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Re: Game design docs uploaded - please vote here!
[Re: George]
#309058
02/06/10 21:36
02/06/10 21:36
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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I don't know if I should put this here or should I use EtherPad? ...it's just that I found the game called Lucidity on Steam. You should check it out since it seems very similar(maybe even too similar ) to what we have been discussing here. http://store.steampowered.com/app/32410
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Re: Game design docs uploaded - please vote here!
[Re: slacer]
#309078
02/06/10 23:57
02/06/10 23:57
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Hi friends, I like brother/sister idea more than robots and divinities. They are nearer from peoples heart. there is just explained. I like Tim Burtons' characters kind. They emphasize on coarseness and fragility of human conditions, but plenty of happyness and fullcolored. Strange characters with a near taste. Stainboy. Some time ago i played Psychonauts. I loved its' visuals (high contrast) and storyline.
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Re: Game design docs uploaded - please vote here!
[Re: Ganderoleg]
#309209
02/07/10 23:00
02/07/10 23:00
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Joined: Aug 2006
Posts: 70 NJ
SirCamaris
Junior Member
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Junior Member
Joined: Aug 2006
Posts: 70
NJ
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Ganderoleg, I like your sketches of the dark divinity and think that they keep closest to the design docs' intentions. I personally think there should be one hero character. I came up with some additional abilities that I think would add to the fun in destroying enemies and solving puzzles. I think each ability should be obtained after defeating a boss, and each ability will help the player gain access to previously unexplored areas of the game (similar to Metroid). The abilities are:
Quake: Shakes the screen and loosens certain objects(rocks,boxes,gems, etc.) making them
fall. Certain enemies will take damage. Bar drains a fixed amount each use.
Telekinesis: Allows player to move certain objects with mouse. Hold down left mouse
button over object then move. Bar drains faster with heavier objects.
Air: A gust of air travels in a vector from the player to cursor, pushing certain
objects and enemies. May also cause some damage to enemies. If solid objects
block path, air movement will be restricted. Bar drains as long as left mouse
button is held down.
Fire: Left clicking on objects or enemeies that are combustible will make them engulf
in flames and take damage. Every object and enemy must be individually clicked.
Bar drains fixed amount per click.
Ice: Left clicking on any water object or enemy will cause it to freeze causing some
damage. Is useful in creating ice bridges. Every object must be individually
clicked. Bar drains fixed amount per click.
Microwave: Holding down the left mouse button over metal objects will cause them to heat
up and explode. Bar drains as object is heated up.
I think that the controls should be as follows:
W = move player toward the back of screen.
S = move player toward front of screen.
A = move the player left
D = move the player right.
Space = Jump after one press... Change in gravity with two presses.
Right mouse click = Brings up a list of abilities obtained to the right of the cursor.
Move cursor over desired ability and left click to select.
Left mouse click = Uses selected ability.
Please let me know what you think. I've started making some levels and am thinking of creating a web page so I can share them with everyone.
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Re: Game design docs uploaded - please vote here!
[Re: SirCamaris]
#309251
02/08/10 07:29
02/08/10 07:29
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
Expert
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Expert
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
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The controls should be predefined, sure. But we need a configuration panel to let the player change these settings.
The configuration menu would allow to have control over sounds effects, music, particle + shader effects, mouse, joystick,... And an in-game help would be required, too.
Am I missing something - besides the game itself?
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Re: Game design docs uploaded - please vote here!
[Re: slacer]
#309259
02/08/10 08:35
02/08/10 08:35
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Joined: Oct 2001
Posts: 1,285 USA
Guardian
Serious User
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Serious User
Joined: Oct 2001
Posts: 1,285
USA
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After reading through the Etherpad entry, A couple things. About the robot character and it being “hard to create an (emotional) connection to the real player”. If the robot character was a robot boy with a human heart a cyborg of sorts, he could have an emotional impact without to much work. His quest could be in part to regain his humanity. No not Pinocchio. Or he could simply be a astronaut-boy or robot-boy. I think the robot character may not be the best story line but it would probably be the easiest. I didn’t really like the darker bother and sister Idea at first but its growing on me as long as it doesn’t get to dark. I think that would have a negative impact on overall sales, for lack of a better word. I hope we can pin down some things soon. The gravity change thing seems the only real thing left from the design doc.? sad.
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