Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 11-11-2004 , 05:16 PM
dragonfx's Avatar
Registered User
Join Date: Jul 2003
Posts: 1,257

how would you...

portray hacking activitys to a game?

i mean its been tried on some FPS, you move to the terminal push "action" button and get to a interface screen where

a)if you have a specific
a1)"key" or
a2)"code" or
a3) specific number and/or level of "hacking devices/skills"
you push the "do hack" button and whatever you were trying to hack gets done.

or b) you are presented to a very simple minigame (either analytical or brute force) puzzle (or maze) that you have to solve, maybe in a limited time, in order to make the hack.

if you think that a) and b) are lacking interest or simple or even stupid, I would like to know what would you like to see done to portray "hacking activitys" on a game

# 2 11-11-2004 , 05:28 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
hacking mini-games and such would probably get pretty tiresome and repetitive eventually.

I could see such mini-games being used to increase the skill level of a "hacking" character skill, but in the actual game, this skill level just lets you "auto-hack" faster and with a higher percentage of success or something.

# 3 11-11-2004 , 06:44 PM
dragonfx's Avatar
Registered User
Join Date: Jul 2003
Posts: 1,257
exactly! this is just what has happened in those games.



Imagine an hypothetical game, something UT2004 Assault/Onslaught like, with 2 sides fighting for capturing locations with all sorts of vehicles and a squad based paradigm coupled with a damn good LOD system (both in meshes and in ai) that permits having a hundred pawns in game thus not respawning but having the entire force placed at the beginning and being able to control another free (ai controlled)pawn when yours gets killed.
Each pawn would have atributes based abilitys (and special abilitys like hacking/healing/repairing/...)
A pair of the players would be able to take tactical command role (commander ability) by being inside a base/command truck (that can be destroyed) they get a satellite top /isometric view and can issue comands RTS style(without construction/resource model, just tactical command). The war resources would be assigned by a strategy "superstructure game"total war/superpower" style or point based ala warhammer with points/premade armys before the actual battle.
Now in this paradigm electronic warfare would have really cool effects, like blinding the opposing commander´s view, interfering communications/orders, deluding/disabling/stealing command of robotanks etc...

But it shouldnt be automatic, 1 click based permanent effects (or x time effects for the matter), more like an alternate complete gamemode... Ive been toyong with the idea of a parallel game mode ala "ghost in the shell" hacking. But its like that feeling that you have the pieces of the puzzle floating arround your brain but they still havent clicked in their place


Last edited by dragonfx; 11-11-2004 at 06:52 PM.
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