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Post by Gonzalo on Sept 27, 2019 12:20:53 GMT 1
I want to talk about this topic because it would be fun to add players controlled by the console itself, I mean it would be great to create a "zombie survival map" and that the zombies attack the players
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Deleted
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Post by Deleted on Oct 28, 2019 8:18:40 GMT 1
Good idea!
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NesZ
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Post by NesZ on Apr 18, 2020 19:39:25 GMT 1
I want to talk about this topic because it would be fun to add players controlled by the console itself, I mean it would be great to create a "zombie survival map" and that the zombies attack the players asies
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Post by - HDB - on Apr 20, 2020 13:53:53 GMT 1
It would be a very cool update! Unfortunately, I don't think KoGaMa developers have the needed technology to make it
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vqao
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i like playing kogame because it's funny
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Post by vqao on Apr 24, 2020 14:28:14 GMT 1
I want to talk about this topic because it would be fun to add players controlled by the console itself, I mean it would be great to create a "zombie survival map" and that the zombies attack the players you could just make 2 teams, one being survivors and one being the zombies
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vqao
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i like playing kogame because it's funny
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Post by vqao on Apr 24, 2020 14:33:27 GMT 1
It would be a very cool update! Unfortunately, I don't think KoGaMa developers have the needed technology to make it maybe the coding is in fact simple, i made a 2D game once (a private test game) and saw that the shooters that i added in the game had a few lines of code. it might be that 3D games may have more lines of codes then i thought, but the fact that they would code that just for a zombie game to be made is mad impossible.
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Post by Cosmic on Apr 24, 2020 19:01:01 GMT 1
maybe the coding is in fact simple, i made a 2D game once (a private test game) and saw that the shooters that i added in the game had a few lines of code. it might be that 3D games may have more lines of codes then i thought, but the fact that they would code that just for a zombie game to be made is mad impossible.
Actually, if you add just a little bit of customization it could have several uses. Just let the players edit the model of the zombie, just like it's done in the avatar editor: The head, body, arms, legs and feet. Let players add acessories to it, particles and etc. Now, add a couple of other animations for atacking and walking. Zombies have all that weird and clumsy feel, add too just the normal animation, add a animation where's enemy just move his arms all around while walking like crazy, things like that. And now, let the players customize the enemy just we can with classes, just without the limitations. And, done. You could do all sorts of things with a uptade like that, both multiplayers and singleplayer maps would have a amazingly absurdly HUGE uptade to it!
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Bros
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Post by Bros on Apr 25, 2020 10:56:14 GMT 1
If we're talking about npcs, I could say an oculus can somehow be able to be AN npc but if you want to put it as normal moveable character npc like the zombie thing MvDA and others said I'd think that would be sorta hard to make.
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Bros
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Post by Bros on Apr 25, 2020 10:57:15 GMT 1
maybe the coding is in fact simple, i made a 2D game once (a private test game) and saw that the shooters that i added in the game had a few lines of code. it might be that 3D games may have more lines of codes then i thought, but the fact that they would code that just for a zombie game to be made is mad impossible.
Actually, if you add just a little bit of customization it could have several uses. Just let the players edit the model of the zombie, just like it's done in the avatar editor: The head, body, arms, legs and feet. Let players add acessories to it, particles and etc. Now, add a couple of other animations for atacking and walking. Zombies have all that weird and clumsy feel, add too just the normal animation, add a animation where's enemy just move his arms all around while walking like crazy, things like that. And now, let the players customize the enemy just we can with classes, just without the limitations. And, done. You could do all sorts of things with a uptade like that, both multiplayers and singleplayer maps would have a amazingly absurdly HUGE uptade to it! But with what editor could we make animations?
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Post by Cosmic on Apr 25, 2020 21:25:10 GMT 1
But with what editor could we make animations? I didn't said that we need a editor for animations, i said we need an editor for the NPC model. Just like themes, animations could be premade by KoGaMa.
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Bros
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Post by Bros on Apr 26, 2020 8:48:05 GMT 1
But with what editor could we make animations? I didn't said that we need a editor for animations, i said we need an editor for the NPC model. Just like themes, animations could be premade by KoGaMa. Oh, oof.
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MrOzymandias
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Post by MrOzymandias on Apr 27, 2020 19:21:17 GMT 1
Unfortunately, Kogama's highly reliant on players serving as the in-game antagonists. The devs have trouble even implementing terrain & model collision in current autonomous blueprints, as evidenced by occuli. Player-like NPCs would be nice, but they require a certain level of script -- the AI would probably prove too laggy on larger scales with multiple players, especially if you wish for them to be in sync for every user (the last I checked, you can still see other players floating on "phantom" moving platforms; if something so comparatively simple can't be in sync, something far more advanced probably can't either). Yet, there is a strange idea I've thought of as I wrote the above. Player actions and locations are almost real-time across clients, allowing for fast-paced PvP combat. It does make me wonder if a similar approach could be taken with NPCs, where an AI-driven character appears in a designated area and follows builder-set rules, but the game itself is tricked into believing it's just another player. Who knows? Just a random idea.
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Bros
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Post by Bros on Apr 28, 2020 10:01:36 GMT 1
Unfortunately, Kogama's highly reliant on players serving as the in-game antagonists. The devs have trouble even implementing terrain & model collision in current autonomous blueprints, as evidenced by occuli. Player-like NPCs would be nice, but they require a certain level of script -- the AI would probably prove too laggy on larger scales with multiple players, especially if you wish for them to be in sync for every user (the last I checked, you can still see other players floating on "phantom" moving platforms; if something so comparatively simple can't be in sync, something far more advanced probably can't either). Yet, there is a strange idea I've thought of as I wrote the above. Player actions and locations are almost real-time across clients, allowing for fast-paced PvP combat. It does make me wonder if a similar approach could be taken with NPCs, where an AI-driven character appears in a designated area and follows builder-set rules, but the game itself is tricked into believing it's just another player. Who knows? Just a random idea. I just learned a new thing today! (sorta).
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Yusen
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Post by Yusen on May 4, 2020 20:08:47 GMT 1
I want to talk about this topic because it would be fun to add players controlled by the console itself, I mean it would be great to create a "zombie survival map" and that the zombies attack the players I will do a mapping and publication, about a simple way of how EK can create a system of NPCs in Kogama, it is something interesting, but they already make explicit in the (logic cubes) that you can create a more comprehensive work than yours therefore, it is not easy to create the perfect NPC from there, but you just have to practice. Maybe soon I'll post here as a vote or just a form of suggestion.
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piped
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Post by piped on May 4, 2020 20:24:11 GMT 1
I want to talk about this topic because it would be fun to add players controlled by the console itself, I mean it would be great to create a "zombie survival map" and that the zombies attack the players Very interesting, this could help in the scenario of my games, let's see what the players think, for me it is good. Thanks! - RC KGM WWW
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