Author Topic: GH2: Core features not yet implemented  (Read 10822 times)

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #15 on: August 28, 2006, 02:30:16 PM »
Quoting: peter
I'm wondering about the user interface for all these ideas. Are you thinking of adding new kinds of menus? Or will these things mostly just fit into "use a skill on an item", or the inventory window.

Everything you might need to do with a computer should be accessable from the backpack menu. However, since you can have computers installed inside your body (for mecha, possibly also cyberware) I'll be expanding the backpack interface. There will be a key you can press to switch the upper menu between equipment (current version) and a complete body part listing.

Quoting: peter
Some of the new ideas people are talking about sound like they'd become important parts of the game that you couldn't ignore easily. You can't add too many things like that without making it into a different game, so keep that in mind when thinking up ideas, people.

Well, this is a different game. It's GearHead-2. :)

Your point is well taken, though. The new features added should complement those already there, and should be done in the spirit of GearHead.

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #16 on: October 07, 2006, 04:43:03 PM »
Edit- I've added three new features to the list, but haven't removed any of them yet. This could possibly bode ill... but progress has been made on other fronts, so I won't complain. My name isn't ShockFrost yet.

I'd like to make this thread a sticky, but that's more for my own use than anyone else's.

Offline macksting

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GH2: Core features not yet implemented
« Reply #17 on: October 08, 2006, 09:08:53 AM »
You could make some of these unlockable content.
Or at least the higher, more unbalancing levels, and once unlocked, make it possible for the player to define them as unavailable in the setting through a little checkbox list. :) Sorta like setting up a deathmatch in Worms, defining how many weapons, their existence in the fight, etc. Do you want your Infinite SuperSheep, or do you want to eliminate the Dynamite entirely?

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #18 on: October 09, 2006, 09:21:23 AM »
I've just fixed the mass calculator so that low scale gears are counted if there's enough of them, and am about to get to work on the "One Hand Free" encumberance rule that was discussed in another thread. That's enough for me to mark off #8 above.

So, from now on, if you install 5 Mech Cannons on your SF:2 battroid that'll be 7 extra tons.

Offline macksting

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GH2: Core features not yet implemented
« Reply #19 on: October 09, 2006, 05:42:29 PM »
Interesting.
Mech Cannons always were a nice weapon. I never felt a need for more than one, but now that you mention it, I really ought to have a shield with two of them. :)

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #20 on: November 11, 2006, 09:16:40 AM »
What's next? I'm thinking the next things to add will be turrets/stationary monsters and the changes to Mecha Engineering. Since I have to alter the backpack unit to be usable in arena mode, now is the logical time to do the M.Eng changes as well.

Offline Anticheese

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GH2: Core features not yet implemented
« Reply #21 on: November 11, 2006, 09:32:26 AM »
JH, I think it would be a good idea for you (or me) to create a master to-do sticky in the announcements forum. Basically we get what you posted on the first post of this topic but we lock it for easy reference.

I was going to do it, but I figure it would be best to get the thumbs up from you.

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #22 on: November 11, 2006, 10:25:21 AM »
Sure. I think that's a good idea.

Offline Imam

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GH2: Core features not yet implemented
« Reply #23 on: November 07, 2007, 06:25:13 PM »
I posted this on gearhead 0.44 thread but it seems the thread was to old to be noticed.

how about a two seater mech, with one lancemate as weapon operator. So the main chara can focus on basic piloting and other skills while the weaponry department goes to a lancemate.

BTW, the spaceship idea rocks. I hope it can serve as a mobile headquarter to store mech, and leave unwanted lancemates behind. plus you can upgrade it on spaceports. whoho...I can't wait for GH2 final version (if there will be any 8D)

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #24 on: November 07, 2007, 06:53:36 PM »
If you check through the program, you'll see that most things are programmed with the assumption that there may be multiple pilots in a mecha. A few things would have to be changed in order for this to work:

1) The SkillRank and SkillValue functions would have to look through all available pilots and select the best pilot for the job.

2) The SkillRoll function would have to select the best pilot to make the skill roll with.

3) Experience rewards would have to be shared between crew members.

4) I'd have to check every case of LocatePilot in the game to see whether or not it makes any assumptions about there being only one pilot. Off hand I expect some issues with mecha ejection.

5) The interface would need to be expanded so that multiple pilots can be assigned to the same mecha.

Offline Imam

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GH2: Core features not yet implemented
« Reply #25 on: November 07, 2007, 11:31:10 PM »
Hmm...unfortunately I'm just a leacher with no programming knowledge.
I can only offer ideas to improve GH, the game I'm looking for the past 10 years (I've been searching for games with GH level of gameplay complexity and mecha composition ), but I can't do one bit of programming. So I appreciate the guys developing GH very much.

'bout the spaceship part, how about a special plot to obtain it. the lost spaceship story, where the main chara found an abandoned advanced spacecraft. heheheh. a little cliche, but I love it.

BTW can we enter the spaceship (just like the diplomat persuasion mission on emerald spinner) or just an added spaceship menus?

thx a bunch guys

Offline Burzmali

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GH2: Core features not yet implemented
« Reply #26 on: November 08, 2007, 06:26:23 AM »
Quoting: Joseph Hewitt
1) The SkillRank and SkillValue functions would have to look through all available pilots and select the best pilot for the job.

2) The SkillRoll function would have to select the best pilot to make the skill roll with.

3) Experience rewards would have to be shared between crew members.

4) I'd have to check every case of LocatePilot in the game to see whether or not it makes any assumptions about there being only one pilot. Off hand I expect some issues with mecha ejection.

5) The interface would need to be expanded so that multiple pilots can be assigned to the same mecha.


Wouldn't be cleaner to create seats inside of the cockpit/bridge such as "pilot", "gunner" and "sensor op" and to assign skills to a particular seat?  In addition, usable systems could have a seat attributed to them if more than one is available (i.e. "gunner 1" and "gunner 2").  Any systems that were assigned to unoccupied seats, would default to the "pilot" or "captain" at a penalty.

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #27 on: November 08, 2007, 05:41:08 PM »
Nope. That might be a preferable system, but it wouldn't be any cleaner to write. It does give me an idea, though- characters should get assigned to seats rather than to mecha.

Offline Burzmali

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GH2: Core features not yet implemented
« Reply #28 on: November 09, 2007, 06:04:41 AM »
Quoting: Joseph Hewitt
Nope. That might be a preferable system, but it wouldn't be any cleaner to write. It does give me an idea, though- characters should get assigned to seats rather than to mecha.


Really ;)

Quoting: Joseph Hewitt
1) The SkillRank and SkillValue functions would have to look through all available pilots and select the best pilot for the job.


Try factoring Talents, SP and MP into that mix and I think clean will be the least of your worries.  Not only that, but seats give the player the choice to give a lesser character a chance to hone their skills, instead of letting their ubercharacter suck up all the XP.

Offline Imam

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GH2: Core features not yet implemented
« Reply #29 on: November 09, 2007, 11:28:19 PM »
but I guess that the maximum number of seat must be limited by the mass of the mecha. I guess monstrouses can fit 3 seat but smaller sized mech can only fit 1.