• Game concept.
    83 replies, posted
There are ways to "force" it unto the player. Put him in situations where basic knowledge of the different characters is required in order to progress. [editline]29th March 2013[/editline] Hypothetically speaking, if we were to do a Kickstarter, would you make a pledge based on the information you've been given? Assume that the execution of the idea is proper. None of us have any intentions of doing so, this is purely because I'm curious. Agree for a yes, disagree for a no
If you need any voice acting, please add me on steam.
[QUOTE=ChaoticKitten;40075379]I'm a game developer, and "no one reads/does tutorials" is the general consensus. It doesn't mean you shouldn't have text, you just have to assume no one reads it.[/QUOTE] I really think we need to keep it intuitive so no text would be the best way to go.
[QUOTE=kirederf7;40081076]I really think we need to keep it intuitive so no text would be the best way to go.[/QUOTE] Small icons of available players on HUD with small player stats displayed?
[QUOTE=kirederf7;40081076]I really think we need to keep it intuitive so no text would be the best way to go.[/QUOTE] Vocal cues could be one way to go about it, I suppose
[QUOTE=Sir.Cartman;40081100]Small icons of available players on HUD with small player stats displayed?[/QUOTE] No HUD. Only basic keyboard controls that are displayed at the beginning of the game, and in the first few levels as reminders. Make them look like they've been scribbled on the walls for extra immersion. First few levels should simply require the player to understand the mechanics of each personality in order to progress. With proper character design, you'd also be able to tell what a personality is good at just by looking at their appearance. Great concept by the way. The gameplay aspect itself isn't such a novelty but there's a lot of potential for storytelling. Programming this is the easiest part, the hardest part would be coming with good character design, an art style that fits the game, good level design, and really good writing. I've got some experience with game programming and I'd like to help but I just have too many projects that I have to take care of first. I'll be watching this though, it can turn out really good if you guys can do it properly. Also, don't make it 3D. 2D graphics give a lot more artistic liberties and that's exactly what you need. It's okay to use a 3D engine for it (as a matter of fact most 2D games nowadays use a 3D rendering engine), but make sure you know what you're doing. I can confirm that LÖVE would be a really good starting point. It's always possible to rewrite the game on a different engine later, that's not really the most complicated part.
i agree with killburn an 2D style would fit perfectly
[QUOTE=_Kilburn;40081672]No HUD. Only basic keyboard controls that are displayed at the beginning of the game, and in the first few levels as reminders. Make them look like they've been scribbled on the walls for extra immersion. First few levels should simply require the player to understand the mechanics of each personality in order to progress. With proper character design, you'd also be able to tell what a personality is good at just by looking at their appearance. Great concept by the way. The gameplay aspect itself isn't such a novelty but there's a lot of potential for storytelling. Programming this is the easiest part, the hardest part would be coming with good character design, an art style that fits the game, good level design, and really good writing. I've got some experience with game programming and I'd like to help but I just have too many projects that I have to take care of first. I'll be watching this though, it can turn out really good if you guys can do it properly. Also, don't make it 3D. 2D graphics give a lot more artistic liberties and that's exactly what you need. It's okay to use a 3D engine for it (as a matter of fact most 2D games nowadays use a 3D rendering engine), but make sure you know what you're doing. I can confirm that LÖVE would be a really good starting point. It's always possible to rewrite the game on a different engine later, that's not really the most complicated part.[/QUOTE] No HUD would be the best, vocal cues is certainly a good idea. I'm am working on the main feel of the game right now, color, mood, sound, ... When we have that we can begin working on a proper story and character.
[QUOTE=_Kilburn;40081672]No HUD. Only basic keyboard controls that are displayed at the beginning of the game, and in the first few levels as reminders. Make them look like they've been scribbled on the walls for extra immersion. First few levels should simply require the player to understand the mechanics of each personality in order to progress. With proper character design, you'd also be able to tell what a personality is good at just by looking at their appearance. Great concept by the way. The gameplay aspect itself isn't such a novelty but there's a lot of potential for storytelling. Programming this is the easiest part, the hardest part would be coming with good character design, an art style that fits the game, good level design, and really good writing. I've got some experience with game programming and I'd like to help but I just have too many projects that I have to take care of first. I'll be watching this though, it can turn out really good if you guys can do it properly. Also, don't make it 3D. 2D graphics give a lot more artistic liberties and that's exactly what you need. It's okay to use a 3D engine for it (as a matter of fact most 2D games nowadays use a 3D rendering engine), but make sure you know what you're doing. I can confirm that LÖVE would be a really good starting point. It's always possible to rewrite the game on a different engine later, that's not really the most complicated part.[/QUOTE] I'm thinking vocal and visual clues, ideally the gameplay becomes clear through the gameplay itself. For example, you switch to a character and notice he runs faster. Then there is a switch to open a door but it closes quickly. No further explanation should be needed there. Not saying we'll have that in the game, but that sort of stuff. [editline]29th March 2013[/editline] [QUOTE=werewolf0020;40081725]i agree with killburn an 2D style would fit perfectly[/QUOTE] As for then 2D vs 3D issue, I really like the lighting we can achieve with 3D, but of course 2D is easier, less resource intensive and offers more freedom. We'll give both a shot at some point maybe.
as killburn suggested couldnt you use an 3D Rendering engine but keep characters as 2D? Legend of dungeon does that and it looks very nice
[QUOTE=werewolf0020;40082262]as killburn suggested couldnt you use an 3D Rendering engine but keep characters as 2D? Legend of dungeon does that and it looks very nice[/QUOTE] We'll definitely keep that option in mind. It all depends on how things go and how we like what we can do with each option.
Okay, who thinks the game should be 2D should agree with my post and who thinks it should be 3D should disagree.
[QUOTE=Sir.Cartman;40084819]Okay, who thinks the game should be 2D should agree with my post and who thinks it should be 3D should disagree.[/QUOTE] 2.5D would be nice, so I'll rate you funny.
[QUOTE=PredGD;40084826]2.5D would be nice, so I'll rate you funny.[/QUOTE] Well, he meant 2.5D, full 3D was never an option really.
[QUOTE=PredGD;40084826]2.5D would be nice, so I'll rate you funny.[/QUOTE] 2.5D is still 3D, but you all get what i mean. [editline]29th March 2013[/editline] Oops, i failed 2.5D is not 3D, it's actually 2D lookling like 3D [url]http://en.wikipedia.org/wiki/2.5D[/url]
If you ever need any music, video editing or image editing I'm available for the most part and would love to help out
Ok just to make things clear, when we're talking about 2.5D we mean 3D environment and characters restricted to a 2D movement plane, right?
[QUOTE=Sir.Cartman;40084925]2.5D is still 3D, but you all get what i mean. [editline]29th March 2013[/editline] Oops, i failed 2.5D is not 3D, it's actually 2D lookling like 3D [url]http://en.wikipedia.org/wiki/2.5D[/url][/QUOTE] Actually, that page also says 2.5d can also be referred to as a game that uses a 3d engine and 3d models but is restricted to a 2d plane. So you were right.
[QUOTE=Yogkog;40086244]Ok just to make things clear, when we're talking about 2.5D we mean 3D environment and characters restricted to a 2D movement plane, right?[/QUOTE] Yes. Something like trine.
[QUOTE=crazymonkay;40085790]If you ever need any music, video editing or image editing I'm available for the most part and would love to help out[/QUOTE] We already have a composer and I think a few people can manage working with video and image editing software (including me) but I for one would like to welcome you to our team, just shoot me a message and you can see what you'd like to contribute to the game when we need something done you can do.
This is an awesome idea. Not sure if this has been said yet, but maybe make it so at one point in the story, all characters would be dead no matter what. When this happens, there is only one remaining personality, and the main character becomes them. It could be that the characters dying is actually the process of your disorder being treated. So when there is just one left, it is you and you are sane, but you have become a different person. That could be the end of the game. Or you could go further. How, I'm not sure. EDIT: If you want, I can help out. Write out some story/dialogue/whatever, make music for the soundtrack, and test. Ideas guy included.
[QUOTE=John Egbert;40090249]This is an awesome idea. Not sure if this has been said yet, but maybe make it so at one point in the story, all characters would be dead no matter what. When this happens, there is only one remaining personality, and the main character becomes them. It could be that the characters dying is actually the process of your disorder being treated. So when there is just one left, it is you and you are sane, but you have become a different person. That could be the end of the game. Or you could go further. How, I'm not sure. EDIT: If you want, I can help out. Write out some story/dialogue/whatever, make music for the soundtrack, and test. Ideas guy included.[/QUOTE] I have thought about that option before, I'll contact you on steam to discuss it further. In short: It's really cool idea, to have the player experience the loneliness when the charaters are gone but seeing it as the treatment of the disorder doesn't quite work out in my head. I can't make it work with the gameplay, which comes first in my opinion. EDIT: I can't find you on steam, maybe you contact me?
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