BRINK suggestions forum


(Floris) #81

[QUOTE=SockDog;195982]Killercam!!!

Here you can select to automatically record each kill YOU make (perhaps allowing various lengths 8,16,24 secs). Then when you’re done playing you can watch them playback, flagging ones you want to keep for bragging rights, taunting etc. Hell if you could extract the kill info to the Killercam!!! demo file you might even be able to link the killed person with an actual user account.[/QUOTE]

Nice idea, but how would you know that you are going to get a kill X seconds in the future? Maybe an easier solution would be, when recording a demo, to add a log describing the events of the game (like capturing an objective, getting a kill, etc) and being able to jump those parts when replaying the demo.


(tokamak) #82

Oooh excellent! A demo with bookmarks to each kill you make!


(murka) #83

ET:QW has manual commands “writeJumpStartDemo/playJumpStartDemo”, which allows you to view a demo where you put the bookmark so such a feature might not be so hard.

If only this was automatic… and you could use renderNetDemo on those jumpstart demos.


(Shiv) #84

how does cod know you are going to get killed at x point?..


(tokamak) #85

[QUOTE=murka10;195993]ET:QW has manual commands “writeJumpStartDemo/playJumpStartDemo”, which allows you to view a demo where you put the bookmark so such a feature might not be so hard.

If only this was automatic… and you could use renderNetDemo on those jumpstart demos.[/QUOTE]

Yeah that’s what I mean. It really saves the hassle of all those commands and manually applying them to your kills.

Besides, commands are old-fashioned anyway. Brink needs to come with a demo-player.


(Mordenkainen) #86

My suggestions for Brink would be:

Very important:

  • Game cycle can’t be limited to 30Hz;
  • Enemies can’t have red arrows over their heads;
  • Enemies can’t have objective indicators going through walls that nerf steal-objs.

Important:

  • Custom maps shouldn’t trigger a pure restart if they don’t replace vanilla assets (or previously loaded custom assets). If a pure restart is absolutely necessary, there should be only one and reconnection should be automated;
  • Dialling down the graphics should be limited to what’s exposed through the menu, everything else should be left to modded games.

If you have time:

  • Toggle-able HUD parts. For instance, in ETQW I don’t need to read I’m carrying the knife when I have the weapon model in front of me; I don’t need see-through-wall 3D icons for objs once I learn the maps. In essence, I want to remove the third-wheel HUD.
  • SDK ahead of the game’s release, I’d rather have a buggy SDK when the game goes gold and then get a patch for it. If not the full SDK, then at least the map editor.

(timestart) #87

About killcam (cut out some unrelated stuff):


(maggol) #88

Killcam is a nice addition for multiplayer, it can be used to detect cheater and to make we know who kill us and from where he/she shot us.

My brother said BRINK is a cool game but it will be more cool if it have a jump boots or something (i’m serious here), something that can make your jump 20 feet longer or higher. Combined with SMART movement it can be hillarious.

Oh BTW, BRINK is set in a floating island. Does the water is swimmable? If it is, then an underwater combat can be a nice addition too.


(engiebenjy) #89

I had a thought about this, the smart movement was all about “i see a wall and i should be able to vault over it” … so what stops us from jumping into the water? :eek:


(maggol) #90

A shark can stop us from jumping into the water.

Underwater combat like never seen before.


(Nail) #91

water is toxic, easy out


(tokamak) #92

Jump boots in Brink would be like quad damage in Quake Wars. And like all other shooters, the sea is an excellent border, you just drown.


(tokamak) #93

There won’t be. It’s already answered in the FAQ.


(BeelzeMETAL) #94

[QUOTE=maggol;193176]This topic i dedicated for discussion about what do you want to see in BRINK, you can suggest anything you want as long it didn’t harm the forum rules. Feel free to suggest anything.

For the dev, i hope this forum can give some information about what player want or can give ideas to make the game more advanced than any FPS game in the market.

Start from me, I want to see:

[ul]
[li]A random level generator like L4D2, something that will generate world object when loading a level
[/li][li]A map editor, something that like Halo 3 or Far cry 2 to make map making more easier. If you want to get more advanced you can use the SDK
[/li][li]An in-game movie editor that can save your game and replay it from different angles
[/li][/ul]

I think it’s enough from me, now i want to read what your response and your suggestion.[/QUOTE]

I like your ideas, especially the one bout the movie editor. I like games that have somethin like that, such as Midnight Club LA, also i would like to see upgradeable skills, kinda like Crackdown,


(SockDog) #95

Nice one, I’d go for that! With a capable in-game browser and maybe an export to video option it’d be a grand day indeed. Making demo’s more accessible to the average gamer is certainly due an overhaul (on the PC anyway).

edit: Oh I seem to have missed a page turn there.

RE: IRC Chat. I’m clearly missing something here.

In an ETQW demo you generally have the information relative to you though? There are gaps as you move out but if we’re talking specifically seeing either a killer or killed replay doesn’t the client have that data already? What’s missing from a normal recorded demo that would be needed for killcam?


(tokamak) #96

And quake wars.

A serverside demo that records everything. I’m not too thrilled about a killercam feature.


(DarkangelUK) #97

[QUOTE=SockDog;196043]RE: IRC Chat. I’m clearly missing something here.
[/QUOTE]

When timestart says he had to filter some of the shite, he means A LOT of it! Rarely, very rarely… a normal conversation happens… but that’s soon put to an end.


(mortis) #98

I campaigned hard for serverside demos back during QW development…it allows an unbiased view of all clients. To me it seems to be the most logical way to be able to review and entire match…


(maggol) #99

Thank you, i want to suggest more things about movie editor. I thinking what if the camera placement and the set-up is being done by user, and this is my imagination. For example, i had recorded a demo and want to make a movie from it. I want to make the cinematic version of my fight between me and my friend last night.

I click and turn on BRINK movie editor (if implemented), a power full but easy to use tool. I want to make a dramatic angle for my movie, so i place camera on dramatic angle and set up the camera behaviour like pan, slide, dolly, etc. It’s so simple just click camera icon and placed it, right click and set it. If we want to make a camera that move in a designated course, just make the course and add camera then set to connected. We even can make a matrix-style camera, enough with curve tool, set it round, add camera and voila.

If we want to take someone point of view, just right click the character that we want and set the camera behaviour (FPS, TPS, GOW style TPS etc).

I think i have enough imagine what BRINK movie editor will look alike and my hope SD will make it true. Halo 3 is famous for it ease of making movie, why BRINK can’ do it too?


(DarkangelUK) #100

This was already brought up with ETQW, it was more less deemed not important enough to spend resources on when there were far more important aspects to work on. ETQW did have camming capabilities, but it seems people didn’t want to go to the effort to use them, and want a full control out of the box do everything for me system.

Halo 3’s cameras are ok, but not quite as dynamic as you’re making out. If anything, the best example of a full control, move and click camera mod is q3mme for Quake 3, or hannes CT3D.