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- Here are some ideas I had, about what should BM be... I think it
- would be used only for BMW specific levels, as people seems to prefer to have a
- classical Doom clone first...
-
- Don't worry if I used some idea you had, this will be my way to tell
- you, that you had a great idea :)... My opinions are split between
- three files, one concerning the scenario, the other one the
- characters structure, and the third one the game commands...
-
- Here it is... For those who don't like my 'in the blue' ideas,
- don't worry, I really think that these ones are reasonable ones... :)
-
- First, we could use combinations of buttons A, B, C (one-two-
- three, A-B-C, one-two-three, A-B-C, baby, you and me... :) ), like in
- Arcade fighting games like Tekken, Mortal Kombat. This way, there
- will really be 'good players', who will be those who remind well the
- button combinations which are corresponding with powerful spells, and
- who are agile enough to use it... This is a cool way to make BM
- something else than 'another Doom clone', to play something better
- than on a PC, even if we don't have Pentium 166... :). In fact, in
- Hexen and Heretic, when you use magic, you only use another kinda
- weapon, as you don't have spells, but a magic weapon, with only one
- possibility to use it...
-
-
- Here's what I think to be the best way to play, with a joypad :
-
- I thought it so that we could use button combinations with A, B
- and C, to make sophisticated actions, like special attacks.
-
- Joypad
-
- Normal mode :
-
- Pause : pauses the game (yes ! :) )
-
- Option : switches on/off the character bar, at the bottom
- of the screen
-
- Direction cross :
-
- Up : forward
- Low : backward
- Right, left : turn
-
- Direction cross + C button :
-
- Same, but faster (running mode)
-
- Direction cross + B button :
-
- Same, but sidestepping
-
- direction cross + A button :
-
- Same while using the object in hand
-
-
- A button :
-
- Use the wielded object.
-
- As an example, if wielding a sword, the character will
- bash with it, and if wielding a magical wand, he will
- zap it... This way, the character will be able to make
- a lot of things... Each different kinds of characters
- will have a special object, depending on their
- profession. The mages will have a magic artifact, like
- a Grimoire, or an Orb, which will focus their Energy.
- Warriors will have guns.
- If a sophisticated use can be made with the wielded
- object, ie if the object is not a gun, the button A
- will have to be long pressed, to make the difference
- between a pressure included in a combination (short
- pressure) and a long pressure, used to make the basic
- action of the object (little fireball, for the
- wizard's professional object, and bash with the sword
- with the knight). Spelling and swinging a sword takes
- time (like in AvP, when using the alien), but firing
- with a gun takes a very short time...
-
- B and C buttons :
- used for combinations, when the direction cross isn't
- used at the same moment. People can't use the
- direction cross while making the special attack, but a
- special attack script could include a movement. Do you
- see what I mean ? For example, if you wanna cast a
- 'touch of death' spell, you press ABCBACCBAB on your
- joypad, without pressing the directionnal cross, and
- then the games make you move forward and cast your
- spell, pointing to a sprite collection where your
- character points his finger toward the enemy. If the
- character is close enough to the enemy, the enemy
- dies...We can imagine a special beheading attack for
- the sword user, which would consist in a forward move,
- quickly rotating on yourself, approaching the enemy
- before we cut its neck (like in the old game Barbarian
- !).
-
- The 1, 2 and 3 buttons
- Used to enter the inventory mode, and to return to the
- game. If the character bar is off, it switches it on.
- The directionnal cross is used to point the objects of
- the inventory.
- 1 : shows the backpack content (up to 10 items ?).
- Here are non-magic items, non-worn armoury and
- non-wielded weaponry.
- 2 : shows the equipment pieces, like armoury and
- weaponry. A piece of armoury must be worn, or in
- the backpack if there is room enough, and a
- weapon must be in hand or in the backpack.
- 3 : shows magic items, like amulets, rings, and so on.
- In inventory mode, people can put on and off some
- armoury, change the wielded weapon, drop some items
- and have some info about an item.
- A : wield/unwield, put on/off
- B : info
- C : drop
-
- Wizards' magic focuses and wands would be considered
- as weaponry, so that if a mage wants to cast a spell,
- he must have is focus wielded. This way, the wizard is
- also able to use 'non-etheral weapons', while wielding
- a gun, or a sword... This could be useful if the
- wizard is the target of a spell of confusion, and
- can't temporarily cast spells, for example.
-
- The other buttons could be used for other actions like
- throwing grenades, for example.
-
- All those functions would have an equivalence on keyboard, for
- people who don't have a joypad.
-
- Here after is a little UUencoded scheme of what would be the
- character bar.
-
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