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Suggestions welcomed here...

  • jc984
  • 04/07/2012 09:29 PM
  • 1318 views
I just wanted to ask was there anything in the features list that you didn't see but would like to in the final game?
The list on the main gamepage is just what I thought up of and some may not make it to the final release if I can not figure out how to implement them. Though most of them I already have a good idea how I am already, or already have. But that possibility is still there, if I see no reason to continue to have a particular feature as the game comes along.

Well anyway, feel free to post your suggestions/comments away and I will take look at them.
I am mainly looking for features that you feel like should be added to this type of game that is not listed under the features list or even an improvement of a current listed feature. But any suggestions or comments are welcome! :)

But I do ask all suggestions be posted under this blog or easier viewing and to be organized. so please no replying unless its a suggestion/comment.

All insults or asshole comments is to posted on the main page...thank you! :)

Posts

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Less is more. I support your idea of keeping only the more useful features.

I would therefore advise to make sure the features are meaningful. The alignment system for instance should affect the gameplay more significantly. For example, a specific alignment could neat you specific bonuses, allow entrance to optional locations or access to specific quests the other alignment won't grant, etc.

Since it seems you will include a limited amount of abilities, they should all have at least one specific advantage and one specific disadvantage for maximum interest and strategy (If you had a great amount of abilities, I would rather advise to ensure all of them are particularly useful in a given situation, regardless of advantages and disadvantages).
For instance, drinking too much blood could make the hero dizzy and prevent movement for a few seconds.
Using a powerful ability could be allowed only when your HP is dangerously low, etc.
(I back this advice by looking at the mechanics of games such as the newer Ninja Gaiden titles)

As for other features you could look at typical vampiric abilities such as morphing into a bat or mist (or wolf as in SotN), ninja-like evasion dash, gliding when falling down, paralyzing glare, regeneration of limbs (and dismemberment affecting battle skills), sleeping in a coffin for whatever reason, turning monsters into ghouls that attack other monsters, passing through walls, or even teleporting through the shadows...

You could also code combo attacks, throwing weapons...

That's all the ideas I have for now.
author=Avee
would therefore advise to make sure the features are meaningful. The alignment system for instance should affect the game play more significantly. For example, a specific alignment could neat you specific bonuses, allow entrance to optional locations or access to specific quests the other alignment won't grant, etc.


Precisely and is exactly what I am currently working on to add to this game. The protagonists alignment is planned to have an effect on how the world reacts to him.
Like for an example; this allied group of humans who act as agents for the main characters clan. They provide information, sell items, and even "donate" blood.
The original idea was to provide quests where you can choose the good approach or the bad approach to the quest. Which could lead to either trying to save lets say for an example a necromancer's soul. Which acts as the good approach. As for the more evil approach you would just assassinate them, therefore playing god but getting fat loot or something. And the good approach will gain you less rewards but in turn strengthening the characters relationship with his clan, in turn gaining access to the agents rarer more powerful items.
Wow, that was longer then I anticipated lol. But that is pretty much in a nutshell for what I have planned.

author=Avee
Since it seems you will include a limited amount of abilities, they should all have at least one specific advantage and one specific disadvantage for maximum interest and strategy (If you had a great amount of abilities, I would rather advise to ensure all of them are particularly useful in a given situation, regardless of advantages and disadvantages).


The abilities section is currently incomplete. But yes your right every ability should be useful and have their own advantages and disadvantages.
Currently my plan is allow you purchase certain abilities from trainers scattered throughout the world. There will abilities that will be used for specific purposes and there will be ones you absolutely need to defeat a boss. And some you can only learn by absorbing the essence of certain bosses, which you do by draining their blood dry. This idea came mainly from the soul reaver series.

But as for useful abilities there will be a few. You will be at one point during the game to gain ability to detect who you can drink from, enemies; like demons disguised as humans, and even detect hunters who are tough foes against vampires. Which all will be color coded.
Now the feeding ability is primarily going to be used as an alignment modifier in a way. Meaning at any point during the game (except near the final act where the choices are final) it can allow you to change your alignment by allowing you to either kill or spare the person your feeding from. Now killing, will gain you the most blood and possibly give you a strength bonus, but in turn lower your alignment to evil, lower status with clan, and other possible negative repercussions. And the exact opposite will happen if you choose to live except you gain no real blood bonuses or even a stat modifier.

Now what I am going to do to help prevent abuse of this system is put limitations.
The alignment modifier for each is completely random. it can by anywhere for +/-5(not final) to even nothing at all. Another thing is the player must realize the land is under war and turmoil the human villages only have certain amount of mortals left. A lot of them are out fighting in battles or being slaughtered somewhere else :). Once someone is killed in a town the plan is to have them stay dead...no respawn, no continues, no extra lives. There are other slower ways to be evil(though the stat boosts i wanna do will tempt a player to do so) and the village will be affected by it also. I think this will give the game world a sense of realism.
I can get into more detail on what I want to add, but this will require it's own blog I think lol. But Yeah, as soon as I finish the final abilities list I will update their page and give a brief explanation of their advantages/disadvantages and even possible use.

author=Avee
You could also code combo attacks, throwing weapons...

I am running the idea in my head to add bows/crossbows. I have a template for the coding to add them which is where i got the sword dmg from. It actually doesn't seem to hard to implement. and I can probably easily modify dmg by using different types of arrows and the level of the weapon (I am using a basic level system for weapons/ability upgrades; levels 1-3).
I already have plans for implementing into putting in a energy ball attack ability so adding bows and some throwing items shouldn't be to hard. If I find a use for them I will probably add them.

Well thank you for your suggestions! Hopefully I get to a point soon to be satisfied enough to release a demo. Right now I am mapping the first town and dungeon. When those are done and I think it's polished enough, I will probably release the first town/dungeon as the demo.
Sounds all good to me!
If you ever need help on coding feel free to ask, as your battle system might share similarities with mine.
@Avee; Thanks. I forgot your developing the Crystalis game.
But yea I will keep that in mind. Once I get the demo done, I was going to look for play testers to test the game first and give me some feed back before I release the demo.
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