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Post by DrVista on Sept 28, 2014 6:59:43 GMT 1
Our logic systems are poor compared to other games.Well they are enough for us but I think the developers should add these advanced thingies: User Interfaces:User Interface has something to do with the graphic or art of the game. Believe it or not the User Interface if very useful to Role Playing Games. The User Interface is completely customize able.
If you don't know what the User Interface is: The user interface is what you see on your screen while in the game clienthere's a demonstrationAttachment DeletedYou can see a unmodified client here.If only I could add a different design of the client~Remember this is only a demonstration.. This is notHow I exactly pictured itAttachment DeletedNow here we have a Modded client.As you can see, you can minimize thosestuffs you see different.There will be some more Logics that are related to the "User Interface"
Keep you eyes open. Selection: {Related to User Interface}Selection can be a very useful Trigger
Selection is where you can select different choices to trigger an effect. Demonstration: ---if--[Pressure Plate]---Is Triggered---[Selection]--Activates once the selection is activated a dialog will appear. Demonstration of Selection: --Activated--[Selection] Rock Paper Scissors Lets say I picked Scissors then a Big Model of scissors appears infront of me Demonstration of Multiple Activation: [Selection] Rock {}---If Picked----[Model]---Appears--- Paper {}---If Picked----[TNT]---Blows Up--- Scissors {}---If Picked----[Model]---Appears--- Advanced Trigger Logics:
Regions: Regions are selectable areas used for advanced triggering. We only have one Trigger that can be activated by a player [Pressure Plate] The Regions can also be used as an "Effect Region".
This Demo will require something that hasn't been placed in kogama or never will because it is ridiculous I will just use it as an example:
Demonstration:
Effect Version: { } Unknown Logic V { Region}----[Players in a Specific Region]-----if----[Pressure Plate]--Is Triggered { } [Will Respawn]
Trigger Version: { } { Region}----[if triggered]------[TNT]--Blows Up { } See what I mean?, I just used a region instead of a Pressure Plate.
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Post by Jatsu on Sept 29, 2014 2:48:55 GMT 1
Our logic systems are poor compared to other games. Well they are enough for us but I think the developers should add these advanced thingies: Compared to Kogama's main competitor, Roblox, it is very true that our logic system isn't fully realized at this point. Even in other games where logic features aren't the main part of gameplay, like Minecraft or Starbound, there's a huge gap in available functionality, namely logic feedback loops. Now, whether or not it's "enough for players" is subjective to what game philosophy you believe in. For me, I fall under the ideology that having advanced features be available is better than not having them at all. Whereas others might contend that too many advanced features is too intimidating for players due to a heightened learning curve, especially those of a younger audience. Further still, a developer might argue that advanced features are more complicated and take more time and resources to implement, thus being a viable excuse for not developing them. Nonetheless, it should be obvious that Kogama's logic system has a lot of potential. The concept of a feature being "too advanced" is suspect, since any complicated feature can become usable and intuitive if executed correctly (split into simpler tasks, automated, streamlined, etc.). Therefore, advanced features aren't something developers should ignore altogether. In fact, such features should be embraced and considered fairly if they would offer a lot more functionality or convenience for players. Anyway, enough of my ranting! Here's my feedback on your ideas: User InterfacesFirst and foremost, UI controls the information and functions available to the player. Any graphical influence on it is purely artistic to usually make a game feel more immersive and interactive. That being said, there is room for creators to modify UI if it would improve how their created level is perceived. For example, in a game where it's impossible to die or in a game that's purely exploration (graphic novels), it wouldn't make much sense to include a health or air bar. Even if there was a way to be killed in a level, the creator might personally find a health bar distracting, so he or she might want to opt out of using one or simply have it hidden (think how hovercars are damaged). In cases where creators do want a health bar, perhaps they would prefer a different version of a health bar, artistically speaking. For example, a radial health bar or an avatar portrait would be more interesting for their level, rather than a straight bar of health. Furthermore, some creators could appreciate the ability to move certain UI around on the screen to have more space on the screen or to feel more appropriate for their level. To be honest, there isn't really much room for logic integration. In fact, due the impossibility of creating counters (as of now) with our logic system, we couldn't even use it for item collection with stars. Therefore, if UI modification became available, it would make more sense to have it as an independent feature. My thoughts would be to implement a grid-like structure on the screen with various discrete UI elements available to place around in it. Right clicking individual elements could open a Settings option which allow players to modify that UI element alone, like changing a health bar to be displayed in numbers rather than graphical elements. Similarly, the Settings option could change it's appearance, or if spatial concerns would become an issue, a separate "Add UI Element" button where a particular graphic for an UI element can be chosen and placed. Here's a mock-up representation of this idea: So going by color codes: - Main Screen: This would be an area that would be unmodifiable, so that creators couldn't place UI elements inside of it. This works out for the best since players would want to see more of the level rather than UI elements in the center of their screen!
- Event Display: In play-mode, this is the area where game messages appear. It wouldn't make much sense to move this around. In fact, I would much prefer a logic box to control messages in this Event Display. For example, if a player stepped on a pressure pad hooked up to this suggested logic box, it would display a message like "Player X has stepped on a Button" or perhaps another important message relative the level created.
- Health Bar: This health bar can be moved around to where it fits, or changed into a different graphic representation and moved around. For example, it could be moved to the top-left corner instead of the top-center.
- Air Bar: As with the health bar, the air bar could be attached to the health bar, moved, or changed into a different graphic representation.
- Timer: The timer could be moved around or have its fonts changed in the proposed Settings option. For example, in a game level where the time element is important, it could be moved to the center of the screen.
- Item Collection: As with the timer, if item collection is very important, it can be moved to a different location on the screen.
- Menu/Team Button: If there is no team, or if the creator wanted to display the number of players in the game (or not), they could change such options in Settings. Furthermore, they could move this UI element around, if they wanted to.
Overall, it would make sense that UI modification only be applicable to play-mode screens. Changing edit-mode UI would be an accessibility concern which the developers would be in charge of addressing anyway. Moreover, the elements available to be used should be functionally complete in the sense that players don't have to do any background work in order for them to function (remember how I said complicated features can be easy to use if executed right? This is what I was referring to!). However, having options to change how information in the elements are displayed and where they are displayed would be a fun and more creative thing to have as well. Selection
Surprisingly enough, this feature is already available to us. What you described to want here is actually called a multiplexer and it serves as an "input selector". It is combinational circuit device (meaning it relies only on inputs alone) that functions based on the inputs it receives and which combination of control lines are currently active. So in your example, having one teams' inputs be the control lines to represent "Rock", "Paper", or "Scissors", and having the other team's as the data inputs, you could output an active signal in the cases where they've won the match, and thus result in your TNT exploding or model appearing. Trigger LogicHell yes! We definitely need more input devices in Kogama. There are plenty of ways the developers could achieve this, in addition to the one you described: - On-Click Switches: The right-click button has no function in play-mode as of now (only in edit-mode to orientate camera). My thoughts is that an on-click switch would be graphically unique (like certain blueprints) and players can right-click to activate them when in close proximity to them.
- Target Activated Switches: When this object detects weapon fire, like a centergun being fired at it, it activates and sends a signal. There could be options to further control how this logic object behaves, like a normal mode that sends a short 0.5 second signal when hit or a one-time only signal that activates permanently on hit.
- Region Activated Switches: Like you described, this would be an area or region players can define and when a player steps in this region or while any player is inside this region, an active signal is outputted. Options could be included to control how the signal behaves, but this isn't exactly necessary.
- Trip-Wire: This is essentially one such application of a region activated switch, and can have a specific model associated with it. This would be a good option if the developers wanted to sell a logic object that would be usable by players.
- Omni-Directional Pressure Pads: Players could either rotate pressure pads which could be activated based on the direction it comes into contact with a player. Or, the developers could add two other versions of the pressure pad that can activate when a player's head hits it or when their side hits it.
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