ividyon will never get this done, will he.

First person weapons for MCoop

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

Moderators: Semfry, ividyon

Are you interested?

Yes
24
92%
No
1
4%
Maybe
1
4%
 
Total votes: 26

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1179
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 18 Apr 2013, 13:48

I haven't made any progress since March. :/

User avatar TheIronKnuckle
Gilded Claw Gilded Claw
Posts: 1967
Joined: 12 Nov 2007, 07:21
Location: Riding my bicycle from the highest hill in Sydney to these forums

Subject: Re: First person weapons for MCoop

Post Posted: 18 Apr 2013, 23:42

Shivaxi wrote:i always wanted the krall staff weapon as a weapon =p

nali chronicles! :D
ImageIgnorance is knowing anything
And only idiots know everything

User avatar AlCapowned
Skaarj Elder Skaarj Elder
Posts: 1179
Joined: 19 Dec 2009, 22:25

Subject: Re: First person weapons for MCoop

Post Posted: 20 Apr 2013, 17:33

There's not going to be a beta any time soon, but if I do eventually release one, what features would be more important?

Weapon functionality: weapon-related abilities and first person animations
Creature features: abilities that are unrelated to the weapons, like the krall's legloss, gasbag/warlord air dodging, etc. There are other things I might add.
Game features: extra options for cooperative play (ie. a setting to allow certain monsters to spawn at playerstarts so players don't have to look for each other)
Other stuff: Ammo icons, third person animations, extra sounds

Or should I try finishing most of the above before releasing a beta?

Edit: I guess I won't be releasing this. I'm not getting much feedback, and I lost my interest in the project.
Last edited by AlCapowned on 30 May 2013, 18:48, edited 1 time in total.

xRedStar
Skaarj Assassin Skaarj Assassin
Posts: 122
Joined: 13 Jan 2013, 18:56

Subject: Re: First person weapons for MCoop

Post Posted: 20 Apr 2013, 20:56

AlCapowned wrote:There's not going to be a beta any time soon, but if I do eventually release one, what features would be more important?

Weapon functionality: weapon-related abilities and first person animations
Creature features: abilities that are unrelated to the weapons, like the krall's legloss, gasbag/warlord air dodging, etc. There are other things I might add.
Game features: extra options for cooperative play (ie. a setting to allow certain monsters to spawn at playerstarts so players don't have to look for each other)
Other stuff: Ammo icons, third person animations, extra sounds

Or should I try finishing most of the above before releasing a beta?


I was so convinced that people would had wanted a MCOOP Mutator so they didn't have to play on hacker's paradise "MCoop Game" to have fun. I'd imagine with JCoopZ or Pcube's XCoop it would be a very nice addition...

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