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Re: overgrowth, mods, ideas, art, ANYTHING!

Posted: Fri Jan 09, 2009 6:29 pm
by Ozymandias
Or we could look for the 'edit' button.

Riding non-mammals has already been brought up. Vib Rib even made a humorous little picture of a big rabbit giving a little one a ride on his back... weird, heh.

Re: overgrowth, mods, ideas, art, ANYTHING!

Posted: Mon Jan 12, 2009 6:59 am
by Chainsaw man
Ozymandias wrote:Riding non-mammals has already been brought up. Vib Rib even made a humorous little picture of a big rabbit giving a little one a ride on his back... weird, heh.
OG needs Boobs and Rabbit ridding :P

I would actualy like to see in CO-OP maps the ability to go into animal stance and let other players ride on you. There could be attack bonuses for fighting dismounted Players, think pikes and lances, think attack power doubbleing? :|
Ozymandias wrote:
Chainsaw man wrote:I think Catapults are a must.
Seige battles would be interesting... but I'd think it would be more like... Turner finds he has to kill somebody inside a well guarded castle... but when he gets there it's under seige, so he has to somehow get in there... you know... hmm...
Although rappid deplyment from being launched into the air in such ways IS a good idea, I think your major problem is dealing with the landing. mind you, your talking to a guy whos trying to invent an unconventonal warmachine.

Re: overgrowth, mods, ideas, art, ANYTHING!

Posted: Mon Jan 12, 2009 1:21 pm
by Ozymandias
Chainsaw man wrote:
Ozymandias wrote:Riding non-mammals has already been brought up. Vib Rib even made a humorous little picture of a big rabbit giving a little one a ride on his back... weird, heh.
OG needs Boobs and Rabbit ridding :P
Oh come on. We're talking abut that here now, too?
Chainsaw man wrote:I would actualy like to see in CO-OP maps the ability to go into animal stance and let other players ride on you. There could be attack bonuses for fighting dismounted Players, think pikes and lances, think attack power doubbleing? :|
Unless the player who was mounting the other one has messed up legs and can't run for some reason then there's really no point to this, seeing as they could just bunnyhop themselves... Charging at someone and impaling them sounds nice, but they would most likely just move out of the way before you could do it...
Chainsaw man wrote:
Ozymandias wrote:
Chainsaw man wrote:I think Catapults are a must.
Seige battles would be interesting... but I'd think it would be more like... Turner finds he has to kill somebody inside a well guarded castle... but when he gets there it's under seige, so he has to somehow get in there... you know... hmm...
Although rappid deplyment from being launched into the air in such ways IS a good idea, I think your major problem is dealing with the landing. mind you, your talking to a guy whos trying to invent an unconventonal warmachine.
What? Where did I mention being launched from a catapult? I meant sneak into the enemy castle somehow during a siege battle, mainly because I can't see turner actually participating in one. Then again, I'm not even sure if there are any actual castles in the game to siege in the first place, so any attacks of some sort would have to be similar to the one Aubrey made about the dogs on that cliff thing.

Re: overgrowth, mods, ideas, art, ANYTHING!

Posted: Wed Jan 14, 2009 4:59 am
by Chainsaw man
Ozymandias wrote:What? Where did I mention being launched from a catapult?
Ozymandias wrote:
Chainsaw man wrote:I think Catapults are a must.
Seige battles would be interesting... but I'd think it would be more like... Turner finds he has to kill somebody inside a well guarded castle... but when he gets there it's under seige, so he has to somehow get in there... you know... hmm...
Im reminded of the Quote from SKYnet:
*sinking submarine* "Hmm... Torpedo tubes... here gose nothing! *woosh!*

Re: overgrowth, mods, ideas, art, ANYTHING!

Posted: Sat Jan 17, 2009 2:06 pm
by Endoperez
So, I listened to the podcast. You have awesome plans. If you manage to go through with them, Phoenix engine will be powerful and developer-friendly package. People will use it to make big projects, which you'd like to see evolve beyond Overgrowth and Lugaru. The next step would, of course, be selling games made in the Phoenix engine, or licensing it to schools that will use it to teach game development.

Another interesting thing mentioned in the podcast: the game can connect to internet and download and install mods. I'm sure you guys have thought about different ways to stop malware and viruses from spreading there. Any way, it sounds like a great.
It should be possible to close/lock the files so that other people can't just take the stuff you made, but on the other hand, it should be possible to share your stuff with other and keep a blueprint or a signature on it. A Weapon Shop mod would become an instant classic, reused again and again. On the other hand, some people might not want other people taking their stuff without asking them first, and the game engine should allow for that too. This is especially true if any kind of commercial add-ons are a possibility.

Any way, here are few things that I consider of critical importance:

interactions between different "items": blue keys opens blue door, flour and water make dough, dough in oven becomes bread, wearing a mask changes how NPCs react to you. Whole adventure games have been made around these.

Discussion trees: allow for quests, quest rewards, alignments and stats that affect your speech and/or plot, and much, much more. Discussions are information and a way to interact with it, which means that it can be used to do anything from inventory to character sheet.

Ability to add new stuff. Even if you have hundreds of meshes, textures, clothes or animations to choose from, being able to add unique ones can be used to great effect. In-party discussions in Baldur's Gate were just "idle animations" with text, and with animations, you don't necessarily even need anyone to interact with.

Re: overgrowth, mods, ideas, art, ANYTHING!

Posted: Sat Jan 17, 2009 9:34 pm
by invertin
Just covering the mod manager with virus scanning stuff should stop viruses being uploaded to it, and if any get through a big red "REPORT" button should be avalable.

Personally I think any mods should be made, then uploaded to the mod manager seperately. If they were automatically uploaded once they were made, it would certainly make test-playing awkward.

"Ur mod dun wurk"