Distant Hope Status Update

You might be wondering what we are doing here, and why there hasn't been much updated on the website. Well, the simple answer is, we have been working on Distant Hope so much, that the website content, and updates got pushed into the background.

We will start to post updates more often, to keep you guy's updated of the progress.


Capture Areas

We have added basic capture area's to the map. The capture points will play a big part of the gameplay of Distant Hope. The current logic of the capture area is this:

 

  • Each capture point will have a progress value with a range of 0.0 to 100.0, or more to make the capture take longer
  • The progress value of 100.0 is the point at which the capture point would be taken over and would turn neutral. Capture strength (for defender and attacker): a multiplier used against the number of players on a particular team that are on the capture point
  • Every 0.1 seconds or so, the "progress value" of the capture point will be increased or decreased depending on the situation
  • The more player's of the attacking team, the faster you will capture it
  • The more defender's on the area, the harder it will be to capture.

 

Example:

Attackers have 5 players, defenders have 2
Capture strength of attackers is 1.0, and for defenders 1.5
Think (occur every 0.1 seconds):

  • Calculate the capture strength of each team by multiplying the capture strength by the number of players, so 5.0 for attackers and 3.0 for defenders.
  • Subtract attacker's strength by defenders, so 5.0 - 3.0 = 2.0, and then add this value to the "progress value" of the capture point.
  • If the defenders had 4 players, it would actually favor the defenders and decrease the progress value (5.0 - 6.0 = -1.0).
  • This example might be ideal for a capture point that is more valuable than a normal capture point: more difficult to attack and easier to defend.

 

Stamina

We have added a basic stamina system. All player's will have a stamina value (which will be different, depending on the player class used). Actions like sprinting and jumping will reduce the player stamina. As with the max stamina value, the amount of stamina that is decuted for each action will be determined by the class, and loadout. For example, if you are a heavy assault, then jumping would require more stamina than a sniper (No classes have been decided yet).

Having a system like this will make the game more ballanced so where one class may have an advantage over another in one are, there will always be drawbacks in another area.

 

First Map

Xanthi has been hard at work, working on his map for Distant Hope. Here are a few teasers of the progress

 

Crater

 

bridge

 

Remember to head over to our forums if you have any questions, ideas, or are interested in helping out. Click Here for the forum.

 

Information and mechanics are likely to change later on in development. If you have any suggestions or ideas about the capture area, or stamina logic, head over to our forums

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