I'm part of the Dev team on a new spy game, give us ideas!
58 replies, posted
[QUOTE=Kirbyfactor;41541963]What game is this?[/QUOTE]
XIII
Day 1 DLC and GFWL.
Far Cry 3 style takedowns would be cool for dealing with guards. Especially the fancy ones that let you jump on enemes or drag them off a ledge.
If you're looking for ideas, Hitman: Absolution (haven't played the rest of the series so I can't comment on that) has great espionage gameplay
This looks really interesting. I'd love to do some parkour stealth assassination and shit like that
I would say cool spy gadgets, but this seems to be a bit more on the realistic side of Spy Fiction.
Maybe add things like a sweeping low kick to trip enemies? Or a disarming attack like in Perfect Dark.
Peeked through the moddb description. My suggestion to you, as amateurs, is to think smaller. I know you guys are just overflowing with great ideas, but you need to limit your scope if you're going to get anywhere.
For instance, I'd drop the narrative. Let the game stand on its own feet, focus on developing whatever game mechanics you have in mind.
Moreover, limit your scope in the gameplay department, even if temporarily. You can always build on your foundation later, just make sure the core game is excellent before fleshing it out. Case in point: Drop the multiplayer.
[B]This is important.[/B] You don't want to end up like Half-Life: Nightfall.
Might sound random, but for the guns, instead of having ammo for each gun, have ammo for each type of round. For example, instead of Pistol round, have 9mm round, and only weapons chambered for that round can use it. This can work both ways, both expanding and limiting your ammo use, depending on the cartridge and weaponry
First thing that I'd like to say because it's something that bugs me a lot in games that have stealth...
Please have a system where when a guard has seen you in full, has caught you attacking someone, or has discovered a dead body... will always remain alert that something is not like it should be, and won't just after a set time of running around looking after you decide that "oh, I guess it must have been the wind".
"Someone killed someone right before my very eyes, shot me and ran away!
I must have imagined it!"
I'm looking at you, Deus Ex
[QUOTE=GussGriswold;41530228]About points, after each mission, you earn money based on how you've done, so you might get more money for killing your target discreetely, finding intellegence documents, etc. And you'll lose money for getting caught, killing irrellevent targets, getting filmed on CCTV etc. Similar to what's in Hitman games.[/QUOTE]
On that note... something that was incredibly popular with Blood Money was all the different ways you could take care of your targets. If you have the time, adding several different ways to eliminate your target or infiltrating the level is both fun and adds a lot of re-playability.
Uh, this may be a horrid thing to ask, but can I do some Beta Testing or Alpha testing please.
I love playing Alpha/Beta games.
[editline]22nd July 2013[/editline]
Also, if your a real spy, you need to shave with a straight razor, and always have a fancy bone carved butterfly knife....
Just my thoughts tho
Well, about apropos being overambitiobs, we certainly won't start making multiplayer before were nearly done with SP, and even then we may get some additions to the team before we do, or perhaps we'll just drop it alltogether, or simplify it significantly.
[QUOTE=Kirbyfactor;41541963]What game is this?[/QUOTE]
XIII. Try it!
[QUOTE=Kannata;41550703]XIII. Try it![/QUOTE]
Played it as a child but I forgot which game it was.
I would imagine if you are playing as a spy you are operating under some elite department or something and they would have some high level surveillance.
In Batman: Arkham City they have detective mode which allows taking out a room of enemies undetected actually possible.
Maybe there could be something similar such ad a satellite that assists the player in a similar way as Deyectove mode.
Could use some over the top gadgets like NOLF had.
I'm not saying to make an explosive kitty that has the activation button on its anus, but stuff like lockpicks hidden in conventional items, colognes that spray corrosive acid/sleeping gas, etc.
[QUOTE=GussGriswold;41549852]we certainly won't start making multiplayer before were nearly done with SP[/QUOTE]
That usually doesn't work at all. The underlying architecture necessary to make a game multiplayer goes well beyond what is necessary to make a single-player game work. What language are you coding in? What message architecture is your engine going to use? Are you working from an existing engine license, or building your own? Unity? UE3? Source? Server-authoritative or client-authoritative networking? These are questions that need to be determined long before you even start any coding, because it'll bite you in the ass later if not.
I'm gonna be honest, your page has a couple of red flags, like the focus on story and setting with barely any mention of gameplay, that look like classic amateur game development pitfalls. Does anyone on your team have professional experience in the industry? If not it might be worthwhile to recruit someone who has worked as a manager or project lead before the project becomes unsustainable.
Air ducts are noisy as hell. People wishing to traverse them should have to be VERY careful, or else raise alertness by a huge amount. As in "oh hey, there's someone up in the ducts".
Hi everyone. My name is Dean, I am the project leader for The Contract.
Just wanted to answer as many questions as I can, thanks for all the replies.
First off, Nitro836: Sorry bud, this is a realism based game and we will have no HUD. You can see how that develops in the future!
Matrix374: Thank you, great example. Enemies will react in their local areas and sometimes in teams/squads. They will react to noises depending on their environment.
Nitro836: Enemies will actually react to noises they can hear, in earshot that are out of the ordinary.
Bad Joe: thats done. Thanks! Enemies will react when a fellow teammate goes missing.
Mr. Tripp: Sorry you're right, it doesn't fit out game.
Leg of Doom: No Comment.
Nitro836: Thank you, please follow us!
GentlemanLexi: In that scene the Parkour is more on the enemies side, you will be able to run, jump climb and hang but to an extent. We have some Parkour trainers helping with this. Stamina is in, so you will struggle to run and climb when tired making your actions slower.
samuel2213: We are looking into booby traps, including poisoning food etc along the lines of Hitman games.
Mr. Tripp: C4. Concepts coming soon! Boom.
The Aussie: If you get spotted, you're in trouble. But the game is far from over. Fight your way through the mission or die trying! Choice is yours. Regarding scores and competitive mode, it wil be included. The better the score for 'tactics' the more you get paid from a Contract, thus more upgrades & customizations.
Leestons: Thank you Sir.
Pie108: I like the idea of that, we might add that as an toggable option. Regarding your edit, we are looking at single clicks to detonate in sequence or hold the click for an ultimate explosion.
oskramorir: We would love to, donations welcome.
zombojoe: We will have that, just like Underhell does. Searching for weapons/tools/hidden objects etc. Also, you will be able to slowly open a door to peer into the room or kick it open.
Zenreon117: Totally agree, our scripts and cinematics are quite, intense..
[QUOTE]Allah Yad has immense power in Mosul. Truthfully, though, the whole region has never been exempt from corruption, nor has it been all that stable, especially after the American invasion. Since then, it's been practically overrun with violence: suicide bombings, the destruction of primary infrastructures, clashes between the Arab natives and Kurdish fighters funneling in from the north -- that type of thing. Back in '08 there was even a string of murders and threats against the Assyrian Christian community, which at the time totaled almost 12,000 people. Most Assryians fled the city shortly thereafter, and rightfully so. Needless to say, the people of Mosul have been struggling to return the city to its former glory since Saddam's fall. After all, Mosul was the world's first major metropolitan area. Talk about a fall from grace, right?[/QUOTE]
Kirbyfactor: No Crossbow, sorry. A Knife, yes. Slots are restricted to what you can actually carry. IRL.
fredstin22: Looking into this!
Zender Troop: The game has been designed with 2 player co-op in mind.
Kartoffel, yes I agree air ducts are noisy. We are trying to limit the amount of air duct use in game by allowing alternative paths, hiding in shadows/cupboards etc. Like Metal Gear Solid.
Kannata: I loved XIII on the PS2.
Juniez: Haha!
UberMunchkin: No, Sorry. :(
-ZeeBo-: Yeh thats messed up. Has been fixed now though!
Magmacow358: Going for that, silent kills like throwing them of ledges etc. But to a humanly possible degree.
IceyMalone: Number 1 reference is Hitman, will have a lot of similar features. You play the role of a Contract Killer, too. ;)
geogzm: Thanks! Please follow us!
Justnobody: Q Fan? We are. Expect some cool gadgets with disarming fight scenes.
ILikeCheese: Thank you, good advice and we appreciate it. MP will not be even designed until SP is finished. But, we are aiming as high as we can. Of course we understand a lot of our ideas will never get implemented!
IceyMalone: Its a good suggestion, but this would mean having to change rounds between magazines for the realism effect, as you would have to IRL. If you drop a full magazine, its gone anyway.
Simski: We have alert statuses. Such as Idle, Clam, Angry, Provoked. This will not 'descale'. If you make a Guard Angry, they will be Angry until they die.
IceyMalone: They will chase you down and call for backup. O noes!
Simski: Hitman again is one of our greatest loves. We will have environmental attributes to kill enemies. Like Poisoning food, dropping lifts and so on.
Brismo: Sure you can have Alpha access. If you hack our website login.. [url]www.isdccorp.net[/url]
stabbytheghost: No Satellites, sorry. Better use your instincts and senses! We suggest you play with Headphones on LOUD!
Bloodshot12: A bit too OTT for us, but we will have some gadgets in game.
catbarf: Some extreme questions to throw at a Voice Actor. We are using the 2013 Source Engine, coded in C++. We will be licensed, server authoritative. Your second paragraph is just negative, sorry! We are Indie Devs, not EA.
Kartoffel: Air Ducts go bang, we are trying to limit that. You will have the ability to hide in the shadows, cupboards, behind doors, tables, chairs. Hang from balconies, ledges, climb through windows. You name it.
Phew! So I'm at the end of them two pages. Will check back soon if you have any more questions!
Please take the time to like us on Facebook: [url]https://www.facebook.com/thecontractgame[/url] follow us on Twitter [url]https://twitter.com/thecontractgame[/url] track us on ModDB: [url]http://www.moddb.com/games/the-contract[/url] and register on our website! [url]www.thecontractgame.co.uk[/url]
Thanks again for all the questions, suggestions, advice and feedback. We really do appreciate it!
Regards,
Dean.
What about the smartphone suggestion I made?
Have a ton of gadgets, like a ton. Ranging from general use to really specific, and have at least one use for each in each mission. That would add some replayability, and some interesting strategies.
Make sure in addition to c4 have napalm, I love the smell of napalm in the morning.
An effective weapon, because what kind of cheap organization would supply their agents with nerf guns?
Good on you for denying my original suggestion, a project like that would take a big AAA studio to complete and a small indie team trying to make it would collapse under it's own weight.
[editline]23rd July 2013[/editline]
[QUOTE=NightmareX91;41559732]An effective weapon, because what kind of cheap organization would supply their agents with nerf guns?[/QUOTE]
It's a bit hard to hide a minigun in your pocket.
Sorry Zakkin, I missed that. Yes, you will use a Smart Phone to check objectives, options, maps, intel etc.
Possibly even for hacking etc.
da_maul: We aren't going overboard with Gadgets just yet, we will see how it goes. I can think of any reason to use Napalm, sorry.
NightmareX91: Are you referring to the Ruger? The game will have a decent amount of weapons but we have chosen the Ruger to test your skills and quick firing.
Mr. Tripp: Thank you! Maybe our next adventure haha!
[QUOTE=Mr. Tripp;41560205]Good on you for denying my original suggestion, a project like that would take a big AAA studio to complete and a small indie team trying to make it would collapse under it's own weight.
[editline]23rd July 2013[/editline]
It's a bit hard to hide a minigun in your pocket.[/QUOTE]
Tell that to the agents in syndicate
[editline]23rd July 2013[/editline]
Another suggestion, make sure the villains are memorable. Not just "insane person who wants to kill people/take over the world" I want some pretty interesting ones, think odd job from James Bond. Make them slightly quirky, but not overdone.
da_maul: With you there all the way, majority of the targets will have something to do with the overall storyline too.
Sorry, you need to Log In to post a reply to this thread.