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Thursday, May 21, 2009
Had a random easy-to-implement adventure-game camera idea, so i stuck it in my existing mod and holy crap the game got a lot more interesting. It's a lot harder to play (as an FPS), but i imagine this would have some use for some brave modders focusing on different kinds gameplay. Saber with keyboard is particularly awesome looking.
Monday, May 18, 2009
Made some small modifications to the damage codes. It's now 100% multiplayer friendly.
Other minor additions:
-Slightly faster projectiles
-Saber-saber blocking (still take 10 damage for experimental gameplay reasons)
-Some new effects
-Each weapon fire now sounds slightly unique.
Saturday, May 16, 2009
Added custom projectiles, letting you headshot AI. All weapons are still true to the originals, with gameplay-related improvements. The lightsaber blocks consistently when not attacking, thermals throws are MUCH more intuitive, and sequencer 1st fire is no longer stupid (it's a timed mine that actually lasts an amount of time). Watch your aim with the raildet when running around, projectiles better follow the laws of physics. The lightsaber can block 'direct hit' damage from any attack, but still ineffective at blocking explosives.
Oh, and there's new special effects for every weapon including lightsaber swing effects.
Thursday, May 14, 2009
Made a simple mod for fun and to reacquaint myself with JK.
There is a simple change to weapon fire offsets. They shoot directly on the JK crosshair. I know that doesn't look realistic as the projectiles no longer appear to emerge from the muzzle, but it fixes a gameplay issue involved with the next feature. There's slightly sophisticated headshot detection added. Headshots should be instant kills on players without supershields. This isn't enabled on actors, only players. Lightsaber deflection has been changed and isn't handled in the random and uncivilized manner the game engine uses. All frontal attacks are blocked as long as you aren't swinging. This is a work in progress.