Overgrowth - Random Idea Dumping Thread

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Ozymandias
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Re: Overgrowth - Random Idea Dumping Thread

Post by Ozymandias » Sun Feb 13, 2011 7:28 am

Regarding the "animal running tackle" thing. I don't think it would be entirely necessary to program that kind of thing specifically, but rather, if you tackle someone they will fall back and you will be on top of them, and if they counter they will throw or dodge you, just like in lugaru.

Now, with a cliff involved, you could tackle them off a cliff or have them throw you off... and you wouldn't need to script anything extra for it because it's all based off the physics. Alternatively, tackle somebody's head into a cliff or wall!

About Multiplayer... I'm thinking in that regard it sohuld work like the Half-Life mod called "The Specialists"

Everybody in the game (still referring to "The Specialists") is capable of doing matrix-style flips and jumps and such, but the more armor and weapons you have on your person the less impressive stuff you can do (sort of like a weight system). I imagine that if you're wearing some of the heavier armors it would be difficult to be doing flips and such, or jump as high as a lighter armored person.

Personally I would -hate- to see "classes" involved in this game especially now that pretty much every game ever is trying to adapt this kind of system thanks to... a certain game... =/

If anything "classes" should be the "species" if you want to think of it that way...

EDIT: Animal running needs a better name... maybe feral dash... feral sprint? I dunno, "animal-style running" just sounds meh.

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Krabman318
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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Sun Feb 13, 2011 9:06 am

I meant only equipment aka weapons, nothing else.
Making available only combinations of weapons and armor that won´t make you totally overpowered, but also giving you the ability to adapt your weapons/armor to your play style.
And please no skill- or attributepoints or some other crap like that.
Last edited by Krabman318 on Sat Feb 19, 2011 10:04 am, edited 3 times in total.

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Krabman318
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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Sun Feb 13, 2011 9:18 am

When wolves are able to do tackles on insane, wouldnt it be logic to have rabbits hitting you with leg cannon then?

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Re: Overgrowth - Random Idea Dumping Thread

Post by Tomcat934 » Sun Feb 13, 2011 11:12 pm

Now I literally just preordered Overgrowth 1 hour ago so I don't have any "THAT'S SO COOL" ideas but an attack I would like to be able to use is a headbutt. Just smashing your head into your enemy's head either by grabbing them or having them be stunned somehow before as to not avoid it.

EDIT: Now that I think about it there could also be a bite for the wolves if that was not mentioned before.

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Count Roland
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Re: Overgrowth - Random Idea Dumping Thread

Post by Count Roland » Mon Feb 14, 2011 1:27 am

well actually in his combat mechanics post (don't remember when and can't be arsed to look for it) david did mention a headbutt as an example of something in the contextual controls, I've also suggested it at some point.

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kehaar
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Re: Overgrowth - Random Idea Dumping Thread

Post by kehaar » Tue Feb 15, 2011 7:13 pm

Head-butt! BANG! Oww. That would be very short and brutal, and if you followed with a knee and a foot sweep, or a couple of knees...

Oh, and welcome to the forums!

A question came up about dialogues in Lugaru, so I thought I'd forward it in the interest of story flexibility for modders building Campaigns

It would be a nice expansion of possibilities for level building if you could start a conversation with a"hostile"npc-- i.e in the middle of a fight-- where you could set the outcome of the conversation to a)continue hostility, b) end hostility, c) enlist the npc of your side in the fight (!), d) that npc would run away or step out of the fight, e)win/end the level, f)... I forgot what f was for.
These wouldn't be RPG style dialogue choices in-game, since the game will be linear levels, but they might be a handy tool for story telling on the modder's end.

Another, more map-related thought I had was to have doors that switch between maps, Fallout3/NV style, where you approach a door, hit enter, and are sent to a new map. I know you could do this by just triggering the end of the level and going on to the next one, but I was thinking more of using it as a 2-way door, so you could come back out of the building/cave/etc and still be on the same level you were on before you went in. This is more in the interest of having some really complex interiors without eating up staggering amounts of memory than anything else.

Also, doors, chests, windows you could open.

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Krabman318
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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Thu Feb 17, 2011 3:16 pm

With that door concept, you could easily let the player decide which way he wants to go, which is a great thing IMO.
Because of that, the level with the three wolves in Lugaru is so annoying: It can be played only one way, kill the first wolf, the second, the third. But if there is a door or something involved, you would have way more freedom in gameplay.

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TurtleKing
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Re: Overgrowth - Random Idea Dumping Thread

Post by TurtleKing » Sat Feb 19, 2011 4:47 pm

Co-op Combo moves:

I am not sure whether this idea has been mentioned or not (hopefully somebody will point it out if it has been), but I think it would be great if Overgrowth had tag-team combo moves. I was picturing it like batman and robin group attacks, or from a game background tag-team WWF No mery. Yes, its an old wrestling game, but nonetheless it has some awesome tag-team attacks and combos. (like like the 3Dhttp://en.wikipedia.org/wiki/Dudley_Boyz#In_wrestling). Anyways, some moves could be:
1.Throwing Leg Canon: :shock: <--Enemy's reaction.
Player 1 grabs Player 2 by both arms and swings him after a full circle (gain momentum) towards the enemy or in a specific direction.

2. Some form of the Uzumaki Barrage Combo: :P
Player 1 goes into a crouch position and performs a high-kick on the enemy, which sends the enemy upwards into the air, quickly Player 1 turns around and positions his hands in an upward boost mode, upon seeing Player 1 hand form or mode, Player 2 runs towards Player 1 and uses his hand boost mode to launch himself very quickly upwards into the air to deliver a devastating down kick to the flying enemy.

3. Sandwich-Kick: (my favorite since I thought of it on my own :mrgreen: )
Player 2 does a somersault over the enemy leaving the enemy unaware of Player 1 running behind him that delivers a roundhouse-kick in front of the enemy, while at the same time Player 2 delivers a leg-sweep from behind the enemy. Basically, getting sandwiched except one is going higher than the other.

I would love to see at least one of these combo moves implemented into Overgrowth's Coop or Multi-player mode. I personally think the Launching-Leg-Cannon would be more likely to make it, as the others are a bit more time-consuming to perform and complete. What do you guys think? :)

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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Sun Feb 20, 2011 4:33 am

The only co-op attacks i´d like to see would be both hitting an enemy at the same time (like the sandwich kick) or one launching the enemy into the air- i´d love to have an uppercut attack- and the other one hitting the enemy with an airborne Leg Cannon(basically that barrage combo, but with moves that are easier to implement).
I don´t think that hand boost is necessary since rabbits can jump high enough without any boost.
To the throwing Leg Cannon:
I wouldn´t want to have that attack in the game, because the thrown player would receive damage aswell, so it isn´t really co-op.
On second thought, i´d love to have it, but as a reversal for Leg Cannons:
Grabbing the enemy attacking you and then throwing him on another guy would be just plain EPIC
Last edited by Krabman318 on Sun Feb 20, 2011 11:41 am, edited 1 time in total.

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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Sun Feb 20, 2011 11:41 am

A little idea for parkour:
Gaps with spikes you can fall into, so long and wide that you can only cross them by combinining wallrunning and -jumping.
Throwing enemies into them would be fun too, I guess.

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Re: Overgrowth - Random Idea Dumping Thread

Post by kehaar » Sun Feb 20, 2011 1:10 pm

Krabman318 wrote:A little idea for parkour:
Gaps with spikes you can fall into, so long and wide that you can only cross them by combining wallrunning and -jumping.
Throwing enemies into them would be fun too, I guess.
Oh yeah! OG needs impaling!

I'm guessing it would be easier to animate than severed limbs... Maybe? You'd have to figure out a way for the spike/spear/sword to stop halfway through the body or it would look silly, especially with a spike that had a wide base.

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Re: Overgrowth - Random Idea Dumping Thread

Post by pookaguy » Sun Feb 20, 2011 1:27 pm

Krabman318 wrote: On second thought, i´d love to have it, but as a reversal for Leg Cannons:
Grabbing the enemy attacking you and then throwing him on another guy would be just plain EPIC
This would be epic.
But would it just auto target an enemy, or would it be luck that it hits someone?

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TurtleKing
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Re: Overgrowth - Random Idea Dumping Thread

Post by TurtleKing » Mon Feb 21, 2011 12:28 am

Krabman318 wrote: To the throwing Leg Cannon:
I wouldn´t want to have that attack in the game, because the thrown player would receive damage aswell, so it isn´t really co-op.
EPIC
That is what makes it coop. In coop you have to trust the other player. And I think if Player 2 lands a hit on the target, he shouldn't be receiving any penalty damage, as the target is working as a brake cushion stopping the momentum. If you need an example of coop, think of a game like Left 4 Dead 1 or 2, would you want to face a Tank (boss) by yourself or have someone at least try to help you? I sure would prefer the latter.

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Krabman318
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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Mon Feb 21, 2011 3:19 am

TurtleKing wrote: ...as the target is working as a brake cushion stopping the momentum.
When you throw a rabbit at a rabbit, unless the second one catches the thrown guy, both will receive damage.
And since player 2 is thrown with a spinning movement, he won´t really have a chance to use Leg Cannon and will just crash into the enemy.
Realistic physics are an important part of the game.
I agree on that L4D thing, but throwing your friend onto a zombie and having him help you kill it are two different things.

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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Mon Feb 21, 2011 3:22 am

kehaar wrote:Oh yeah! OG needs impaling!
Take a look on that thread:
viewtopic.php?f=13&t=7257&p=119406&hilit=stakes#p119406

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