Ideas Drop your ideas here
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Jimmy_Leppard  |
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DYOM mission designer/user

Group: Members
Joined: Aug 8, 2010

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| QUOTE (Zizo008 @ Thursday, Aug 23 2012, 13:25) | | 3-can animate player | What do you mean by that?
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xGhostx  |
Posted: Saturday, Aug 25 2012, 02:34
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Group: Members
Joined: Apr 3, 2012


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| QUOTE (Zizo008 @ Saturday, Aug 25 2012, 01:46) | | QUOTE (Jimmy_Leppard @ Friday, Aug 24 2012, 08:16) | | QUOTE (Zizo008 @ Thursday, Aug 23 2012, 13:25) | | 3-can animate player |
What do you mean by that? |
In cutscenes, because sometimes the place is small for the player to be out of sight. | ...Really? That just doesn't make sense. Fix the cutscene then, try to make the player out of sight.
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Csabi98  |
Posted: Wednesday, Aug 29 2012, 16:26
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Knight

Group: Members
Joined: Jun 9, 2012


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I've found out about DYOM a long time ago but I was just designing for myself and now, that I want to do and share something with DYOM, I thought about a storyline, unfortunately, even though I'm pleased with it and it was a really great idea I think it could use some new features.
What I thought about is, like in the original storyline, we should be able to decide whether the player can do the mission or not at that time. This would help in realism, for example, robbing missions, stealth missions. It is possible to set the time in the mission but this would be way more realistic and great.
To add even more realism, the designer could decide whether the player can or can not save the progress in their position, like in the original storyline, you can only save at safehouses.
Something that would deserve more priority would be the mission-unlocking feature, so the designer could choose which mission would the player unlock, like after playing one mission, two others would be unlocked OR after playing one of two missions, another one would be unlocked.
Of course, lets not forget about the animations. It really disapoints me that there are not enough animations, not even in SA-MP, I mean, getting up from a chair or some more gangsta sit, not the usual lame nerd sit. What about talking while walking animations, I can't remember but I think "DealerStance" is not included too. I don't know what up with the animations, I don't know if you made animations the animations or you just use the ones in SAMP but, oh well, by the way, if thats the case, lets not forget about Salvatore Leone's "Boss" sit.
EDIT: Damn, nearly forgot the thing that I hate the most. Health Refill. Why does the health refill, that way the player can't die and the missions seem too easy.
This post has been edited by Csabi98 on Thursday, Aug 30 2012, 14:52
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Csabi98  |
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Knight

Group: Members
Joined: Jun 9, 2012


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Never seen any mission that I wouldn't be able complete without health regeneration. I don't think DYOM missions are so impossible to complete that health regeneration is a must. When designing, I never consider health regeneration and never notice that the mission will be too easy. If you can add health regeneration on/off, its very good, if not, it would be better to remove the bug if possible. Who wants health regeneration anyway?!
Also, why not do like this. V6. Health Regeneration is activated because of bug. V7. Health Regeneration is choosed to be activated by the designer(pickups are better though)
So, if you want to play without HR, you'd play V7. If not, V6.
Or, if anything new would be in V7 else than HR(anims, etc..) why not make a V7. with HR and V7.1 without!?
Thats all I thought about. Pickups all the way.
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xGhostx  |
Posted: Saturday, Sep 22 2012, 01:45
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Group: Members
Joined: Apr 3, 2012


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Health Regeneration is good for War theme such as CoD or something like that, but it really bad for horror, survival, zombie mission, I have to set the player health to 25 every teleport. And yes, there should be an option to turn it on or off.
@Csabi That way, people won't use v7, they'll only use v7.1 because people always download the newest version.
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