First person weapons for MCoop
- AlCapowned
- 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.
- TheIronKnuckle
- 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!
Ignorance is knowing anything
And only idiots know everything
And only idiots know everything
- AlCapowned
- 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.
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
- 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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