Windows Covert Action
#1
Posted 12 May 2006 - 01:33 AM
I started working on a remake of the old Covert Action game by Sid Meier. Here is my website:
Windows Covert Action
Any comments or suggestions are welcome.
#2
Posted 12 May 2006 - 03:09 AM
What do you plan to do with the graphics exactly? I see you refer to something called VB, which I assume is some kind of program. I also see that the car chase graphics are brand new. Do you plan to replace all the graphics in the game, or reuse some of it? (as far as I can gather it's the latter, but I thought I'd ask anyway).
Anyway, thanks a lot for the link, I'll definitely be looking forward to seeing more.
#3
Posted 12 May 2006 - 06:02 AM
#4
Posted 12 May 2006 - 06:42 AM
Flop, on May 12 2006, 03:09 AM, said:
#5
Posted 12 May 2006 - 07:20 AM
#6
Posted 12 May 2006 - 11:29 AM
#7
Posted 12 May 2006 - 12:00 PM
#8
Posted 13 May 2006 - 04:05 AM
As for improvements, I intend to change the rules a little in an attempt to make every activity important. I will make some modifications like making the agent move inside the house or make it really go to meetings, but I don't pretend I can do something very innovative like first-person view for combats.
@Juni Ori: I would like to know your ideas. Either post them here or send me an e-mail at the address on my website.
One other thing I want to do is make the plots (kidnapping, theft, etc) customizable so that anyone can create new kinds of plots and players can exchange them.
#9
Posted 13 May 2006 - 12:59 PM
#10
Posted 17 May 2006 - 12:59 PM
Interrogation (hard one and I don't have good ideas)
Neutral areas (where criminals and you and your contacts can meet, chance of ambush)
Realistic flight schedules (or then you just have jet, but still the criminals need to use them)
Rural and wilderness areas (burdens programmer, but would still be nice feature)
Strike team (you don't need to go alone, perhaps with specialists, adding realism, mouse command interface)
Advanced inventory and searchable corpses and items on floor (ammo low? not anymore)
Hmm... I guess that was about it for now. I'll think if I remember more!
#11
Posted 18 May 2006 - 09:14 AM
#12
Posted 18 May 2006 - 09:23 AM
Juni Ori, on May 17 2006, 12:59 PM, said:
#13
Posted 18 May 2006 - 10:25 AM
Aristharus, on May 18 2006, 09:14 AM, said:
Anyways, I guess advanced inventory wouldn't be too difficult or burdening to code.
#14
Posted 19 May 2006 - 01:23 AM
"Juni Ori" said:
"Juni Ori" said:
"Juni Ori" said:
"Juni Ori" said:
"Juni Ori" said:
"Juni Ori" said:
- Pistol or Automatic rifle with 24 bullets: The number of clips of 6 bullets will now be chosen separately, so you can decide to bring less ammunitions to get more of something else.
- Bulletproof vest
- Grenades (fragmentation, stun or gas): You will have a limited number of belt slots, the rest of the grenades will have to go in your backpack. In a long battle, you might have to go to your inventory to transfer them back to your belt.
- Camera
- Safecracking kit: Maybe this will take lots of space so you can consider using dynamite sticks or test tubes with acid instead.
- Motion detector
- Bugs: I have never used this in the original game, so I will have to make it more useful or simply remove this option. Maybe a bugged room will show you guards in the room even if you are in it.
- Gas Mask
Anything else you see that could be useful? Remember that the goal of the game is to be undetected until you are ready to arrest the suspect. It would be easy to add the following:
- Police helmet: extra hit point
- Smoke grenade: can't see anyone unless very close
- Dynamite stick: opens a safe, but is consumed by it and starts the alarm.
- Test tubes with acid: opens a safe, is consumed by it, does not start the alarm, but might break if you get hit while carrying it. Note that a guard noticing the open safe will sound the alarm. The wall safes might be hidden by a painting, so guards might not notice they were open.
Searching guards might reveal grenades and bullets (maybe dynamite sticks too?). Anything else you see an agent or guard could be carrying?
#15
Posted 19 May 2006 - 04:42 AM
I love the idea of using actual photos, I think it's a nice touch.
As a suggestion, though (and take it with a grain of salt, as I've never played the original, just going on the impression I'm getting as a potential player of your game-to-be) - the Driving section in particular may need a facelift. I know you're using VB, which makes it easier to use that sort of layout, but it just screams, "GUI!" Which, imho, isn't very immersive for gameplay. I would ditch the icky gray gui buttons, frames and scrollbars, go for a more "custom" design, and try to make it more seamless in overall appearance, if possible. It may mean needing to rethink how you handle city maps, but it will give a much better impression and experience, I think.
For example, your cryptography and electronics screens are nifty, because they don't have that "gui" look.
And no, it's not absolutely necessary - I just think it could be nicer.
doodoodoo!!!