lot of work to go before its going to be ready, but at least the initial idea is out there and everyone can experiment with different attributes and how they change friendly or enemy effectiveness.
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Old 2013-01-13, 06:35 PM   [Ignore Me] #5
Saintlycow
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


YOu can't win :0
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Old 2013-01-13, 09:36 PM   [Ignore Me] #6
Brusi
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


Kinda cool...

Unfortunately i thought this thread was a way to make gunning an actual PS2 lib tail-gun more interesting, lol.
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Old 2013-01-13, 10:06 PM   [Ignore Me] #7
Saintlycow
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


Originally Posted by Brusi View Post
Kinda cool...

Unfortunately i thought this thread was a way to make gunning an actual PS2 lib tail-gun more interesting, lol.
Everytime you kill a fighter, you take a drink. Everytime you die, take 3.
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I plan to give intermittent fucks.
Some fucks here, some fucks there, other times no fucks at all.
But rest assured...
Fucks will be given!
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Old 2013-01-13, 10:50 PM   [Ignore Me] #8
victthoe
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


Yeah that's a really cool game Neurotoxin!
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Old 2013-01-19, 03:14 PM   [Ignore Me] #9
Neurotoxin
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


've got a list for things I need to work on:

Shot visibility for NC rounds.

Randomized enemy spawn location.

More predictable firing for the player.

Death consequences (probably fade to red with a message and offer for the player to try again or enter deathless diagnostic mode).

Title screen with controls.

Additional selectable background environments.

Add selectable options for the three tailgun weapons.

Add 3 distinctly different enemy behavior patterns, make them selectable.

Chance for enemy A2A missiles with Passive attack pattern, and A2A or close-up G2A with Aggressive. Inept is just a noob learning how to fly, no skill at all.

Add the Liberator as an enemy.

Sound effects (might use some PS1 sounds).

Credits to acknowledge contributors.

Realistic (in the context of Auraxis) damage, rate of fire, bullet velocity, and variance for all weapons. This will probably be towards the end of the project, because I'm expecting more balancing changes at the end of the month.

Properly functioning Restore Health button for player's Liberator on the Pause Menu.

Considerations for availability on iOS, Android, and other formats (mainly checking in with SOE when its finished to see if they'd be alright with free distribution of the game, or some other agreement)

If I missed anything, please reply and add it to the list! As always, I'm accepting any help on this project, especially with fine-tuning aiming predictability.
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Old 2013-01-19, 03:24 PM   [Ignore Me] #10
SturmovikDrakon
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


haha nice one

loving the music choice
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Old 2013-01-20, 07:05 PM   [Ignore Me] #11
Neurotoxin
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Re: Liberator Tailgun Minigame Alpha 2013-01-12


New Build Available: https://dl.dropbox.com/u/4942955/Lib...2013-01-20.swf

Fixes:
Selecting Reaver and Mosquito will bring out the proper enemy type.

Shot visibility improved for Reaver rounds (although they are still kinda ugly)

Randomized enemy spawn locations

Death Consequences added

Title Screen with controls added

Friendly Health Restoration button is now functional.


Remaining work:

More predictable firing for the player.

Additional selectable background environments.

Add selectable options for the three tailgun weapons.

Add 3 distinctly different enemy behavior patterns, make them selectable.

Chance for enemy A2A missiles with Passive attack pattern, and A2A or close-up G2A with Aggressive. Inept is just a noob learning how to fly, no skill at all.

Create missile art and functionality

Add the Liberator as an enemy.

Sound effects (might use some PS1 sounds).

Credits to acknowledge contributors.

Realistic (in the context of Auraxis) damage, rate of fire, bullet velocity, and variance for all weapons. This will probably be towards the end of the project, because I'm expecting more balancing changes at the end of the month.

Considerations for availability on iOS, Android, and other formats (mainly checking in with SOE when its finished to see if they'd be alright with free distribution of the game, or some other agreement)
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