A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP] Installation 01: A Halo Based Game Created In the Unity Engine

Page 6 of 21 Go to page: · 1 · ... · 3 · 4 · 5 · [6] · 7 · 8 · 9 · ... · 21 · Prev · Next
Author Topic: [WIP] Installation 01: A Halo Based Game Created In the Unity Engine (712 messages, Page 6 of 21)
Moderators: Dennis

ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Dec 30, 2013 05:26 PM    Msg. 176 of 712       
@greg Origins are what you're talking about fixing. If you were to do something along the lines of skyrims immersive first person mod, you would likely get clipping issues and such. Crysis on the other hand would be a bit better because it eliminate's a lot of the problems of the skyrim mod.
Edited by ZOBI3KING on Dec 30, 2013 at 05:26 PM


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 30, 2013 05:27 PM    Msg. 177 of 712       
No I keeping in just like Halo's view.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Dec 30, 2013 05:36 PM    Msg. 178 of 712       
Also i have 2 weapon suggestions for the next update.
-BR
-DMR


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 30, 2013 05:47 PM    Msg. 179 of 712       
The next update will have all the UNSC weapons done. Saving the Covenant weapons for later.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Dec 30, 2013 06:56 PM    Msg. 180 of 712       
Lookin' forward to it~

-Just my two cents, but you mentioned it's a Halo-BASED game, not a perfect emulation of Halo, right?
If you want to maintain flexibility, I think you should keep ADR as an option for zoom-in views (but like Zobiegame said, don't use it for Halo weps).

Besides, there're maps like Ambush, Toten Nacht or De_Dust 2 (see CE3 2013 if you don't know what I'm talking about!), which are modern-themed maps that use ADR.

PS: With regards to your HUD, I've been struggling with college apps and I really need to finish that before anything else... Sorry, but I'll get the concept files to you as soon as I can!


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 30, 2013 07:10 PM    Msg. 181 of 712       
Thank you renegade343 as always!


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Dec 30, 2013 10:26 PM    Msg. 182 of 712       
Qutoted from a rough GDD I sent to Bean, he thought it would be nice to post it. This was made using my personal experience and observations so don't start a Halo ___ sucks or anything like that. Let's begin.

This GDD won't exactly go into full detail about what our multiplayer will be like, but will go into detail about past Halo multiplayer features and what was successful and wasn’t so we could get a good idea of what we want our multiplayer to be like. This WILL NOT cover vehicular combat, only foot combat. This WILL NOT cover ranking systems or player armor related stuff either.

Halo has always had what is considered to be the golden three combat rules: melee, grenades, and weapons. I would say there is actually add a fourth rule: movement. I add the idea of movement because player movement in Halo is as important as speed in Doom. Players on a regular basis use movement techniques such as the famous crouch jump in order to better manipulate the environment and this also leads them to better utilize the other three golden rules. As you can see, these “golden rules” of Halo makes Halo what it is.
Let’s cover weapons. In Halo CE, there was a fairly good set of weapons. Halo CE had one flaw with its weapon set (besides some balancing stuff like Hunters getting one shots from a pistol) which many people already know of: the lack of a mid-long ranged weapon like the DMR or BR. Halo 2 set out to fix many of Halo CE’s, which it somewhat did, but fell short of for numerous reasons. Halo 2 made its mistake with how it handled dual wielding. This was for the most part corrected by Halo 3, but Halo 2s dual wielding basically made two of the golden rules useless: grenades and melee.

As you probably know, while dual wielding, you cannot throw grenades or melee without dropping one of your weapons. The problem was that dual wielding was too powerful, this caused people to dual wield over using the grenade and melee. Halo 3 fixed it mostly by somewhat down playing the dual wielding. The way I see it, we have two ways we can fix dual wielding for Installation 01: we could remove it completely (like ODST and up) or we could make it more restrictive (pistols only maybe). Also Halo 2 and up introduced melee weapons useable by the player, but I personally believe they were implemented poorly because they promote the player to just charge and lunge at others.

Now I will move on to Halo 3. Halo 3 added the feature of more grenades and equipment which would eventually become armor abilities. Equipment added a new layer to combat such as bubble shields, regenerators, and power drainers. These worked mostly, but gave players advantages over the other players. On one side, these were usually placed similarly to how weapons were placed, but they made combat more hectic at times (compare how hectic a battle with 2 power drains and a bubble shield is compared to a fight with all ARs and one rocket launcher: which is more chaotic). The extra grenades barely were used compared to the other grenades (albeit they were fun to use, but usually acted as alternatives to plasma grenade placements).

I’m going to skip ODST because it didn’t really add anything to multiplayer so I’m going to talk about Reach. Halo Reach added noticeable weapon recoil, armor abilities, and loadouts to the mix. The weapon recoil wasn’t received well within the community mainly because weapons like the DMR and Needle Rifle would become too inaccurate in firefights and missed distant targets often. Another complaint of Reach was the slow movement of player; it was the slowest movement speed of all the games if I remember correctly. The armor abilities received mixed reactions, but in the end made multiplayer suffer. Sprint broke map flow, jetpack gave players the option to fly away from battle, armor lock is self-explanatory, and the list goes on. I think the idea of loadouts was nice, but the armor abilities ruined it for me. I think if you could only choose a close quarter’s loadout and a medium ranged loadout, that could be a solution or it could be removed completely.

Then there is Halo 4. I’m not a COMPLETE Halo 4 hater, but the multiplayer was the weakest of all the games and tampered with the Halo formula in what I believe the wrong direction. The idea of customizable loadouts in Halo 4 was just wrong. Halo is an ARENA shooter, everyone should start out on equal playing fields in an arena shooter (this causes player skill to prevail, not who spawned with the best weapon). I’m okay with gun skins though, it gives me a sense of agency through my choices (we could add something like weapon skins to the loadout system I described in the Halo Reach section), but being able to start with a pocket shotgun is just WHAT THE F***. Armor abilities were better balanced this time around, but jetpack still was used like reach (albeit handled differently, but worked for the most part the same), and active camo was still over powered (you shouldn’t be able to spawn with something like that unless it is a special gametype or something where everyone spawns with it). Having sprint as a default does fix the problem where players with sprint would have a huge movement advantage, but it still breaks map flow. Player movement was also fixed compared to Reach, but aim assist for weapons were too high. The forerunner weapons felt like re-skinned old weapons (suppressor=crappier Halo 2 smg). There were also too many weapons that served the same purpose. Maps were mostly good, but many of them felt like the map makers didn't have a certain game type in mind while making the map, unlike how past Halo maps were.

For Installation 01, we should try to aim for something that maintains all the good things from past Halo games, not fall victim to the same problems as the other games, and improve where we can which will be what makes our game different. I tried to include as much as I could think of that would be important in this GDD.

As always constructive criticism and suggestions are always welcome.


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 30, 2013 10:28 PM    Msg. 183 of 712       
This. Is. Perfect.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 30, 2013 10:49 PM    Msg. 184 of 712       
i think that you should move to unreal engine as it is made for fps's


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Dec 30, 2013 10:59 PM    Msg. 185 of 712       
As for a reference here is the fps kit's demo: http://www.visionpunk.com/products/ufpsc/webplayer/demo.html


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 30, 2013 10:59 PM    Msg. 186 of 712       
I have tested the UDK. Not my favorite.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 30, 2013 11:20 PM    Msg. 187 of 712       
i know it's the origins that need to be repositioned, but if the animations don't match up it can cause things like shoulders clipping into the middle of the camera.

furthermore i very much agree with zobi3king's GDD, i think having loadouts can be a good idea, but don't have starting weapons be OP, use things like magnums, ARs, PPs, etc. also i think toned down armor abilities wouldn't be TOO bad u could add things like VISR to one loadout and offset it by giving another loadout 2 extra grenades for example. (i agree wholeheartedly that armor lock and bubbleshields and the like where WAY too OP)

lastly since someone mentioned GoW (gears of war) i was wondering if a similar interactive reload system could be set up. the assault rifle for example, the user taps "r" (assume r is reload) once to begin the reload by popping out the magazine, taps it once the hand is off screen to find a new mag (say in half the time), then just after it gets inserted they can tap the button again the quickly pull the bolt (say in a third of the time), so that when done correctly the user can save time reloading.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Dec 30, 2013 11:34 PM    Msg. 188 of 712       
omg I remember when a friend of mine was using mobile unity back in the day


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 31, 2013 08:25 AM    Msg. 189 of 712       
It's a great engine!


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Dec 31, 2013 11:50 AM    Msg. 190 of 712       
Quote: --- Original message by: TheChunkierBean
It's a great engine!


I always used unity to make beautiful land, lol I always made the most beautiful islands of night. and then I made a big hill In the middle with a whole and changed my jump settings and just jump around


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 31, 2013 12:54 PM    Msg. 191 of 712       
Rofl.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Dec 31, 2013 03:51 PM    Msg. 192 of 712       
woot my laptop is in build right now! soon... soon my pets... prepare your game bean! :D


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 31, 2013 04:06 PM    Msg. 193 of 712       
I hope your ready!


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Dec 31, 2013 06:27 PM    Msg. 194 of 712       
the cole train runs on whole grain baby! WHOO!


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Dec 31, 2013 08:34 PM    Msg. 195 of 712       
Ok back in track. I just want to update everyone with this: there will be a public ALPHA multiplayer. This is because I don't want to rush and also because the public alpha multiplayer will NOT have vehicles or Covenant weapons. Those will be later. It's just to test shooting, melee and UNSC weapons. Thank you.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 1, 2014 08:28 PM    Msg. 196 of 712       
Alright guys i am working on a pistol model
http://www.youtube.com/watch?v=mHl2LmI_Udk
also, we need programmers who know C#


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jan 1, 2014 09:43 PM    Msg. 197 of 712       
I like that pistol model! Keep up the good work!


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Jan 1, 2014 11:32 PM    Msg. 198 of 712       

*cough


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 2, 2014 12:27 AM    Msg. 199 of 712       
It looks nice but compared to mine it isnt something you would put in a main menu.


Anyways i got more work done on the pistol.


3DS MAX:

Edited by MEGASEAN2812 on Jan 2, 2014 at 01:51 AM


cippozzo
Joined: May 7, 2013

"I... I am a monument to all your sins."


Posted: Jan 2, 2014 02:44 AM    Msg. 200 of 712       
I drunk a lot of coffee and I need a cornetto nutella or I'll die, sorry Bean I'll set up UNSC weapons in 4 days.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 2, 2014 02:52 AM    Msg. 201 of 712       
Quote: --- Original message by: cippozzo
I drunk a lot of coffee and I need a cornetto nutella or I'll die.

Thats bad. Good luck.


cippozzo
Joined: May 7, 2013

"I... I am a monument to all your sins."


Posted: Jan 2, 2014 02:58 AM    Msg. 202 of 712       
(The hell making an Halo Ring in Terragen)


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Jan 2, 2014 06:25 AM    Msg. 203 of 712       
Great work guys!


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 2, 2014 08:49 AM    Msg. 204 of 712       
Quote: --- Original message by: MEGASEAN2812
Alright guys i am working on a pistol model
http://www.youtube.com/watch?v=mHl2LmI_Udk
also, we need programmers who know C#

Mhmmm you should keep this video for you because this is a horrible method of modelling, and people shouldn't use it as reference. Sorry.
You could give the model a lot of depth by just moving your planes away from the middle and moving your edges up and down a lot more.

http://www.youtube.com/watch?v=f-R6HIpaC-c This tutorial is the best I've seen so far, and I bet it can apply to blender, you should have a look at it especially the way the guy adds the details and depth


cippozzo
Joined: May 7, 2013

"I... I am a monument to all your sins."


Posted: Jan 2, 2014 11:14 AM    Msg. 205 of 712       
Model the weapons like for Halo CE and it'll be good with nodes and markers.
Bean first to announce an alpha we need a gamma, we have only ufps scripts. We need a lot of improvements, one of those is a new inventory, a melee system, a new reload system... And photon isn't easy like a b c d, it needs C# programming and I don't know if it's completely free or free for a limited number of player per server.
And I will not play without plasma guns.(Plasma rifles are better than UNSC rifles)
And I'll add a plasma reload system and a bigger inventory for bigger maps(maps like battlefield).


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 2, 2014 01:26 PM    Msg. 206 of 712       
Quote: --- Original message by: bourrin33
Quote: --- Original message by: MEGASEAN2812
Alright guys i am working on a pistol model
http://www.youtube.com/watch?v=mHl2LmI_Udk
also, we need programmers who know C#

Mhmmm you should keep this video for you because this is a horrible method of modelling, and people shouldn't use it as reference. Sorry.
You could give the model a lot of depth by just moving your planes away from the middle and moving your edges up and down a lot more.

http://www.youtube.com/watch?v=f-R6HIpaC-c This tutorial is the best I've seen so far, and I bet it can apply to blender, you should have a look at it especially the way the guy adds the details and depth

k. Thanks. I am still trying to learn maya and max so ill bookmark this.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jan 2, 2014 08:52 PM    Msg. 207 of 712       
Plus if your working on a unity based game that has good graphics, you should have a better work flow. You should probably start off by modelling the highpoly than using a lower iteration (optimized) of the high holy. Not only will this mean you have normal maps and other things, but it will reduce the difficulty of texturing.


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Jan 2, 2014 10:03 PM    Msg. 208 of 712       
He's got a point.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jan 2, 2014 11:55 PM    Msg. 209 of 712       
i'll go ahead and say it bean, he's currently the only modeler u have (that we've been informed of), so u should probably collaborate more and make suggestions so he can improve (thus making u better content).


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Jan 3, 2014 12:21 AM    Msg. 210 of 712       
ZOBI3KING is my other modeler along with cloneclam.

 
Page 6 of 21 Go to page: · 1 · ... · 3 · 4 · 5 · [6] · 7 · 8 · 9 · ... · 21 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 8:07 AM 172 ms.
A Halo Maps Website