I'd like to see an option for alot of gore, I really liked it in Prototype when you hit somebody with the full muscle powerup and they explode, and that is essentially a free roam superhero game.
[editline]8th February 2011[/editline]
[QUOTE=Shortyish;27920837]Superpower creator. Have it sorta like stat allocation, have a certain amount of power points to raise things such as damage, effects, range, aoe, healing, ect. Also, have a power designer, like the character creation, except you can design how your powers travel, look, hit enemies, and shit like that.[/QUOTE]
I agree with this, Freedom Force Vs The 3rd Reich did this and it was really fun. It allows you to make balanced guys for multiplayer and to just have fun with godlike powers in single player.
[editline]8th February 2011[/editline]
Infact, the power creator would really work. If you added in some effects you see most powers having, such as Damage over time, paralysis and whatever, people can make whatever power they want.
Call it superhero
[QUOTE=w0lfeh;27935088]Call it superhero[/QUOTE]
But what if they wanna be a villian?
Call it...
Meta-Human.
Alright, you got me fired up here.
You mentioned that there is a good bad and neutral path, you need to have this affect the world around you majorly. For instance a good hero could be honored and celebrated by the people and possibly work for the government, Neutral would live in the city as only a rumor, and evil would make you public enemy number one. Games like Infamous have done something like this but I don't think they made it go to a large enough extent besides cinematics
Now let's go for some actual game play mechanics. Since the game is free roam, there needs to be some form of power for your hero to pick to allow him to travel easily through the city. Or at least have a taxi type service for those who don't wanna run fast or fly.
Combat needs to work fluidly, I remember Arkham Asylum had a perfect hand to hand combat style. Something like that would be excellent. Though if you're going a more fuck shit up route like prototype (Now that I think about it you should reserve fuck shit up for the baddy, after all he is an evil character), the ability to pick up cars of course should be there, the ability to destroy buildings (maybe not all of them but some would be nice).
I thought i had a name suggestion too but now i forgot it. If I remember it I'll tell you.
Just curious, what engine are you using?
Guys calm the fuck down, did he mention he has a million dollars to spend on making it?
[QUOTE=HWECQI;27939973]Alright, you got me fired up here.
You mentioned that there is a good bad and neutral path, you need to have this affect the world around you majorly. For instance a good hero could be honored and celebrated by the people and possibly work for the government, Neutral would live in the city as only a rumor, and evil would make you public enemy number one. Games like Infamous have done something like this but I don't think they made it go to a large enough extent besides cinematics
[/QUOTE]
Yes we have that planned. If you're evil, npcs will first avoid you and as you become more and more evil they will start running away and call the police.
[QUOTE=HWECQI;27939973]
Now let's go for some actual game play mechanics. Since the game is free roam, there needs to be some form of power for your hero to pick to allow him to travel easily through the city. Or at least have a taxi type service for those who don't wanna run fast or fly.
[/QUOTE]
Yeah we have basic flight, run and teleport powers. Also you can drive any vehicle gta style. But stealing vehicles will punish you much more than in gta to discourage doing that. Taxi and bus can be used too.
[QUOTE=HWECQI;27939973]
Combat needs to work fluidly, I remember Arkham Asylum had a perfect hand to hand combat style. Something like that would be excellent. Though if you're going a more fuck shit up route like prototype (Now that I think about it you should reserve fuck shit up for the baddy, after all he is an evil character), the ability to pick up cars of course should be there, the ability to destroy buildings (maybe not all of them but some would be nice).
[/QUOTE]
We are trying to make combat as good as possible, but it most likely won't be Arkham level
Buildings can be destroyed too, but they require really powerful abilities and if too many buildings are destroyed, the civilians will move away leaving you with empty city, so it's not a good idea to go on a rampage.
Ability maker is undecided because it will most likely be rather hard to make, but we'll see.
As for customization, when you just start the game, you are naked(In options you can either pick underpants or 100% naked). To actually get clothes you need to steal them or buy them and stuff. And yes, you can take clothes from dead bodies.
Also crafting is possible for some more "unique" pieces that normally do not exist.
[editline]8th February 2011[/editline]
[QUOTE=Stupideye;27940089]Just curious, what engine are you using?[/QUOTE]
Unity.
I know I know, people say it's bad. But so far it's been doing great with pretty much infinite city size and handling stuff.
Seems to do job well so far.
[QUOTE=johan_sm;27919388]
The base is that you're an artificially made human/hero. You find yourself in a test tube in abandoned lab.
Then you can either investigate to find more or just ignore it and do whatever you want.[/QUOTE]
tbh, I think the intro should be more creative than 'you found yourself somewhere and you don't know why you're there, now you find out shit about your past'. Surely you could ignore it, but I mean for the ones who don't ignore it, should atleast get an ok story
[QUOTE=BrQ;27940465]tbh, I think the intro should be more creative than 'you found yourself somewhere and you don't know why you're there, now you find out shit about your past'. Surely you could ignore it, but I mean for the ones who don't ignore it, should atleast get an ok story[/QUOTE]
We got no writer. If you have any suggestions for story, please do. The story part is not ingame yet at all, so changing it is no problem.
To begin with, the character should be able to choose from various "Humble beginnings" that apply to all types of heroes/villains, either done by cut scenes or even as a tutorial level of sorts.
Humble Beginnings:
Alien come to earth - For either peace or destruction
Sentient AI escapes - For robotic heroes
Experiment gone wrong - For the science based heroes
Exposed to *Insert strange thing here*- For the wildcards like animal bites, cosmic rays, any type of radiation, radioactive waste, lighting bolts, etc.
Mystical - Some type of opening for the magically-gifted heroes
Avenger - Average Joe decides to make a difference in the world based on a revealing experience, creates own powers *Power armor/guns/Batman/etc*
The powers should really be based off of the background of the characters themselves.
[QUOTE=LaserOfDoom;27920797]You should include a decent amount of aesthetic customization, so you can really create the hero you want. Maybe even allowing custom textures for your own insignia or something.
[b]Powers could become more powerful as you do. For example: At first if you can fly, it might only be possible to have short sustained flight for a couple blocks. Later on you can fly across a city and keep going.[/b][/QUOTE]
Like the RPG element in GTA: SA? That would be cool.
[QUOTE=Nitrowing;27940551]
The powers should really be based off of the background of the characters themselves.[/QUOTE]
That would really limit freedom I think. We'd want player to be able to mix'n'match any powers he wants, not limit him to a specific style of powers.
Playing as a person who can lit objects on fire and then use telekinesis to throw ignited objects is more fun than just being limited to fire or something I think.
Unless I misunderstood you
Make a Splosionman type of character ability
I would suggest that your archenemies depend on your characters and the choices that it will do. If you choose to be a general do-gooder, you have to face off agaisn't a crime boss. If you save an important military base that's being attacked by some robots, you get targetted by the alien who sent those robots, if you don't, you get targetted by a team of scientists that managed to salvage some high-tech combat armor.
If you let someone die in a chemical vat, he/she'll come back with chemical-themed powers, if you do save him, s/he'll turn out to be mentally unstable (maybe why s/he's about to die (maybe s/he was bothering someone)) and s/he'll try to kill you after falling in love with you (à-lá John Lennon), she would use guns.
They don't have to be archenemies, they could just trigger other quests. Maybe if you let them live after a quest, or you fail to catch them, they'll trigger new quests, and grow stronger each time.
If you let too many live, you'll have to face off agaisn't a vigilante, if you kill too many, you face off agaisn't one of the family members of the last one you killed, their super powers would be inspired by their dead loved one.
This has the potential to be absolutely badass, my friend.
[QUOTE=johan_sm;27940678]That would really limit freedom I think. We'd want player to be able to mix'n'match any powers he wants, not limit him to a specific style of powers.
Playing as a person who can lit objects on fire and then use telekinesis to throw ignited objects is more fun than just being limited to fire or something I think.
Unless I misunderstood you[/QUOTE]
Naturally customization is a huge part of a hero-making game. I think that it makes little sense for a person of say a mystical background to go around in a suit of power armor. Still I suppose it's up to the player.
Powers:
Fire/pyrokinesis
Ice powers
Telekinesis
Powered Armor
Guns
Dark Magic/Light Magic
Super strength
Chain/Rope/Web/Constriction based powers
Laser Vision
Flesh-shaping (making weapons out of your own flesh)
Other...
Player should have access to numerous travel powers (like someone mentioned earlier) at the very beginning.
Now, one more part of making a decent game is to make the location that the player will spend the most time (The Sanctuary), incredibly impressive and memorable. Just like when the player exits from the starting sewers in Oblivion into this beautiful and incredible world that inspires the player to want to explore, the beginning of your world must likewise inspire feelings of power and curiosity in the player. Have the player placed somewhere high up (Hill/tower/mountain/etc), looking down upon the expansive world you have lain before them, let them wonder what lies beyond that mountain, what creatures lurk in that forest, what people live in that town, they are a super hero/villain/neutral - they must be inspired to protect/destroy/balance this world. Setting an atmosphere is the thing that defines good games from poor ones.
[QUOTE=johan_sm;27940506]We got no writer. If you have any suggestions for story, please do. The story part is not ingame yet at all, so changing it is no problem.[/QUOTE]
As pretentious as this proposition will sound, I can try my hand at being your writer if you want. I've been writing stories for years and have had quite a lot of positive feed back on all of the works I have done (A few short stories, haven't gotten anything published though.).
I do some texture work too so I could do some stuff like that as well.
I'd still take some suggestions from anyone here as well as needed.
Maybe if you let too many escape (not letting them go, just failing at arresting/killing them), they eventually forge a partnership with some other criminal who was already jailed, and they try to break them free.
This would be best as an RPG, as in the style of Fallout 3.
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