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I was watching Let's Play vids of the game I Am Alive, and it got me to thinking about a concept of mine that was on a backburner for quite some time. The climbing/exploration aesthetics of it really helped put mine into perspective, and I'd like to discuss it with ya'll. Namely, "what's missing?", etc. Background Inspired by Peter Pan, Lord of the Flies and Tekkonkinkreet. Based on a group of "Lost Boys" (not limited to males) that lives, orphaned, in a music-box city rising out of vast ocean. The children of this world face their own survival, without parental supervision, and are forced to band together and scour the map for salvageables. The entire adult presence has become habitual slaves to the maintenance of the city, and wander aimlessly, completely oblivious to everything around them. The theme is that of street urchin children trying to irk out a living while their parents are too busy to care about them (It's deep).
Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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5/01/12 5:24:55 PM#2
I like the thought of death actually being get tossed away from objectives. So since the death penalty is getting tossed closer to the "ground" what happens when they get to ground level. Do you just wrap around(IE map is better drawn on a cylinder), or are the rewards just so bad for the characters "age" they have nowhere to go but up? Lets see for a PvE game a binary win/lose due to PvP is counter productive, something like smaller rewards for the victium(based solely on time took, or secondary rewards) and a bonus for the predator sounds more in line for a game with more PvE. Lets see not having actually health bars sounds pretty awesome. From my understanding players damage counts up, then when you fall you are punished based on how bad you were hurt. So from a PvP perspective the fight stays interesting no matter what since even the person winning utterly can still lose if the person behind pulls something clever. The person getting an initial jump still has an advantage, but they can't just laugh not caring about keeping it no matter what happens the rest of the fight. For aging it reminds me a little bit of mabinogi. Start as something like 11, then every week age 1 year ending at 17 or so. They actually take it some places by having different ages gaining different stats at level up, and the ability to "rebirth"/remort your character to a younger age(losing gained stats, levels, but keeping learned skills) to make some types of advancement a lot easier(Remort is the classic MMO/P&P term). I'm going to say that for a 2D game aiming for the head/feet/body is something I don't like. Essentially to get to the point where avatars are large enough to actually do this, you're going to need an area that players can use range attacks from larger than the screen. While perfectly possible to have scrolling similar to an RTS, from my experiencs from a now defunct tank game it's more annoying than fun(this can also happen in teeworlds online which is still alive). Practice doesn't make perfect, practice makes permanent. If monsters ate people, it'd be in the news. |
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Originally posted by anemo
Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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