STEAM 组
Modmachine Modmachine
STEAM 组
Modmachine Modmachine
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2011 年 12 月 7 日
14 条留言
@nthon 2012 年 3 月 22 日 上午 10:04 
A drawing of your sis gave me a good idea for an enemy. I'm making a data sheet of it
@nthon 2012 年 3 月 19 日 下午 3:34 
Muh nevermind me
Ccx55 2012 年 3 月 3 日 下午 2:08 
Alright, so how about this;

As the player chooses a certain emotion for a certain dilemma (for example Anger by punching someone), they start in that emotion in the Dream Sequence yes,?

But then, perhaps to give a layer of depth, strategy and choice to the game, we can give the player the option to change his emotion at every puzzle.

For example, the player can choose to change into the Anger emotion to take the easy way out and "burn" a new path. Alternatively, the player can take the longer way around by choosing happiness, and finding another way around.

By taking the longer way around, there's a chance you'll get a better ending.
Ccx55 2012 年 2 月 4 日 上午 10:34 
I think we should skip the upgrading aspect.

If we had it, it'd probably mean that we'd have different talent trees for different emotions, meaning people would prefer one emotion over the other because of them spending points in that field.

That would create a big problem when trying to convey the story to the feelings of the player.
Ccx55 2012 年 1 月 14 日 上午 11:31 
Alright, the design sounds interesting. It would be nice to have something visual to portray his emotions, yes. Perhaps we could discuss some character model changes as well, depending on his emotion. I think it'd be really cool if he, say, grows muscles when angry, goes slobby/slime-like when sad, twitchy when scared etc.

Also, perhaps we should consider making the game in plainly 2d. There's just a certain sense of feeling that can't be achieve with 3d, an "out-of-this-world" sensation of sorts. Also, hand-drawn graphics would look incredibly good in a game like this. Maybe, when we have some things to show, we could recruit some people from DeviantArt.

Normally the thing which will appeal to people in a game like this is originality and story. Originality to appeal to the target audience, and story to satisfy people. This is where the problem lies, I would say.

Combat is definitely not original, it exists in almost all popular indie games. ♥♥♥♥♥♥♥ word count, we need to talk :P
@nthon 2012 年 1 月 12 日 上午 1:10 
Hey I think I have a sword figured out for our player character (for the character design itself I was thinking of a similar looking sideprofile as the prince of persia, the new one with all the rags around his head but fully black with only white eyes (Which change to different colours depending on the emotion controlling)
@nthon 2012 年 1 月 9 日 上午 7:21 
Works for me I have an idea about visuals I just need to sketch something, put it on my pc and try vector drawing them. I kinda feel inspired by a game I saw forgot the title, I'll keep you updated
Ccx55 2011 年 12 月 17 日 上午 8:31 
Wait, wasn't this supposed to be a single player game?

In that case, we can simply just have a mission system. Every mission can be replayed, and every mission scales in difficulty. If the player feels like a specific mission is too tough, he can go back and play the previous missions again for more money. This way, there's some grinding involved, but not in a tedious way.

The problems you present only seem to apply to multiplayer games.
@nthon 2011 年 12 月 16 日 下午 5:50 
Would you mean like get your ingame currency and spend it in the current match to gain an advantage over your enemies or persistent?

hmmmm that gave me an idea. The problem with it would be otherwise the drop in drop out behaviour. A player rampaging all the time would be nigh unstoppable.

Two suggestions I have.
1. everybody starts with the same loadout, and as the game progresses people get upgrades and lean towards a role (so basically they flesh out their profile for the match by diversifying themselves, e.g. tougher slow dude for suppressing, sniper, athlete etc..

2. Everybody starts as they want, but don't gain points when they are alive to upgrade. As they die the number of points is added up, and then you can make a better guy for the next round (at the cost of dying and losing your steak. Until you die ofc and then you get points based on that.

Just tossing something here
Ccx55 2011 年 12 月 16 日 上午 6:18 
Well, if cover's not a problem, the entire concept's not a problem :P

About the upgrade, wouldn't it be more interesting for the player if they could choose their own upgrade? Perhaps cash rewards for missions, cash rewards for killing or just random pickups. With the money, they'd be able to purchase upgrades (speed, health, damage etv.) or guns.

It'd introduce a whole new level of depth to the game.
And I agree about the singleplayer :)
@nthon 2011 年 12 月 15 日 下午 12:50 
I dont remember the old games having an ACTIVE cover system (as in glue to wall when crouching).

An upgrade which would be a pick up I thought of would be the altfire pickup. Basically your gun shoots like its supposed to, but picking the upgrade up (like everything else really) gives an alt fire. balancing aside, would the be something? Or is it like denying the player from abilities.

Super mario unreal? XD can't say that isnt creative, and getting a few lawyers on our ass. I havent quite fleshed out what a platformer could do, but then again we just need a brilliant stroke.

I'd rather have a singleplayer game which is GOOD, coop could be nice but i'd rather not focus on it, unless we get a game which requires heavy switching between chars and skillsets (trine ish)
Ccx55 2011 年 12 月 14 日 上午 11:53 
Sounds cool.
Going back to something similar to Goldeneye would be nice, but I don't think it'd be easy implementing a cover system.. In Unreal..
I mean, Unreal Tournament isn't exactly the most cover-based game you can find.

Then again, something a bit less stealthy and more assault-y would be nice. Something old-school would be a good theme.

Trololol, create Super Mario Unreal Edition?
Perhaps we can create something similar for the iPhone? xD

Also, should it then be 1-player, co-op or multiplayer..?
@nthon 2011 年 12 月 14 日 上午 8:43 
As we go for unreal, yeah we can do some nice stuff in it (the ball worked rahter nicely).

I was first thinking of a shooter which goes back to the oldschool fun factor (think goldeneye 007 or TImesplitters)
Though maybe also a sidescrolling 2d platformer might be good to fiddle with.
Ccx55 2011 年 12 月 10 日 上午 5:10 
I'll be online on Tuesday, wanna discuss some possibilities here until then?

I'd say Unreal would be the best engine to go for.
Then what?
An arena-based multiplayer?
A 2-player co-op?
A hat collection simulator?