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878318 Posts in 32916 Topics- by 24330 Members - Latest Member: Mustaklaki

May 21, 2013, 03:54:04 PM
TIGSource ForumsCommunityCompetitionsVersus (Moderator: Melly)Vergessen [not currently being worked on anymore]
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Author Topic: Vergessen [not currently being worked on anymore]  (Read 47641 times)
increpare
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« Reply #30 on: January 18, 2011, 04:09:30 PM »

I like the idea   Beer!
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PureQuestion
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« Reply #31 on: January 18, 2011, 06:22:11 PM »

This is a really grim concept for a game. Shocked

But if you do it well, it could be interesting.
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John Sandoval
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« Reply #32 on: January 19, 2011, 01:53:34 AM »

This is a really grim concept for a game. Shocked

It isn't a game by John Sandoval if the player isn't breaking at least one of their core morals.

Random Shit I Made:

Half Size


Full Size


Took the character sprite and removed some of it's characteristics (eyes) and made them thinner. Reducing the cuteness quotient is something that I feel is probably a good idea for this game. There's one male character (he's the one with the longcoat) and one female character (obviously the one without the longcoat). Playing around with the idea of having up to 8 players on networked play, but in reality that probably will not happen before the deadline of this competition.

Also made a font (which I happen to really like) and did some random art assets for the hell of it.

The game has a bit of color coding: if it's blue and futuristic-lookin', it's your technology. If otherwise... well, who knows?


« Last Edit: January 19, 2011, 03:21:08 AM by John Sandoval » Logged

Chris Z
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« Reply #33 on: January 19, 2011, 01:57:33 AM »

Really digging the style, looking forward to this one.
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Aquanoctis
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« Reply #34 on: January 19, 2011, 04:58:36 AM »

From that screen alone I can tell this'll be auto-awesome. Really interesting concept by the way.
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Maqrkk
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« Reply #35 on: January 19, 2011, 04:58:56 AM »

This already looks great. I'm amazed what some can come up with in such short time. I'd do anything to be able to produce graphics like that.
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I like coffee, debugging and industrial hardcore. <3
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« Reply #36 on: January 19, 2011, 08:07:02 AM »

This reminds me very much of m.u.l.e. Blood lust under the guise of cooperation.
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Draknek
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« Reply #37 on: January 19, 2011, 11:20:48 AM »

Love the concept, but there's one thing I'm not sure about: If the players know that there will never be enough food for both of them, what's to stop them just trying to kill one another immediately?
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John Sandoval
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« Reply #38 on: January 19, 2011, 12:20:20 PM »

Love the concept, but there's one thing I'm not sure about: If the players know that there will never be enough food for both of them, what's to stop them just trying to kill one another immediately?

Because the only way to get enough food for one person in time is for both of them to work together. Also, there will be certain puzzles (simple ones) that can only be passed with two people, mobs that can only be overcome with two guns at the ready, and a few other hazards that would be best faced with two players. A lot of the tension in the game is deciding when to help your friend for your own benefit, deciding when to hold out on them, and deciding when to outright betray them (Wow, that's pretty cynical). In the beginning there'll be enough food for the two to work together fairly well, but later on... Well, there's a bunch of ideas I have, but I'm still fleshing it out, seeing what'll work and what won't.

Couple of ways the game could potentially end:
a. One player kills another player while the current total food is equal to the food needed to survive. Win.
b. One player kills another player while the current total food collected is less than the food needed to survive the rest of the time; the game then determines how much food the living player would be able to collect on his own by calculating how many assets are available in the area, then determining if that player won or lost.
c. The same as b, except one of the players dies on his own as a result of monsters or weather or stupidity.
d. Both players die.

Here's a grid based building system that I stole was inspired by Under the Garden. The blue thingy on the right is a drill, for exploration into the cave and tunnel system underneath the surface of the planet.





[/shameless plug]

Also, for those who are interested, I recently got a Twitter account. You can find the link in my signature.

[/shameless plug]
« Last Edit: January 19, 2011, 12:44:11 PM by John Sandoval » Logged

yokomeshi
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« Reply #39 on: January 19, 2011, 12:44:03 PM »

An interesting complication might be that players who take damage actually get injured and can't move as fast, shoot as accurately, etc.  So a crafty (and soulless) player might hesitate juuust a few seconds in coming to help, allowing his "friend" to be tragically bitten on the leg by a bear -- this would give him an advantage if/when he needs to kill her, but she'll also be less help, and he might need to get medicine or something to keep her alive.
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John Sandoval
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« Reply #40 on: January 19, 2011, 12:45:42 PM »

An interesting complication might be that players who take damage actually get injured and can't move as fast, shoot as accurately, etc.  So a crafty (and soulless) player might hesitate juuust a few seconds in coming to help, allowing his "friend" to be tragically bitten on the leg by a bear -- this would give him an advantage if/when he needs to kill her, but she'll also be less help, and he might need to get medicine or something to keep her alive.

You are a heartless bastard.

Have sex with me. Immediately.

___________________________________

On that note, I am definitely implementing some sort of permanent damage system. The gameplay possibilities are just too rich to not do it. I'll see what mechanic I can cut out so I have time to implement this one.

SOME FEATURES I WANT TO INCLUDE:

-grid based destructible terrain, for mining/discovery and making shelter
-simple grid based building system, for protection against weather (might cut this out though)
-permanent damage system
-hunger and thirst system
-weather system
-monster system
-day and night system (might cut this out)
-AND MORE
« Last Edit: January 19, 2011, 01:20:46 PM by John Sandoval » Logged

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« Reply #41 on: January 19, 2011, 01:19:27 PM »

definitely should try to do something that affects mobility, if anything just slow down the animation rate to match,  I really like the concept and look of this game btw Smiley
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« Reply #42 on: January 19, 2011, 02:27:17 PM »

You had me at backstabbing.
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ThePortalGuru
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« Reply #43 on: January 19, 2011, 02:29:15 PM »

Requesting ability to offer your partner one last cigarette before he dies, pan up then fade to black and roll credits.
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Draknek
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« Reply #44 on: January 19, 2011, 02:45:29 PM »

the game then determines how much food the living player would be able to collect on his own by calculating how many assets are available in the area, then determining if that player won or lost.
This sounds unsatisfying to me. I guess you could possibly make it work if you showed a montage of the player's simulated actions, so you watched your character collecting up the remaining accessible food.
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