KILLER WOLF'S PROFILE

When you're bound by your own convictions, a discipline can be your addiction.

Search

Filter

What Videogames Are You Playing Right Now?

I didn't try it either. It might be possible, but I'm pretty sure the game would still treat them as being killed. There was one side quest that I completed using a pair of non-lethal multiple takedowns. The dialog with the quest giver treated it as though I'd actually killed the team instead of just disabling them.

I actually didn't get into using takedowns that much until I was a couple of missions in. Once I realized that my last bar of energy recharged, giving me unlimited takedown potential without having to carry a backpack full of power bars, I barely touched an actual a weapon for the rest of the game.

What Videogames Are You Playing Right Now?

You can kill the second boss with a total of two well placed mines. She's the one I beat without firing a single gun at.

You can also survive the electrified floor with a quick painkiller to buff your health and some jumping, especially if you have the improved jump.

What Videogames Are You Playing Right Now?

Just finished my first trip through Human Revolution. It felt like it was about 75% Deus Ex, 20% Metal Gear Solid and 5% other. All in all, not a bad mix! At first, the third person stuff really turned me off, the load times on the 360 were kind of brutal, and I was a little put off by not being able to sneak past a boss/kill them with a code phrase, but the deeper I got into the game the more it grew on me, and the new "conversation battles" were a lot of fun, and not as hit or miss as the interrogations in LA Noire could tend to get, in that you could actually recover from an error or two instead of just having a whole line of questioning go dead on you.

Despite the fact that the team really seems to wear their admiration for MGS on their collective sleeves, it is also clear that they really loved and understood what made the first Deus Ex such a great game.

One of my only remaining complaints would be that a couple of the areas that are said to take place in certain locations really just let you see the inside of the complex you're infiltrating and maybe a digi-matte of some cityscape in the background. I would have liked to have more hub zones to explore. Another complaint would be that at least the first boss fight almost punishes someone running a strict hacker/stealth build, though luckily I was carrying some decent weapons at the time (planning on trading them in for more credits to buy praxis kits with... I was technically the biggest gun-launderer in Detroit - emptying the DPD armory out and offloading it to neighborhood arms dealers for fun and profit) which made it kind of a breeze. At least one of the boss fights (as far as I discovered on my first play through) could be won without actually firing a single shot AT the boss. Getting to use the environment greatly made up for being stuck in the battle in the first place.

My advice to anyone who doesn't really want to worry about boss encounters would be to save inventory space for the revolver. Fully modified, that thing is amazingly well suited for mauling bosses/mechs/groups of heavily armored commandos... you name it.

Whatchu Workin' On? Tell us!

I'm cobbling together a few different chipsets into the amalgams I'm going to need to move forward with my western (finally). Trying to fit interiors, exteriors, cliffs, and objects from five different sets into a single sheet is an interesting experiment. I've cheaped out and used the panorama trick before, but I'm trying to condense what I need so I can do rapid prototyping of new areas instead of having to make three different layers, smash them into a pano, before finally tacking on the "over hero's head" objects.

Embrace/dismiss equipment "rules" -or- constant stat increase vs. universal balance?

To me, it would seem strange for a "stronger" character with "better" gear to suddenly become MORE susceptible to status ailments. "Oh, right sir... All the beasties in the world were giving you a free pass, since you didn't have your full fledged adventurers card yet; now that you do, hold on to your hat!"

Unless there was a continent shift or something, and "new" status ailments were introduced?

Stat customization - How do you think it should be done?

In one of my old abandoned projects I awarded the player with Evolve points for their performance in combat. As was suggested above, I put in ceilings so that the total stats could not exceed a certain amount per character level. I didn't just use the points for stats though. They could buy stat upgrades, new skills, and could be consumed to return unconscious characters or to deliver an instant critical hit to an enemy (it was a custom battle system).

I ran into balance problems though, because the combo mechanic in my battle system made it really easy to rack up a ton of hits. A friend of mine testplayed it for me and said that after the first couple of levels, he just buffed everyone's stamina points so he could bust 6+ attacks per member, per turn. He pretty much blew through every non-boss battle in my demo without letting the enemies get a single hit in, and because I made decisive victories like that reward the player with extra evolution points, even the demo's end boss (who was supposed to be VERY tough) only took him three rounds to crush.

I really like the idea of directly customizing the party's stats, you just need to make sure to plan for some weird eventualities (if you allow them to begin with). You could make enemies that require different element/status types to defeat, so that no single party member (even with every available stat seed dumped into their development) is able to waltz through your battles.

Would this work on RM ?

Go for it, but try to work within the engine. My problem with making games of this type is that I always write up a whole bunch of ideas and details first, without giving any thought to how I'd execute them properly. In an early Elder Scrolls inspired game of mine, I allowed the player to select player sprites from four races with three subtypes. Then I allowed them to have equipment that changed their appearance. Instead of actually DOING THE SPRITING to make all the variations, I thought I could just tack a "display over hero" event on top with the different clothing sets and synch it up with events.

It can be done, but then you have to take into consideration that if you want something (like an awning, a tree, whatever) to display over the player's character (and their clothes), you almost have to use pictures. There is a big difference between just being able to do something, and being able to do it well.

The point is, and it is something I'm trying to keep in mind for the next game I attempt, always keep an eye on what you are actually able to do with what you are working with. You might want to do as some others suggested, start with a couple of smaller projects so that you can hone your skills but still get that sense of accomplishment, then once you've got the rm chops to make your opus, go for it.

Sex in games

As a game player, the random inclusion of nudity/sex into a game is starting to fall into eye-roll territory. I think it was the Bulletstorm demo, or something else I tried right around the same time, that acted as the straw that broke the camel's back. I'm about to play some fps or whatever, and the ratings screen warns about partial nudity. It just felt tacked on, like the required strip club sequence in an 80's detective/action/martial arts/crime film.

Then, at the other end of the spectrum, you have something like L.A. Noire. The nudity in that game was handled maturely. It was something that factored into the story, and it would have made less sense to edit around it than it did to include it. I don't have a problem with sex/nudity in games, as long as it feels like it belongs and is handled well.

Now, in my own game making history, I've had a couple games that featured sex/nudity. The most prominent would have to be my serial killer game.

Since it revolved around a killer's psychosexual development and subsequent paraphilia, in theory at least, it all fit in context. I did find myself falling into what I'll call the 80's trap though. Since domination/bondage was an aspect of the killings, the detective did take a trip to a place called "The Kitten Club", which was basically women in revealing catsuits acting as waitresses, with a dominatrix and her girls operating out of the top floor for vip clients. I thought the dominatrix character was interesting, she was a former medical student who had a relationship with one of her professors. He turned her onto the whole domination/pain scene, and she discovered that she liked causing pain more than healing, coming to the realization that of the ways she could help people, she stuck with what amused her the most. Of course, she was also a red herring for the detective to get sidetracked with, due to her medical knowledge and the fact she used the same type of scalpels for cutting as the killer did.

Of course, as per the 80's trap, I also had the detective traipse through a mafia owned brothel. I framed things in such a way that there was always more implied to be going on than the player ever saw.

The detective also had a bit of the Gillian Seed disease, which is to say he tended to lech after every female in the game - but this was more of a gameplay convention. If the player put the hand icon over the chest of one of the female characters, the response was something along the lines of "You're not required to check them for ripeness." The 'action' icon usually reported, "She's not that easily operated." Every now and then, I'd throw in a ringer, where the person in question would respond as if they'd been groped/kissed/'operated', instead of it just seeming like another section of the detective's inner monologue. I also tried to have the characters react to the player's prospective pervert behavior. In one scene, if you click the eye icon on a woman's breasts, she suggests you take a picture as it will last longer. Since the game included a camera, the player had the option to do just that. Later, the tech assistant would comment on the player taking a photo of the receptionist's chest. If the player then takes a picture of HER, the response was 'What are you, twelve years old? Three women were brutally murdered and you're collecting glamour shots?"

The justification for me writing all the stupid little one liners was that the player's ending was effected by how many times they did it. If they perved their way through every conversation they had with a female victim or suspect, they were on a path the the ending that actually implicated them as almost a co-killer.

Also, the detective was not entirely stable. An email the player could read early on indicated that he had been in counseling after his last case. Some his of flirting/behavior was not player optional. Him being kind of an ass was part of the story, since he was trying to cover up for feeling out of his depth. Instead of letting on how much he was messed up, he was covering with sex and bravado.

In any case, when I was thinking of releasing a demo of the first three days of the investigation, I put in an option to view the scenes either cut or un-cut. The uncut version was all the original art, with the cut version toning down the gore and nudity. It made a hell of a lot of work for me, remaking almost every scene. I think that was another nail in the game's coffin. I was willing to water it down for release. Then, I figured out how to change the story so that the victims could justifiably be found clothed instead of nude. Since it altered the killer's method and psychology, I decided that the cut version of the game was the REAL version.

There was also a focus on female/female and male/male relationships. Since the killer was trying to transition from female to male, at least in her mind, this included the half-steps: girls who liked other girls, and guys who liked other guys. It seems kind of embarrassing looking back on the fact that discovering one of the victims was a lesbian was a "big" part of the case. Also, the way the gay male victim was killed was probably one of the most brutal murders in the game, at least display wise, his face was hacked into a hash and his genitals were removed, leaving him tied up by his neck to either choke or bleed to death after the killer left. The in game explanation was that it happened that way because he discovered the killer, whom he had been seeing, was actually a woman pretending to be a man, and she flew off the handle because it was the first rejection of her new male persona. She hadn't intended to kill him, but he'd forced her hand and made her angry, which was important because the passionate nature of the crime contributed to her first real mistake. When I wrote it, it fit with the story, but looking back it seems like an unfair attack on homosexuals.

I think maybe I was just too young to make the game at the time I started. Years later, by the time I did the final upgrade, which was the new art style and new control mechanics, it felt like I was constantly making changes to try and apologize for what the game was intended to be.

Your abandoned game ideas?

author=chana
Just read the story (Serial Killer 2.0 by Killer Wolf), sounds pretty tough but definitely interesting (I like how the story came about!).


Thanks.

It was a tough one to let go. I was over 350 images into art generation by the time I realized the story wasn't going quite where I wanted it to go. I kept working on it for a while, ignoring my concerns about the story in favor of tightening up some gameplay issues, like the lockpicking mini-game, but my ostrich approach didn't really accomplish anything and I ultimately stopped working on it.

I'd still love to make a game like it someday. A while back I figured out how to re-create the photo-capture feature in MMF2, as well as how to add effects like different vision modes to reveal clues... but then it just started to feel like I was approaching a point and click "Condemned" game, which while it would probably rock, wasn't exactly what I was aiming for.

At this point, I'm not sure if I'll ever release a game of any genre. I seem to have tried most of my ideas at least once, and now I'm just re-shuffling them around trying to find that magic bullet, the combination that will compel me to produce something other then rough sketches and reams of design documents.

Whatchu Workin' On? Tell us!

I roughed out a couple more cast members after work. For once, I'm trying to keep things manageable with a total of only twelve characters.



author=Dyhalto
You'll definitely need some color modifications though, unless you're going for the monotone look.


I'm using a default palette that only has eight different shades that are suitable for skin tones right now. Once I get everybody established, I'm thinking of making a new palette so I can get the shading to look a little smoother.