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TIGSource ForumsPlayerGamesSerial Killer: The Roguelike
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cninja
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« Reply #120 on: August 30, 2010, 05:21:55 PM »

DF + Serial killing. What's more to like?  Kiss
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Carrie Nation
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« Reply #121 on: August 30, 2010, 08:36:47 PM »

I believe, judging from the comments at Bay12 and here, there are lots of people who are going to make an attempt. Maybe TIGSource and Bay12 can collaborate on a Goblin Camp-esque open source project. Smiley

I would be a little less irritated about the hoax it if he had A) been more honest about his disability, if that really was the deal, and B) hadn't dragged that 4chan shit into it. 4chan is fine in small doses, but it seriously looks like he just shoehorned in every stupid-ass meme he could think of.
The 4chan thing makes me think even more that it wasn't a hoax and that he just crumbled under pressure. I mean "oh hai /b/"? Really? That just sounds like he kind of knows that 4chan are the "Internet Bad Guys" so he acted like he was with them to somehow make the hoax more convincing.
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Okenido
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« Reply #122 on: August 31, 2010, 04:11:07 PM »

If any 4chan board did this, it would of been /v/, not /b/.
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Paint by Numbers
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« Reply #123 on: August 31, 2010, 04:45:37 PM »

I can just imagine him with an English-to-4chan Meme dictionary, trying to sound hip.

Oh, he-, uh, "hai"... "bee"... "/b/". I, uh, was only - was just "trolling"... "trollin". I-I um never made a game. I mean, "can", "can you - u has"... serial killer emulation...? No, you can't. Heh heh. Sauce, interweb. H-habeeb it.
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Razz
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« Reply #124 on: August 31, 2010, 07:33:56 PM »

If any 4chan board did this, it would of been /v/, not /b/.
Which is basically the same thing, considering the majority of /v/ also posts on /b/.
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PDF
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« Reply #125 on: September 02, 2010, 10:25:22 AM »

I'm actually making one right now. It seems I will need a lot of time to make this something with actual content though.

http://paranoidprotocol.files.wordpress.com/2010/09/screenshot102.png
http://paranoidprotocol.files.wordpress.com/2010/09/screenshot101.png
http://paranoidprotocol.files.wordpress.com/2010/09/screenshot103.png

I've finished most of the character creation. I will now need to find a way to generate realistic looking buildings. Then I will need to add... thousands of things. The engine wasn't made for outside areas. It will take time...
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s0
o
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« Reply #126 on: September 02, 2010, 01:37:37 PM »

Looks better than the hoax one! Best of luck with it.  Wink
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iffi
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« Reply #127 on: September 04, 2010, 06:12:21 PM »

I'm actually making one right now. It seems I will need a lot of time to make this something with actual content though.

http://paranoidprotocol.files.wordpress.com/2010/09/screenshot102.png
http://paranoidprotocol.files.wordpress.com/2010/09/screenshot101.png
http://paranoidprotocol.files.wordpress.com/2010/09/screenshot103.png

I've finished most of the character creation. I will now need to find a way to generate realistic looking buildings. Then I will need to add... thousands of things. The engine wasn't made for outside areas. It will take time...
That looks really nice so far! Keep up the good work.

I didn't really mind the fact that it was a hoax, even though the concept and the footage interested me. I was half-expecting it to become vaporware or at least not be complete for a really long time, given the very ambitious nature of the project. If anything, at least it's inspiring other people to attempt making such a game.
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Morroque
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« Reply #128 on: September 06, 2010, 02:20:33 PM »

My suggestion: "Make it go both ways."

Get the ability to play as either an investigative detective in tandem with the serial killer. As some other users have said, the dread of the police closing in on you is all the more intensified knowing that you actually left evidence behind. Once the routes for evidence collecting are taken into account, why not let the player gain control of that process?

If you take this route, there are two possibilities: One, there could be a sort of online multilayer, where one person is a serial killer and a few more players are all a team of detectives tracking 'em down. The serial killer is driven to kill, and the detectives are driven to apprehend, arrest, and prove him guilty. There could be a scoring mechanism based on how long the killer evades capture versus how long it takes for the team to capture him. The two ideas literally go hand-in-hand.

Also, if the ultimately goal of such a game would be to make it realistic as possible within MOO standards, with the added investigation mode we could also open the game up to the experience and opinion of all experts on human nature (forensic science, law, psychology, journalism, think of the possibilities) and the game could quite literally open up a whole field of education! Just think about what one would learn about an entire assortment of topics if the game was to fully simulate both the crime and its investigation.

The public could get one version of the game, but universities and justice facilities could also take the game and expand on it further in order to make it a training aid for budding police detectives and court lawyers. The professor could sculpt the crime (by case study, randomization, or preference) and leave it to their students to figure out.

... how strange it is to look at such a surreal subject and think it could be used for the good of the world.
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Dragonmaw
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« Reply #129 on: September 07, 2010, 01:21:46 AM »

I'm actually making one right now. It seems I will need a lot of time to make this something with actual content though.

http://paranoidprotocol.files.wordpress.com/2010/09/screenshot102.png
http://paranoidprotocol.files.wordpress.com/2010/09/screenshot101.png
http://paranoidprotocol.files.wordpress.com/2010/09/screenshot103.png

I've finished most of the character creation. I will now need to find a way to generate realistic looking buildings. Then I will need to add... thousands of things. The engine wasn't made for outside areas. It will take time...
I'm assuming locational realistic damage (cut throats, gut wounds, torn limbs, etc) will come later.

That's half the excitement. The combat system is so in-depth, which is really cool. You could replace "Serial Killer" with anything and it would still be awesome. As long as the combat system is the way it is in the trailer.
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« Reply #130 on: September 07, 2010, 04:55:01 AM »

I'm assuming locational realistic damage (cut throats, gut wounds, torn limbs, etc) will come later.

That's half the excitement. The combat system is so in-depth, which is really cool. You could replace "Serial Killer" with anything and it would still be awesome. As long as the combat system is the way it is in the trailer.

I concur. I honestly don't think one has to restrict the amount of features in such a roguelike to "serial killing", since that would seriously danger the replayability. I even thought of a multiplayer oriented gameplay - though scrapped the idea since it offers so little for so much time and risk.

Since those screenshots I have added a better combat system. Right now, it lacks the amount of sentences and conditions one needs to add to reinforce the illusion of realistic gameplay though. Basic stuff, like bruises, bleeding, instantly dying and falling down are in, though there is no way for the player to learn of them yet. I am experimenting with several different styles of inventory, and I think I will use one that is similar to Dead Rising, but with only two main weapons you can swap whenever you want. The inventory will basically hold other items, like limbs of the victims and masks.

I am focusing on the graphics and the straightforwardness of gameplay right now, since all of my other projects were forgotten because of the low resolution and/or lack of information presented.

A newer screenshot:
http://paranoidprotocol.files.wordpress.com/2010/09/srlsc.png
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X3N
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« Reply #131 on: October 12, 2010, 08:27:21 AM »

PDF, that looks nice.
I would change "A commoner called __" to just "__" name. Easier/faster to read. Maybe color code their name for their class? Or if you do a lookup on them see their details.
When can we beta? Smiley
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