Feb 19, 2014, 03:34 PM | ||
JJ2+ shield idea contest
We're all used to the JJ2's set of three shields (and the disgrace to the entire shield kind known as the laser shield). They don't vary all that much between each other and don't leave much choice to level designers in the occasional cases they actually want to add a shield to their creation. Overall, the point I'm trying to make and I think we can all agree with is that the quantity of available shields is just not large enough.
We at the JJ2+ staff believe we have just enough control over the game code by now that we can fulfill the task as is adding a brand new shield to the game. And guess what, we decided to ask the community for ideas on what it could be, and that's exactly what this thread is for. Now to help you organize your ideas here is a list of things that define a shield type:
Example: If you wanted to suggest to add the JJ2 water shield, you would probably post something like this: Quote:
Even if you don't have an idea of your own, you might want to post in this thread to comment or support others' concepts. Don't be afraid to express your opinion as it might affect the final verdict. Because it's always difficult to tell what amount of activity and interest can be expected from JCF, there is currently no deadline. When the deadline is decided on, a proper post informing about it will be made in this thread at least a week before the contest is closed. Good luck!
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I am an official JJ2+ programmer and this has been an official JJ2+ statement. |
Feb 19, 2014, 04:59 PM | |
My suggestion is a dark shield, as an opposite of sorts to the laser shield.
It would visually be based around lighting effects as the laser shield is, but using darkness rather than light. The monitor could simply be a blank one, I suppose? Where the laser shield has long range and is very precise, the dark shield is shorter range but will inflict damage on anything within a certain radius of the player with a shockwave-like effect (is this possible?). No projectiles as such, just a circular area around the player. For sounds, I'm not really sure. Perhaps reversed audio clips of the laser shield, or something to give an unsettling effect. Also, are multiple suggestions allowed?
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Define 'normal'. |
Feb 19, 2014, 11:38 PM | |||
Quote:
Quote:
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I am an official JJ2+ programmer and this has been an official JJ2+ statement. |
Feb 20, 2014, 01:04 AM | |
Would love a ''Random shield'' - a box that pops a random shield.
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Feb 20, 2014, 01:24 AM | |
Well I have some ideas for a shield, but most of them are about the mechanics. Also when I would think of a new shield it would be more a utility tool than weapon. My ideas (not all apply for the same shield and they can be combined with other ideas):
- Let the shield be a substitute for a +1 carrot by letting it block one hit and blink the player after while destroying the shield. By this I mean you can instead of have 2 +1 carrots in a level, 1 +1 carrot and 1 1-hit shield to make gameplay more exciting. - Let the shield time go down quicker when you shoot, so the player has to balance between the offensive advantage and deffensive advantage of the shield. - Let the shield give a one shot force pulse that clears all bullets around the player. - As for weapons: A weapon that shoot like pepper spray (with an angle), mid range that explodes with a explosion smaller than tnt but maybe a bit bigger than rf. Also it has a medium-high firerate. And now a more complete idea: A shield that is made up of oil which looks a bit like a black oil bubble around the player. The player shoots oil bubble bullets with a medium-high firerate of short-medium distance that spread a bit and have tnt size (maybe a fire rate like the toaster or a bit slower). The oil stays for a little time and then fades away making this a more deffensive weapon. Last, the oil does either 2 damage or the oil does 1 damage an can be put on fire to create a small explosion which does 2 damage in a larger area and instantanious. The last one might be a bit too gimmick.
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[13:07:13] *** Foly is on a KILLING SPREE! [13:07:14] *** you killed yourself [13:07:14] *** Foly was looking good but died instead... |
Feb 20, 2014, 03:29 AM | |
The crab shield:
The user is covered with a pinkish (think Uterus boss interior) sphere that is capable of taking damage as regular shields do. Firing releases crab eggs from the blaster that are affected by gravity and bounce once upon hitting the ground. These do 1 damage against both enemies and players and can be generally understood as weak. However, if the player holds down the fire button, the eggs gather up in a circle around the player, that is slightly larger than the shield itself and circles around them in the direction they are facing. Additionally, the faster the player moves, the faster they rotate. A limit of 8-10 eggs can be gathered up this way and further holding the button will only keep them around the player. Upon running into an enemy, the eggs deal damage as they normally do, and are destroyed as previously mentioned. If the player releases the fire button, the eggs are scattered with great force in directions opposite of the player (like fireworks). This way they are not affected by gravity and can travel a greater distance than normally, but still do the same damage. Generally, the idea is based around a shield that emphasises the defensive while sacrificing offense. The most "shieldey" shield, if you will.
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Feb 20, 2014, 08:21 AM | ||
Quote:
But I haven't tested it in a long time, so I might be wrong.
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Feb 20, 2014, 02:22 PM | |
Yeah that's what I was thinking, probably should have specified that.
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Define 'normal'. |
Feb 25, 2014, 01:19 AM | |
Biohazard Shield Visuals: Shield Body: Something similar to the Water Shield bubble design, but coloured green (think Jazz green), slightly less transparent, a few small bubbles rising up inside (like in a fizzy drink) and an overall "slimy" appearance. Projectiles: I imagine the projectiles to be small, green, gelatinous orbs (similar in size and shape to the Water Shield bullets). Particles: Smaller bubble-like particles could potentially "drip" from the shield body and/or the the projectiles, but this isn't really necessary (and could get excessive). Shield Monitor: Biohazard/radioactive warning sign?Mechanics: Projectiles: The Biohazard projectiles stick to any masked surfaces that they come into contact with. After a few seconds, these bullets explode. However, they are still hostile to enemies and other players when stuck to a surface. Due to this property, this weapon is extremely effective for defensive purposes such as area denial. It is poor in general combat though, as the bullets are slow, move upwards in a parabolic trajectory and do not travel very far. This is the kind of trajectory the bullet would take if it was fired standing still: If the bullet hasn't hit a masked tile yet, it has a counterEnd of the same value as a Blaster bullet. If it hits a masked tile, the counterEnd value resets and lasts about three seconds before the bullet explodes. Unlike the other shields, the Biohazard projectiles cannot be autofired (like Seeker/RF/TNT). They deal two damage to both enemies and players. However, they are unable to deal any damage to destruct scenery, and just stick to them like they would to any other masked surface.Sounds: Looped Sound: Something akin to the bubbling sound in this track, perhaps? Projectiles: Not sure really. I guess they could sound like the Biorifle from UT (the weapon of which this shield was partially inspired by), or use a sound effect similar to the Water Shield bullets.I may post some concept art later if there's interest in this idea. |
Mar 5, 2014, 01:43 PM | |
Wooden shield - protects Jazz from flame attacks. However, if shot with ice, this shield runs out of time
Metal shield - prevents seekers from chasing Jazz. However, RF missile speed increases velocity when shot toward the metal shield Clay shield - renders Jazz immobile, but prevents Jazz from taking damage for 5, 10 or 15 seconds, depending on if Jazz has 1, 2 or 3 health |
Mar 7, 2014, 10:27 AM | ||
Quote:
1) You haven't explained what their bullets would be like. 2) Then wooden shield doesn't seem all that useful. Toaster isn't that great of a weapon. It's mainly used as a last resort, and to camp exit passages. Or, if you have no other weapons, or other powered weapons for that matter. If it only protects you from toaster, I could only see this shield being utilised in a level with only toaster pickups/the only PU being toaster, utilising unfreezing springs, with sparingly placed ice pickups. And how does wood protect from fire? 3) Utilising the Metal shield would require a layout that's more vertical and diagonally based, because RF is very strong in horizontal passages. Seeker pickups would be fairly common, I guess. I could see these two ideas working in a one-time scripted level with some more thought. I believe the new shield should be versatile when it comes to making use of it, when creating a level. 4) On the other hand, the clay shield idea is worst idea so far, because it's no fun to be immobile. Not only that, the enemy can just sit beside you and wait to hit you until it wears out. Even if you could shoot, people could easily stay away from you. Where I may be going wrong, is that I don't exactly know if the wooden and metal shields protect you from other types of shots in a way like the regular shields do. If they don't, then they truly are super situational and my points stand out further. I got this assumption because you mention the wooden shield protecting from getting hurt by toaster shots, which all other shields can do. Maybe if the ideas weren't half-baked, I'd get a better idea of their potential, and would maybe delete this post.
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Last edited by Treylina; Mar 7, 2014 at 10:48 AM. |
Mar 9, 2014, 12:30 PM | |
The contest is going to close on the 19th of March.
So far we consider all complete shield ideas in this thread that weren't posted by KRSplat very interesting and as long as we don't meet any obstacles, we'll likely initially implement at least two of them.
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I am an official JJ2+ programmer and this has been an official JJ2+ statement. |
Mar 10, 2014, 07:59 AM | |
Lightning Shield
Shield look: Electricity moving around the player(Not necessarily in a circle). Particles: Little sparks of electricity in random directions. Projectile look: A bolt of lightning that stretches out close to the width of a 320x240 window, and only moves with the player firing it. Animated. Monitor: Fork lightning, or perhaps something reminiscent of the Harry Potter scar. Projectile: Causes players hit by it to flash every other frame, they slow down while doing this, and take one damage every few seconds they are caught in this. However, the player firing this also slows down equally. Enemies hit by this take one damage every half-second. However, you take one damage for every two players you kill with this. Passive effect: Players and enemies that touch you take one damage. Sound: Similar to the plasma, but with electrical sparks. Projectile sound: Electrical buzzing similar to the Star Wars Force Lightning. Last edited by Love & Thunder; Mar 10, 2014 at 08:16 AM. Reason: Too much like PurpleJazz's, so I came up with another one. |
Mar 17, 2014, 06:33 AM | |
1. A cloak. You can't fire, but you are invisible for the duration of the timer.
2. Fast Fire shield. Implement the negative number shields, just give them a particle effect that is themed with their ammo type. 3. Jungle Gun. Shield looks like (uses the sprite for) a boulder, does damage on contact to other players/enemies, shoots bananas.
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<.<
>.> -.- |
Mar 17, 2014, 10:39 PM | |
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1.Please understand my 'Stupid' english. I always sorry about that..어쩌면 재즈 잭 래빗을 즐기는 유일한 한국인..? 2.Well.. it just my opinion. Or if you won't, then I'll kill you with this COOL weapon. |
Mar 18, 2014, 09:19 AM | |
I would use this.
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Mar 22, 2014, 04:15 AM | ||
The contest is now over and its winner is Foly with his oil shield idea:
Quote:
__________________
I am an official JJ2+ programmer and this has been an official JJ2+ statement. |
Mar 22, 2014, 06:02 PM | |
Finally, Black gold is win. Wow.
Congratulation Foly!
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1.Please understand my 'Stupid' english. I always sorry about that..어쩌면 재즈 잭 래빗을 즐기는 유일한 한국인..? 2.Well.. it just my opinion. Or if you won't, then I'll kill you with this COOL weapon. |
Mar 23, 2014, 04:35 AM | |
Too late for the contest, but a nice idea popped into my mind too.
Name: The Deflection Shield (or the Reflection Shield, the Mirror Shield, the Force Field Shield - pick your favourite). Visuals - Body: Generally, the shield is transparent/invisible. A very faint version of the green thing in this picture is visible at the side towards which the player is moving. The colour could be neutral/white, maybe this is best achievable with specially-shaped lighting effects. The effect should be more pronounced at higher speeds, but it should never be brighter than about 30% of being completely saturated. When an 'enemy' bullet (i.e. not from you or your team) hits the outer border of the shield, that part of the shield lights up brightly with the same shape like the thing in the picture. The brightness of that should be 100%, which I envision to be comparable to the explosion of Pepper Spray bullets. When a 'friendly' bullet (i.e. shot by you or a team mate) hits the outer border, or when any bullet hits the outer border from the inside, a similar effect should be seen, but with only 50% of the brightness. So basically, the shield is only visible while moving and whenever it is struck by bullets. Visuals - Projectiles: The shield does not have its own kind of projectiles. You just shoot Blaster bullets if you select the Blaster. Any bullets that hit/pass through the shield's outer border get brightened up a bit (extra lighting). This is to visualise the fact that the shield 'did something' (see below) with it. Visuals - Particles: The shield does not produce particles. Visuals - Monitor: The monitor could show a very faint/incomplete circle with one bright side that spins around (much like what the shield would look like if the player would move in circles). Mechanics - Projectiles: Instead of producing its own kind of bullets, the shield affects projectiles that touch it. *All 'enemy' bullets that hit the shield's outer border are reflected. This reflection is in general like a mirror. That is, reflection around the normal of the surface, basically changing the sign of the angle of incidence. The speed of the player carrying the shield is added to that of the bullet after the reflection. Note that this may again change the direction of the bullet: if the bullet would be deflected exactly upwards if the shield was not moving, then if the shield was moving right, the bullet will move up and to the right. Most natural, as this gives the effect of 'pushing' the bullets away. *All 'friendly' bullets that hit the shield's outer border, as well as all bullets that pass the shield's outer border from the inside out will pass through (hence the reduced lighting effect in this case), but they are deflected by changing their direction towards the surface normal by 50%. The bullet's speed is not changed in this case. *Pepper Spray bullets do not follow the above. Since they are so small, the shield does not react to them at all - they are completely ignored. Enemy Pepper Spray bullets will do their normal damage if they hit the player character. Sounds - Looped: Maybe a constant, subtle, low-pitched humming would be nice. But silence is fine too. Sounds - Projectiles: When projectiles interact with the shield, a more pronounced low-pitched hum is good. In general, the more visible the shield is, the more it should be audible as well.
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Last edited by Jerrythabest; Mar 23, 2014 at 04:51 AM. |
Mar 23, 2014, 09:33 AM | |
Oh my gawd I won something in my life
I'm looking forward to see how its implanted. Also it is nice to see so many neat ideas!
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[13:07:13] *** Foly is on a KILLING SPREE! [13:07:14] *** you killed yourself [13:07:14] *** Foly was looking good but died instead... |
Apr 18, 2014, 04:53 AM | ||
Quote:
Wood shield would shoot tear gas. Metal shield would throw bombs. Clay shield would throw stones. 2) Not only toaster, but fireball, rockets and seekers all use flames for propulsion. The wood shield can use flame retardant - much like how they make paper money. The wood doesn't catch fire if you use flame retardant. 3) The seekers just wouldn't detect whoever has the metal shield. The heat signature of the metal would protect the heat seeking nature of seekers. 4) Being immobile while using shields works in Super Smash Brothers - the shields there allow you to hop left and right once while using it, but other than that it would work like the clay shield. Shields in SSB are a commonly accepted tactic, they just aren't the exact same as shields in JJ2. |
May 13, 2014, 03:53 AM | |
I know it is already too late, but I haven't been around for quite a while and decided to post it anyway, maybe you'd like the ideas so why not. I have two ideas for a shield, both working in a similar way.
1. Black Hole Generator Visuals: Shield body: Rabbit would be covered with a dark sphere, maybe it could even drain the light around it a bit.Mechanics: Projectiles: Instead of actually damaging anything, projectiles(which aren't really moving at all) would suck any projectiles nearby inside it and immobilize them, maybe except for homing projectiles like seekers that would be immobilized only temporarily. Black holes would dissappear after a short time. I'm not even sure, but I think it might be a good idea of making it suck both your and your enemies projectiles. And, it might have an interesting effect with TNT when it sucks it in. I have no ideas for the sounds right now, maybe I'll think of something later. 2. Tornado Shield Visuals: Projectiles: Small cyclones or actually anything that spins around. There is even a spinning animation of something inside the jj2 that plus uses as an bullet animation for some weapon, though a circle-shaped tornado of some sort would be much better.Mechanics: Projectiles: I have three thoughts how this might work:Sounds: Looped Sound: Maybe wind one? Because why not. Both are about sucking, I know. |
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