Overgrowth - Random Idea Dumping Thread
You guys are talking about a "make your own move" system similar in Tobashi right? You decide where body parts move and the game determines how much power and attack has, and what kind of effects it has. Then when you're satisfied you save the attack and you can sort of "add" it to your umm, fighting library?
The issue I see with that is (especially in Multiplayer) is that... moves have to be able to be countered, right? You would also have to have some sort of animation. The only way I see of anything like that happening is if people made the moves and counters, submutted them to a contest thing, and in the next update you could go to your "kung-fu library" and pick what mvoes your character knows and stuff?
I think I just lost myself, kbai
The issue I see with that is (especially in Multiplayer) is that... moves have to be able to be countered, right? You would also have to have some sort of animation. The only way I see of anything like that happening is if people made the moves and counters, submutted them to a contest thing, and in the next update you could go to your "kung-fu library" and pick what mvoes your character knows and stuff?
I think I just lost myself, kbai
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That game is way too complicated for a fast-paced game like Lugaru. We're talking about different "sliders" that will adjust how Turner attacks. Like if you slide one slider towards "Jump Higher", Turner will lose body weight and jump higher, but his attacks will do less because he has less oomph, etc.
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- Gramps
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- Gramps
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I was just thinking of the general idea to be able to change your combat style. What the sliders actually did could be changed.
Some other random ideas:
- Every rabbit/wolf for himself levels (too much cooperation between enemies, especially between rabbits and wolves)
- AI allies - A huge 10 vs. 10 battle would be so much fun. These allies could gang up on enemies, notice if you were in danger and help you, and even wake you up if you get knocked out. Of couse, AI enemies would have to receive these abilities as well.
- Fewer sword disarms - It's so easy for an enemy to disarm your sword that it's hardly an advantage to use it at all.
- More left handed/footed attacks - As far as I can remember, most of the attacks in Lugaru 1 are right handed and right footed.
- Grappling - Wrestling with an enemy on the ground would bring a bit of variety to fights, especially when fighting on sloped areas.
- More slo-mo - Punching an enemy in the face and sending him flying in slo-mo looks so cool. Enough said.
- Actual conversations - I found the animal noises with subtitles to be rather outdated. Audio for conversations immerses you more in the game. Some yells/barks when strong attacks are performed would be nice as well. In general, I think the sound should be improved in both realism and variety.
- Variety of body types - Different heights, weights, and muscle builds for different characters. You could even have characters muscle mass increase and fat decrase the more they run and fight.
Lastly I think everyone would love ... a beta version!
Some other random ideas:
- Every rabbit/wolf for himself levels (too much cooperation between enemies, especially between rabbits and wolves)
- AI allies - A huge 10 vs. 10 battle would be so much fun. These allies could gang up on enemies, notice if you were in danger and help you, and even wake you up if you get knocked out. Of couse, AI enemies would have to receive these abilities as well.
- Fewer sword disarms - It's so easy for an enemy to disarm your sword that it's hardly an advantage to use it at all.
- More left handed/footed attacks - As far as I can remember, most of the attacks in Lugaru 1 are right handed and right footed.
- Grappling - Wrestling with an enemy on the ground would bring a bit of variety to fights, especially when fighting on sloped areas.
- More slo-mo - Punching an enemy in the face and sending him flying in slo-mo looks so cool. Enough said.
- Actual conversations - I found the animal noises with subtitles to be rather outdated. Audio for conversations immerses you more in the game. Some yells/barks when strong attacks are performed would be nice as well. In general, I think the sound should be improved in both realism and variety.
- Variety of body types - Different heights, weights, and muscle builds for different characters. You could even have characters muscle mass increase and fat decrase the more they run and fight.
Lastly I think everyone would love ... a beta version!
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- Gramps
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I agree with that. Sword disarms were way too easy for the enemy to perform, so that even if you and the enemy had a swordfight, and you knocked his sword away, there's a 90% chance your next swipe will be countered and you'll lose your sword anyway.marmorek wrote:- Fewer sword disarms - It's so easy for an enemy to disarm your sword that it's hardly an advantage to use it at all.
It was very off-putting and I then found myself only used the flip-over-enemy-and-stab-them-in-the-back move with the swords.
Also, dodging bo-staff swipes was too easy, because Turner did it automatically. I don't think you even needed to press anything, and Turner would just keep backing away from and dodging the staff swipes himself.
OR we could make a game called Grand Theft Auto : San Andreas!- Variety of body types - Different heights, weights, and muscle builds for different characters. You could even have characters muscle mass increase and fat decrase the more they run and fight.
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Are they going to Add Metal Armor?
Metal armor could have Different Designs and Insignias Carved into it.
Maybe with the armor the actual Thickness of the Armor is the capability of how deep of cuts are Resisted.
Eg: a knife is Stabbed into Turner, it is 4.1 inches long.
Turner was Lucky to remember to wear his newly Crafted plate mail armor. the Plate mail is made of hardened and tempered German Stainless Steal and about 2 inches thick. how ever the Knife is made of Bronze. it manages to get though the armor but not enough to hit a major organ lets say it gets about 2.3 inches because the armor slowed it down a bit but it still got him .3 of an inch. so its not that bad. it would take a long time for him to bleed to death.
oh yea. will blood clot in the game or STOP bleeding after a while?
Metal armor could have Different Designs and Insignias Carved into it.
Maybe with the armor the actual Thickness of the Armor is the capability of how deep of cuts are Resisted.
Eg: a knife is Stabbed into Turner, it is 4.1 inches long.
Turner was Lucky to remember to wear his newly Crafted plate mail armor. the Plate mail is made of hardened and tempered German Stainless Steal and about 2 inches thick. how ever the Knife is made of Bronze. it manages to get though the armor but not enough to hit a major organ lets say it gets about 2.3 inches because the armor slowed it down a bit but it still got him .3 of an inch. so its not that bad. it would take a long time for him to bleed to death.
oh yea. will blood clot in the game or STOP bleeding after a while?
HOLY CRAP! I WANT GERMAN BUNNIES!Colicedus wrote:German Stainless Steal (steel)
Inches? Centimeters perhaps?
What would be neat is if it had a system in Red Orchestra that reflects certain things. If you shot a tank with an SP shell and it hit it at a bad angle it would just bounce off. So, if you tried to stab someone with a knife who was wearing armor, not only are you a complete moron, but the knife might just not penetrate, or would slide away if it was at a bad angle.
In the situation of heavily armored knight, use a flanged mace/morning star.