Overgrowth - Random Idea Dumping Thread

Anything related to Wolfire Games and/or its products
User avatar
Colicedus
forom-muppat-yoda
Posts: 2592
Joined: Thu Aug 10, 2006 4:57 am
Location: Where ever your mind takes you

Post by Colicedus » Wed Nov 08, 2006 5:20 am

Usagi wrote: brought to you by:
Image
Available only at
Silb’s Blackened Bunny® Bar-B-Q
Mmmmm, Entrail Pie! 8)
nothing like a Good Slapstick pie In the Morning! :wink:

User avatar
Usagi
Screenshot Superhero
Posts: 1161
Joined: Fri Apr 08, 2005 11:13 am

Post by Usagi » Wed Nov 08, 2006 11:12 pm

Skull Bunnies
burn for
Image
Auntie T's
Entrail Pie.

User avatar
tallyl.iii
Posts: 167
Joined: Wed Jun 14, 2006 8:52 pm
Location: Just ask the CIA
Contact:

Post by tallyl.iii » Thu Nov 09, 2006 12:51 pm

OOH OOH, ACTUAL RANDOM IDEA HERE!

Anyways, this just kind of popped into my head a while age. If you held down the mouse button (or left mouse button) while running Turner could sprint and it would increase the turn radius (if that's the correct term) greatly, but would also make more sense to have to do before the rabbit-kick. Also you could shoulder-check an enemy by just running into him.

Just thought it would be a cool and safer alternative to the rabbit kick for situations where you just need to smash a rabbit into, over, or off something without completely launching him a hundred and some feet away.

Albab
This title is part one ...
Posts: 674
Joined: Wed Mar 23, 2005 10:26 pm
Location: Somewhere on the interweb
Contact:

Post by Albab » Thu Nov 09, 2006 8:06 pm

That is a good idea, actually.

User avatar
BunnyWithStick
Gramps, Jr.
Posts: 4297
Joined: Mon Dec 05, 2005 12:14 am
Location: New Zealand

Post by BunnyWithStick » Fri Nov 10, 2006 2:02 am

Yes, it's always great when you can push and shove people around. It's very useful, too!

User avatar
marmorek
Posts: 132
Joined: Tue Jul 11, 2006 5:38 pm
Location: Vancouver, Canada

Post by marmorek » Fri Nov 10, 2006 3:38 pm

tallyl.iii wrote:If you held down the mouse button (or left mouse button) while running Turner could sprint and it would increase the turn radius (if that's the correct term) greatly, but would also make more sense to have to do before the rabbit-kick. Also you could shoulder-check an enemy by just running into him.
Very cool.

-------------------------------------------------------------------------

Some of my own random ideas:

- Arcade mode - In single player or multiplayer, it would be just like Tekken, one on one and the first to two K.O.s wins. Have somewhat more classic-style controls for this mode and maybe even include health bars.

- Co-Op multiplayer - Available on certain missions, two or more people (whether they're using splitscreen, LAN, or online) could work together to complete a mission. Think about this: one person alerts an AI enemy (rabbit or wolf) and the other sneaks behined and does a stealth kill. That would be extremely fun. It would work well with custom missions created by players. Computer allies who could be given simple instructions (attack this rabbit and lead him over there, etc) could also work.

- More slo-mo - Not only on enemy deaths but at certain times during a fight as well. It could be player controlled with a key or happen at particularily intense moments. Your power and speed relative to other players would increase, as would your ability to perform amazing stunts, knife throws, and Lugaru-style combos. This would be in the regular game, not just in debug mode.

- On the subject of debug mode ... Debug could be extremely fun, especially with multiplayer. I would be good to have a proper interface for it (using the new GUI) to adjust power, speed, gravity, character size, as well as having some more experimental weapons (guns, grenades, chainsaw, etc.), vehicles (car, tank, etc) and enabling unrealistic abilities (like throwing swords or Star Wars force-like skills).

- For retro sake ... Black Shades mode - All 3D models would become geometric shapes and all textures would become solid colours, just like Black Shades. The gameplay would remain the same, and the game could run on much older computers.

- Free-for-all missions - Who says wolves and raiders will always cooperate?

- Joining the bad guys - Whether to gain information or to truly become an evil rabbit, infiltrating enemy organizations could be very cool (like Splinter Cell: Double Agent).

- More stances - There should be more than just standing upright, crouched, and rabbit-run. Deeper stances would give you better balance and stealth, but decrease speed and vice versa for lighter stances.

- Flip-kick - Click while flipping in the air to perform a fast and pwerful kick (that would likely not be extremely accurate).

- Dive - diving in acertain direction could be used to doge or attack (if you clicked while diving).


These are from Star Wars Jedi Academy (an excellent fighting system):

- Rolling punch/stab - Roll toward an enemy then click to perform a quick punch (or stab if you have a weapon). This is from Star Wars Jedi Academy (excellent fighting system).

- Sword/staff twirl - crouch and click while moving forward to twirl your sword or staff very quickly.

- Combat styles - Light/Fast, Medium, and Strong/Slow.

- Force sight/rabbit hearing - This has been mentioned before, but would be kind of cool.
Last edited by marmorek on Fri Nov 10, 2006 6:30 pm, edited 1 time in total.

User avatar
Grayswandir
Short end of the stick
Posts: 3655
Joined: Sat Oct 08, 2005 12:37 am
Location: Robbing the cradle.

Post by Grayswandir » Fri Nov 10, 2006 4:35 pm

tallyl.iii wrote:Also you could shoulder-check an enemy by just running into him.
You can actually break your collar bone/shoulder by not doing that properly...or without padding. :P

User avatar
BunnyWithStick
Gramps, Jr.
Posts: 4297
Joined: Mon Dec 05, 2005 12:14 am
Location: New Zealand

Post by BunnyWithStick » Fri Nov 10, 2006 4:56 pm

Either just shove 'em, or aim away from the bony bits, then! :P

zatoichi
Posts: 577
Joined: Mon Feb 20, 2006 6:32 pm
Location: Ithaca NY
Contact:

Post by zatoichi » Fri Nov 10, 2006 5:20 pm

marmorek wrote:- More slo-mo - Not only on enemy deaths but at certain times during a fight as well. It could be player controlled with a key or happen at particularily intense moments. Your power and speed relative to other players would increase, as would your ability to perform amazing stunts, knife throws, and combos. This would be in the regular game, not just in debug mode.
Personally, i'm against anything that you can do that the ai can't. for instance, the fact that the ai can't throw knives in L1 is kinda annoying. Oh, and combos are no good.

User avatar
marmorek
Posts: 132
Joined: Tue Jul 11, 2006 5:38 pm
Location: Vancouver, Canada

Post by marmorek » Fri Nov 10, 2006 6:26 pm

zatoichi wrote:Oh, and combos are no good.
I'm talking about combos like in Lugaru 1 (extra bonus for multiple hits), not like in other fighting games (specific key combinations). As for the AI not having the ability, you could occaisionally have them throw a couple of insanely fast and accurate attacks that would take you by surprise.
Last edited by marmorek on Fri Nov 10, 2006 6:28 pm, edited 1 time in total.

zatoichi
Posts: 577
Joined: Mon Feb 20, 2006 6:32 pm
Location: Ithaca NY
Contact:

Post by zatoichi » Fri Nov 10, 2006 6:27 pm

oh ok. my mistake.

User avatar
leDoOd
What custom title?
Posts: 777
Joined: Fri Feb 11, 2005 10:25 am
Location: The Q Continuum
Contact:

Post by leDoOd » Fri Nov 10, 2006 7:04 pm

Debug online would be fun for two minutes, then some jerk would become invincible and win all the games. Slo-mo wouldn't work online either, unless David invents something to slow down time for everyone in the game when it happens. But, thanks for the ideas. :P

Personally, I think it would rock if, in single player, Turner KO'd someone, it would show a close-up of their face getting socked, the shock waves coming out in slow motion, teeth falling out, blood and spit going everywhere... kinda like Fight Night, but a lot more intense.

Or, there could be specific times, from time to time, when Turner is doing something like a reversal or a particular kick, where the user could click at a specific moment to do something extra. Like, say someone's charging at Turner. The player clicks the block button, it goes into slow-mo and brings the camera close to them. There's a little bar at the bottom with a selector that's moving back and forth fast, like this:

Image
But faster (and better graphics :P).

If they click it when the selector is in the middle (teal), they not only reverse but do irreversible damage like a claw scratch or a headbutt to the spine.

If they get it off a little (red), the damage is decreased by a little. If they get it off more (dark red), Turner messes up a little, and only reverses. If they get it way off (black) Turner doesn't even block it. If they don't do anything at all, then Turner will just block or dodge the attack and not reverse.

This could be used in things like boss fights, when the boss tries to attack you and you're ready for it you can either do something like work around the attack and just fight directly or use this if you block in the right places. But, it should only happen a few times a fight, just cause if it did it every time it would get annoying after a while.
Last edited by leDoOd on Fri Nov 10, 2006 7:19 pm, edited 1 time in total.

User avatar
BunnyWithStick
Gramps, Jr.
Posts: 4297
Joined: Mon Dec 05, 2005 12:14 am
Location: New Zealand

Post by BunnyWithStick » Fri Nov 10, 2006 7:04 pm

It's better when you can perform a certain move at any time, not just as part of a pre-set combo embedded in the game.

And it makes it better for making your own combos, too.

User avatar
Colicedus
forom-muppat-yoda
Posts: 2592
Joined: Thu Aug 10, 2006 4:57 am
Location: Where ever your mind takes you

Post by Colicedus » Fri Nov 10, 2006 8:44 pm

leDoOd wrote: Image
But faster (and better graphics :P).

If they click it when the selector is in the middle (teal), they not only reverse but do irreversible damage like a claw scratch or a headbutt to the spine.

If they get it off a little (red), the damage is decreased by a little. If they get it off more (dark red), Turner messes up a little, and only reverses. If they get it way off (black) Turner doesn't even block it. If they don't do anything at all, then Turner will just block or dodge the attack and not reverse.
We must Remember what Kept us Hooked to Lugaru the Rabbits Foot. it was Immersion. It was like an Interactive Movie Without the too in-depth Drama. it got us hooked because it flowed.

User avatar
leDoOd
What custom title?
Posts: 777
Joined: Fri Feb 11, 2005 10:25 am
Location: The Q Continuum
Contact:

Post by leDoOd » Fri Nov 10, 2006 8:53 pm

Yeah, but, if there's going to be a fluid animation system and great graphics, there might as well be new features to take advantage of that.

Post Reply