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 Post subject: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 1:20 
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WHO WILL WIN

SOME SOON-TO-BE-TERRIFIED SLUTTY TEENS

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~VS~

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ONE STABBY BOI


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 1:21 
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Clue: it's Our Boi


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 1:26 
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Excellent Member

Joined: 25th Jul, 2010
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The answer originally was: AWFUL BUGS AND HILARIOUSLY BAD BALANCING! is it more fun now?


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 1:35 
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We saw no bugs beyond some rare clipping through objects and dodgy ragdoll physics on dead bodies -- both were only cosmetic and only momentary. It's had numerous patches since launch.

Too early to tell about balancing. Jason seems very powerful but we don't really know what we're doing yet.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 1:56 
SupaMod
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Jason should be powerful.

I escaped twice, even if I did run over a friend the second time. No-one one else did, though.

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Grim... wrote:
I wish Craster had left some girls for the rest of us.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 11:18 
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Grim... wrote:
I escaped twice, even if I did run over a friend the second time.
Oh my god, now I'm sad I went to bed.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 11:29 
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Quote:
Fear

Stage 4: The counselor is completely hysterical, suffering the same fear penalties as Stage 3, but the counselor player's HUD also disappears while the screen darkens on the edges. You will lose your mini-map unless you equipped the Nerves of Steel perk. Also, light sources (including your flashlight) will no longer reduce fear, forcing you to find other means to reduce it. Once your counselor calms down, the light sources will work to reduce fear once again.


Ah, that explains what happened to me last night!


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 11:31 
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Doctor Glyndwr wrote:
Grim... wrote:
I escaped twice, even if I did run over a friend the second time.
Oh my god, now I'm sad I went to bed.

I could have run you over, too!

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Grim... wrote:
I wish Craster had left some girls for the rest of us.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 11:51 
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Doctor Glyndwr wrote:
Grim... wrote:
I escaped twice, even if I did run over a friend the second time.
Oh my god, now I'm sad I went to bed.


Oh god it was amazing. Grim... and Nase kept jumping in the car and starting it, then Jason pulled the driver out of the car and they swapped seats, and Jason kept failing to kill them, and they kept almost getting away, then Nase ran off, Grim... drove off, and ran him the fuck over.

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GoddessJasmine wrote:
Drunk, pulled Craster's pork, waiting for brdyime story,reading nuts. Xz


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 11:53 
SupaMod
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You missed the bits where I tried to run Jason over and the car bounced off him and stalled, and when Nase sent me the wrong way into a dead end, and when Nase got caught and I jumped out and "helped" him and then I got into the passenger side and Nase got in the driver's seat and we FUCKING HAD IT and then he pressed the wrong button and got out again.

Running Nase over cost me 1,000 points :o

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Grim... wrote:
I wish Craster had left some girls for the rest of us.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 12:42 
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People not playing this need to know what it does with voice chat, because it's very good.

(Background if you don't know: it's asymmetric multiplayer. Up to seven camp counsellors are trying to escape Jason. Jason is the last player, trying to kill them all.)

Voice chat only works when you are close by. This means humans can talk, and co-ordinate, but only when near to each other... until they find a walkie-talkie. This means the start of the game is scary and lonely as fuck, with the only sounds your character's hysterical muttering to themselves and (hopefully not) the OH SHIT SON music that plays when Jason gets near. Once you find a radio, all counsellors with radios can talk to each other freely. BUT: Jason follows these rules too! At one point last night, I saw Riles sprinting for me, Jason on his heels, as I lurked in some bushes. "Don't lead him towards me!" I squeaked, only to hear Cras (as Jason) reply "you know I can hear you, right?" as he coolly speared Riles between the shoulderblades.

Once you die, you get a "dead thread." Everyone dead can spectate anyone in the game, and communicate freely with all the other dead people. This is good, because if you die early on and the game goes the distance you might spend 15 minutes in there. But like Mafia, this is actually pretty good fun in its own right: you can follow any player and do a lot of "WHAT THE FUCK ARE THEY DOING" with the other dead folks. It's also much less stressful.

This also means we have suspended the usual Beex rule and have no party chat in-game. You can still join the party -- we'll probably have one going for co-ordination -- but in the PS's quick menu (the thing that appears when you long press the PS button) you can scroll down to Party and select Prefer Game Chat. Then the game will override the party.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 12:47 
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Doctor Glyndwr wrote:
do a lot of "WHAT THE FUCK ARE THEY DOING"

Top moment of this last night: watching Wookie run away from Jason around a sofa (woo!), then run back at him (boo!) then get grabbed (boo!), then get free (woo!), then hit Jason with (IIRC) a frying pan (woo!), then escape through a window (woo!), before inexplicably climing back in through the same window directly into Jason's welcoming arms (wtf)


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:07 
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I do love the sound of this.

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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:09 
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Everybodys gilf

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I like that it's sized for many players, and also the balancing seems quite good - there was a decent few escapes and a decent few outright slaughters

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Drunk, pulled Craster's pork, waiting for brdyime story,reading nuts. Xz


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:12 
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Comfortably Dumb

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Can Jason be killed at all? Or is it all about escape?

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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:16 
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devilman wrote:
Can Jason be killed at all?
Jason can be killed but it's almost ludicrously complex and requires extreme co-operation amongst the players. You'd be a hero if you pulled it off.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:44 
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chewbacca -future arc welder

Joined: 25th Oct, 2011
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I think sticking together might help in this game, it'll make you easier to find I guess but the coordination aspect is bloody difficult when you're out on your own with a can of gas and no Walkie-talkie


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:46 
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Paws for thought

Joined: 27th Mar, 2008
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Doctor Glyndwr wrote:
People not playing this need to know what it does with voice chat, because it's very good.

(Background if you don't know: it's asymmetric multiplayer. Up to seven camp counsellors are trying to escape Jason. Jason is the last player, trying to kill them all.)

Voice chat only works when you are close by. This means humans can talk, and co-ordinate, but only when near to each other... until they find a walkie-talkie. This means the start of the game is scary and lonely as fuck, with the only sounds your character's hysterical muttering to themselves and (hopefully not) the OH SHIT SON music that plays when Jason gets near. Once you find a radio, all counsellors with radios can talk to each other freely. BUT: Jason follows these rules too! At one point last night, I saw Riles sprinting for me, Jason on his heels, as I lurked in some bushes. "Don't lead him towards me!" I squeaked, only to hear Cras (as Jason) reply "you know I can hear you, right?" as he coolly speared Riles between the shoulderblades.

Once you die, you get a "dead thread." Everyone dead can spectate anyone in the game, and communicate freely with all the other dead people. This is good, because if you die early on and the game goes the distance you might spend 15 minutes in there. But like Mafia, this is actually pretty good fun in its own right: you can follow any player and do a lot of "WHAT THE FUCK ARE THEY DOING" with the other dead folks. It's also much less stressful.

This also means we have suspended the usual Beex rule and have no party chat in-game. You can still join the party -- we'll probably have one going for co-ordination -- but in the PS's quick menu (the thing that appears when you long press the PS button) you can scroll down to Party and select Prefer Game Chat. Then the game will override the party.


Strangely enough, the game I'm making has similar voice chat mechanics (well, is planned to.) would be interested to see how it works if I could join in with you at some point.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:46 
SupaMod
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Because we're using game chat to override party chat, we won't be able to hear you when you join. So, er, send a message or hope we notice?

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Grim... wrote:
I wish Craster had left some girls for the rest of us.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 13:49 
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gooby pls

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Mr Dave wrote:
Strangely enough, the game I'm making has similar voice chat mechanics (well, is planned to.) would be interested to see how it works if I could join in with you at some point.

Possibly a topic for another thread, but tell me more - what's the game? What are you making it in etc.?

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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 14:05 
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Paws for thought

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GazChap wrote:
Mr Dave wrote:
Strangely enough, the game I'm making has similar voice chat mechanics (well, is planned to.) would be interested to see how it works if I could join in with you at some point.

Possibly a topic for another thread, but tell me more - what's the game? What are you making it in etc.?

Unreal engine 4 (had a look at unity by prototyping the idea there, but ue4 is more like what I'm used to.) currently working through basic art stuff, character models etc etc. Current plan is a sort of odd mix of a multiroom Mafiaish idea with a semi-turn based system (game is split into periods where you have a certain amount of options available each turn) and exploring in a changing play area, but with a fair amount of information incompleteness (everyone has their own goal to win, but they can be split up into broadly social and antisocial categories) and so relying on voice chat and private/non private/not knowingly public conversations to try and figure out what's going on is somewhat important to my mind.

A fair way off a playable alpha though.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 14:08 
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Bad Girl

Joined: 20th Apr, 2008
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Try not to Fart 2.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 14:09 
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Paws for thought

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I think I could put that out in a couple of days, were I so inclined.

I'm not


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 14:34 
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gooby pls

Joined: 30th Mar, 2008
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Mr Dave wrote:
GazChap wrote:
Mr Dave wrote:
Strangely enough, the game I'm making has similar voice chat mechanics (well, is planned to.) would be interested to see how it works if I could join in with you at some point.

Possibly a topic for another thread, but tell me more - what's the game? What are you making it in etc.?

Unreal engine 4 (had a look at unity by prototyping the idea there, but ue4 is more like what I'm used to.) currently working through basic art stuff, character models etc etc. Current plan is a sort of odd mix of a multiroom Mafiaish idea with a semi-turn based system (game is split into periods where you have a certain amount of options available each turn) and exploring in a changing play area, but with a fair amount of information incompleteness (everyone has their own goal to win, but they can be split up into broadly social and antisocial categories) and so relying on voice chat and private/non private/not knowingly public conversations to try and figure out what's going on is somewhat important to my mind.

A fair way off a playable alpha though.

Sounds good. I've been trying for ages now to get the motivation to finish a project in Unity, for some reason I just really struggle to wrap my head around the way it does things. I'm used to the likes of AMOS and Blitz Basic (don't snigger :P) where everything was procedural and not a bunch of objects looking after themselves.

I don't know why I struggle, I deal with OOP stuff pretty much every day with my webdev work. Just can't get it going in Unity.

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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 14:50 
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Paws for thought

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I can't imagine any modern game engine being procedural. Although they can do a good job of entirely abstracting away the code layer entirely so long as you don't want anything too complex.


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 15:46 
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gooby pls

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I think that's the problem, the code is abstracted away so I can't "see" what it's doing. I'll have to keep banging away at it though.

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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 16:08 
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Paws for thought

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UE4 comes with all the source code... Useful if you know c++.

Generally speaking, I tend to lose interest when it comes to having to do all the art assets. Hence why I'm front loading them, and come up with a design which can cope with relatively little in that area.

(or the gravity power-esque xblig game I made where getting a decent network game proved bastard hard to get decent replication. Local play worked well enough )


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 Post subject: Re: Friday The 13th: the game
PostPosted: Wed Nov 22, 2017 16:20 
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gooby pls

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I have (sort of) the opposite problem - if the game I'm writing looks like ass I quickly lose interest, so I always spend bloody ages putting together decent graphics (even to use as placeholders) but by the time I've done all that I've lost interest in the code itself :P

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 Post subject: Re: Friday The 13th: the game
PostPosted: Thu Nov 23, 2017 1:29 
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One way to escape is with one of the two cars. Each needs a battery, fuel, and car keys -- fuel and battery are usually fairly close by but the keys are an arse to find.

Cras, Grim... and I had assembled all three! And Riles, as Jason, had left us mostly alone. We nervously waited as Grim... poured the petrol in. But this was a two seater car! I had the keys so I jumped in and started it. Grim... won the lifeboat lottery and got in the passenger seat. Jason appeared in front of us! (This is bad, if you hit him the car stops dead.) But! I think he saw Cras, now on foot and usefully serving as bait, and teleported after him. Grim... and I swore, I gunned it, and we cruised to safety, leaving Cras to an uncertain fate...

...halfway there Grim... says "wait, I'm carrying the second set of keys oh we've just left oh dear."


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 Post subject: Re: Friday The 13th: the game
PostPosted: Thu Nov 23, 2017 1:33 
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Also we had a round where Grim... killed us all in a matter of minutes. That was the day he stopped being a Stabby Boi and became a Machete Man.


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