Overgrowth - Random Idea Dumping Thread
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- Gramps
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- official Wolfire heckler
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Death cry: When players die slowly (bleeding out, for example) or with a health amount that's closely below zero, the player yells out really loud. All actors in a certain distance turn away from the dying player, cover their ears and make a few steps away. This affects players and NPCs. You can turn it on and off on multiplayer servers, it doesn't exist in singleplayer though.
wait are u recommending this for Lugaru 2? It sounded like you were telling us about some game you had played. If it is an idea for Lugaru 2, I'm not a huge fan of the idea, maybe a toned down version where you become a little less focused, but not turning away, that would be annoying during a fight
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- official Wolfire heckler
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It was an idea for Lugaru 2. But you're right, it would get annoying if it occured very often. That's why there's a tough rule to make it happen:
Alright, it's really not a good idea.
This doesn't happen that often.players die slowly (bleeding out, for example) or with a health amount that's closely below zero
Alright, it's really not a good idea.
No no I like the idea.
But I'd like it better if instead of screaming so loud it hurts others, it should be like a painful scream/yell/whine that happens, like you said, whenever you are slowly dying. but instead of making others run away, it should attract others, and from long distances. You know how in movies, there'll be like a loud scream, and the main characters all, "what the hell? Lets go check that out." It should be like that. It could attract both friends of enemy's and every one else, who'd be interested (can't define what interested is).
In SOS (or so I've heard), there would be damage that made the enemy limp, even crawl around. So instead of sprinting out to other enemies, they should just yell and others should come, even help the the injured bunny up and away (maybe not away, at least stay with him. Maybe till he dies, very dramatic). There should be more teamwork among the rabbits, that doesn't all tie down to combat.
But I'd like it better if instead of screaming so loud it hurts others, it should be like a painful scream/yell/whine that happens, like you said, whenever you are slowly dying. but instead of making others run away, it should attract others, and from long distances. You know how in movies, there'll be like a loud scream, and the main characters all, "what the hell? Lets go check that out." It should be like that. It could attract both friends of enemy's and every one else, who'd be interested (can't define what interested is).
In SOS (or so I've heard), there would be damage that made the enemy limp, even crawl around. So instead of sprinting out to other enemies, they should just yell and others should come, even help the the injured bunny up and away (maybe not away, at least stay with him. Maybe till he dies, very dramatic). There should be more teamwork among the rabbits, that doesn't all tie down to combat.
Ya, Blackshades was the only actual game I could tell that would actually do this. It was actually one of the first posts I made, and the answer was all animations would be physics based. Which is really cool, I know combat isn't done yet, but if this is one of the focuses, then it is going to be awesome, it's just one of the facts of Davidness.
And so if this is the case, it really shouldn't matter how long or how short the animations are. Since they could be interupted, the amount of content involved with death should be limitless. Also, David should be pretty experienced at it too. He made all kinds of revolutionary things for Blackshades, there hasn't been any game that could copy shockwaves and body dismemberment like those. I think animations are going to be perfect (I'm not saying that people should stop posting their ideas, not saying that David actually "needs" them either).
Oh, you know the idea of seppukku (seppoku?), the enemies should try and commit suicide and you should be like "no way man" and roll grab their weapon away from them. Other places where enemies might want to surrender as one of their death sequences, you should be able to let them surrender, maybe just giving you the chance for a free "practice" shot.
Ya, I realize how that would be stupid, just dumping off another random idea.
And so if this is the case, it really shouldn't matter how long or how short the animations are. Since they could be interupted, the amount of content involved with death should be limitless. Also, David should be pretty experienced at it too. He made all kinds of revolutionary things for Blackshades, there hasn't been any game that could copy shockwaves and body dismemberment like those. I think animations are going to be perfect (I'm not saying that people should stop posting their ideas, not saying that David actually "needs" them either).
Oh, you know the idea of seppukku (seppoku?), the enemies should try and commit suicide and you should be like "no way man" and roll grab their weapon away from them. Other places where enemies might want to surrender as one of their death sequences, you should be able to let them surrender, maybe just giving you the chance for a free "practice" shot.
Ya, I realize how that would be stupid, just dumping off another random idea.
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I just played Ghost Recon: Advanced Warfighters, and they use my exact idea of physics-and-scripted death. It was a little bit jerky when your guy was dying, but that's because their camera was strange. For normal baddies, it worked greatly and added a new sense of realism to the game. The cool thing was if you peppered the enemies enough with bullets, it would skip the scripted animations entirely, but if you only shot them once or twice, they'd have an elaborite routine where they clutch their side in pain, stagger around, then fall down. I got one guy to fall off the cliff this way, and it was extremely satisfying just to see him stumbling around then collapse and roll off a cliff in ragdoll.
Too bad their AI was the dumbest I've ever seen on an Xbox 360. You could literally run circles around them, and they would only shoot (and miss) once or twice, then they would get confused and go into a prone position and fire at trees and the water. I guess their purpose in that mode was to be shooting gallery targets. This was in multiplayer though, so I don't know about single player AI.
Too bad their AI was the dumbest I've ever seen on an Xbox 360. You could literally run circles around them, and they would only shoot (and miss) once or twice, then they would get confused and go into a prone position and fire at trees and the water. I guess their purpose in that mode was to be shooting gallery targets. This was in multiplayer though, so I don't know about single player AI.
Oh what? Ha ha ha ha ha!
You played Ghost Recon online before playing single player! wtf? Nobody does that, didn't you get owned? You had to learn the controlls without the tutorial or anything? You must have gotten owned! Pawned man, pawned!
Hey, do you pronounce 'pawned' as 'owned' or just as 'poned'
I didn't even know they had bots in multiplayer, bots usually suck in multiplayer though, well... not that badly, they must have really sucked. But I've heard the single player AI was hella hard, you couldn't just run and gun, you'd get wiped out. Even ducking and shooting was hard since, a stray bullet could drop you down with a headshot, and suppresive fire was constantly going on (least it looked like it, looked like they'd wander out in the open too, not even shoot back). They had GRAW for 'On The Spot' and that reviewer was constantly getting killed in the embassy level, he couldn't even get passed it. And all he was doing was crouching behind a concrete wall, maybe he just sucked.
You played Ghost Recon online before playing single player! wtf? Nobody does that, didn't you get owned? You had to learn the controlls without the tutorial or anything? You must have gotten owned! Pawned man, pawned!
Hey, do you pronounce 'pawned' as 'owned' or just as 'poned'
I didn't even know they had bots in multiplayer, bots usually suck in multiplayer though, well... not that badly, they must have really sucked. But I've heard the single player AI was hella hard, you couldn't just run and gun, you'd get wiped out. Even ducking and shooting was hard since, a stray bullet could drop you down with a headshot, and suppresive fire was constantly going on (least it looked like it, looked like they'd wander out in the open too, not even shoot back). They had GRAW for 'On The Spot' and that reviewer was constantly getting killed in the embassy level, he couldn't even get passed it. And all he was doing was crouching behind a concrete wall, maybe he just sucked.
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- Gramps
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