New gameplay/mod ideas to consider?

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1DVD4D2UDK
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New gameplay/mod ideas to consider?

Postby 1DVD4D2UDK » 07 Jun 2015, 21:47

I know you guys already have your hands full, & I'm wondering if the normal
UE4 modding will still be available to coders for the main game? To add and
enhance gameplay above & beyond the episodic releases for the SolC titles?

I had an idea for a special weapon dispenser mapobject(with various trigger
methods), that I don't remember being in any Descent version to date - but
I could also be mistaken, so don't quote me on it. Since I only got through
about half of the missions on the Descent 3: Mercenary Mission Pack. :D

Anyway, the basic idea is for a bump or shoot (random special weapon) to
be dispensed only after certain conditions have been met - like having two
specific weapon types in your possession that get combined to create a new
exotic special weapon, that no other player would have unless they had met
the exact same conditions when the dispenser was activated.

So, the gist of the object is you find & collect two weapons that can be used
with it, and during the activation sequence the device scans your ship to be
sure it can indeed produce a new weapon - the pilot releases the weapons in
question to the device, & within a specified or random time period the device
produces your new weapon of choice and spits it out for you, or an enemy to
pick up if you weren't able to survive the amount of time it took to create it! :D
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1/2Hawk
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Re: New gameplay/mod ideas to consider?

Postby 1/2Hawk » 07 Jun 2015, 22:51

Hrmm - could fit. We already don't pick up weapons themselves but rather blueprints / instructions for the ship to reconfigure itself to fire in a new way. Interacting with equipment on the level is something we've been discussing heavily lately, but probably in more unique ways than you would imagine. ;)
UDK & UE4 - Visual FX (Particle Systems, Custom Materials, Lighting), Modeling, Animation/Rigging, Mapping, Coding
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1DVD4D2UDK
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Re: New gameplay/mod ideas to consider?

Postby 1DVD4D2UDK » 08 Jun 2015, 09:28

1/2Hawk wrote:Hrmm - could fit. We already don't pick up weapons themselves but rather
blueprints / instructions for the ship to reconfigure itself to fire in a new way.
Interacting with equipment on the level is something we've been discussing
heavily lately, but probably in more unique ways than you would imagine. ;)
Sounds interesting, and while I can't ask for details - & I doubt I'd be able to
guess what else you guys have been up to, if I think of any noteworthy ideas
I'll be sure to post'em for a look see & feedback if you guys have time that is.
After closing your browser, it'll be with you - in back of your mind
waiting to inspire you, by what you've seen, heard, or read today
1DVD, 1DVD4D2UDK, 1DVD-DCLXVI, 1DeViLiShDuDe, @uToPLaY
http://descent-to-udk.deviantart.com http://1devilishdude.deviantart.com
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1DVD4D2UDK
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Joined: 08 Nov 2012, 00:10
Location: Pioneer, CA
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Re: New gameplay/mod ideas to consider?

Postby 1DVD4D2UDK » 18 Jun 2015, 19:57

Another cool idea for map environments to show effects on the surface of
the ships viewport/windshield, like HomeyDuh's Icebreaker - which would
show a slight frost around the edges, or the team's Vertigo to show some
type of temporary blistering on the fringes of the screen while underneath
or submerged in the lava flows for emulation! :)
To emphasize more fully the experience of being inside the ships cockpit!

Or even in extreme cases like the water in Vertigo to leave behind
momentary droplets when the ship moves underneath the flow! :D

And maybe something to think about for the main title as well! :mrgreen:
After closing your browser, it'll be with you - in back of your mind
waiting to inspire you, by what you've seen, heard, or read today
1DVD, 1DVD4D2UDK, 1DVD-DCLXVI, 1DeViLiShDuDe, @uToPLaY
http://descent-to-udk.deviantart.com http://1devilishdude.deviantart.com

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