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Guys,I think there is story mode in ZEQ2

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ivanhoeGT View user's profile Send private message

Reply with quote Thursday, January 19, 2012

Guys I really think the is story mode of ZEQ2.
Look,I found these image at ZEQ2/interface/art

I actually realize cause there is a game I play with these words...

joker2k12 View user's profile Send private message

Reply with quote Thursday, January 19, 2012

I wish that thay make a story mode it well be awesome Very Happy Smile Very Happy Shocked

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Thursday, January 19, 2012

Nope, there is no story mode yet. Those buttons are for loading and saving, which could be used for anything from configuration settings(control shemes) to server settings, theoretically. The "Skirmish" button is more than likely intended for multiplayer games, but I'm guessing somewhere along initial development someone decided to use a different button instead.

Those first two UI elements, while possible to be used for story related things, are only image files though. No code work has been done(to my knowledge) on actually creating a story mode, though I'm sure it was originally planned to be added eventually. Two major hurdles for a story mode, are coding, both for support of a story mode, as well as for Artificial Intelligence(A.I. or Bot control for the laymen), and level design. None of the maps as they are currently laid out would be able to handle a story mode without some significant changes to properly handle a well defined direction of action and story.

Example: The Landing map currently spawns the player randomly amongst various respawn locations around the map. For a story mode, one chain of respawn locations will be needed, with support for selecting only a specific location once conditions are met(I.e. checkpoints and auto-save features that trigger when you reach a certain location on the map, which changes the initial spawn location at the start of the map to the new checkpoint spawn location).

UI elements would potentially need to be added to the HUD(Long distance energy sensing, or something to the like if you want to give a cannon explanation for how the player knows) to give players an idea of where specifically they need to go on a map without just flying around aimlessly until they happen to find the correct location. Probably not too hard to code it(thinking just setup the system to literally sense energy that the AI controlled enemies would have, since most of Frieza's henchmen could not suppress their powerlevels), but would take some work on the graphic side to make the feature unobtrusive to the look and feel of the game.

There's likely more scenarios that would require adjustments to the maps, and additional changes to the code that would be needed, but I'm too pressed for time right now to list them all out...

ivanhoeGT View user's profile Send private message

Reply with quote Thursday, January 19, 2012

Shenku wrote : Nope, there is no story mode yet. Those buttons are for loading and saving, which could be used for anything from configuration settings(control shemes) to server settings, theoretically. The "Skirmish" button is more than likely intended for multiplayer games, but I'm guessing somewhere along initial development someone decided to use a different button instead.

Those first two UI elements, while possible to be used for story related things, are only image files though. No code work has been done(to my knowledge) on actually creating a story mode, though I'm sure it was originally planned to be added eventually. Two major hurdles for a story mode, are coding, both for support of a story mode, as well as for Artificial Intelligence(A.I. or Bot control for the laymen), and level design. None of the maps as they are currently laid out would be able to handle a story mode without some significant changes to properly handle a well defined direction of action and story.

Example: The Landing map currently spawns the player randomly amongst various respawn locations around the map. For a story mode, one chain of respawn locations will be needed, with support for selecting only a specific location once conditions are met(I.e. checkpoints and auto-save features that trigger when you reach a certain location on the map, which changes the initial spawn location at the start of the map to the new checkpoint spawn location).

UI elements would potentially need to be added to the HUD(Long distance energy sensing, or something to the like if you want to give a cannon explanation for how the player knows) to give players an idea of where specifically they need to go on a map without just flying around aimlessly until they happen to find the correct location. Probably not too hard to code it(thinking just setup the system to literally sense energy that the AI controlled enemies would have, since most of Frieza's henchmen could not suppress their powerlevels), but would take some work on the graphic side to make the feature unobtrusive to the look and feel of the game.

There's likely more scenarios that would require adjustments to the maps, and additional changes to the code that would be needed, but I'm too pressed for time right now to list them all out...



Okay,I understand

RealDeal View user's profile Send private message

Reply with quote Thursday, January 19, 2012

ivanhoeGT wrote : Guys I really think the is story mode of ZEQ2.
Look,I found these image at ZEQ2/interface/art

I actually realize cause there is a game I play with these words...



you forgot to find the quick load and quick save option you son of a.............

ivanhoeGT View user's profile Send private message

Reply with quote Thursday, January 19, 2012

RealDeal wrote :

ivanhoeGT wrote : Guys I really think the is story mode of ZEQ2.
Look,I found these image at ZEQ2/interface/art

I actually realize cause there is a game I play with these words...



you forgot to find the quick load and quick save option you son of a.............



Where?Dude,I'm not son of a..........But son of a human.
I'm not alien,you? Razz Razz

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