In a nutshell... edit: long nutshell
Posted: Tue Apr 04, 2006 7:50 pm
So yeah, I'm going to say that you should definately be prepared to see some sidestepping in Lugaru 2.
We kind of skipped around this thread and missed out on alot of ideas
(my fault I didn't reply completely to Ledood's)
But I think that idea of knocking out is really cool. In games (and in real life, I think), we usually only see these things fading from bright to dark. This effect would be really cool since you it would go from dark/normal to bright. This probably isn't a whole new idea (I know Half Life 2 created a cool bloom effect that is based on your eye dilating), but this would just look so much better than a black out fade. Since this is based on your character waking up from a concussion, it would fit the blooming very accurately (again, probably doesn't happpen in real life but for a game, very fittingly) and it'd look very awesome as dynamic time passes by. In fact any effect would look great with dynamic time on the fly, blooming effects would just make it look better.
I also like the idea of Lugaru being a completely open game (maybe not completely of course). But alot of our ideas are pretty much centered on whether the game will have that kind of open realism. Ledood's ideas are very based on that kind of openness aswell.
The Elder Scrolls: Oblivion has the ability to create almost the same type of prison like scenario. You could go to jail, break out with a lockpick, get your stuff back in the evidence room, sneak off past the gaurds, and then finish off on your newly stolen horse as you ride off to the next city. With a greater sense of imaginative role-playing you could take a simple unscripted event like stealing from an old river house, into a more adventurous story of a young thief's journey through the country side.
Not only can these things leave you with fun gaming experiences, it can also increase the gameplay with the infinite amount of individualy created stories for every player. I'm not sure how easily this would be done, but I'm guessing it would be an extrememly difficult task. This is based on the fact that not many games can actually create this style, despite the amount of requests (I can name like 4, maybe).
And ya, I really like that mugging thing when you pass out. Enemies will just try to knock you unconscious and then steal all your stuff since, it's the common stereotype that muggers never actually kill you, they just leave you to die (too bad they don't get the same option eh?). And so there should be a way to track them down (perhaps a very obviouse set of footprints to follow), and take your things back from them.
I'm not sure about fear though, it was put into Lugaru but only so that you could simulate the enemies panic and need for help (not to mention opening up a window to be able to hard tackle them). It seems like a very fun thing to do on raids in the middle of the night, but it won't be in total darkness like your idea. That kind of fear sounds like the human skinner type from "Silent of the Lambs," I'm not sure how you'll get into a situation with total darkness (there's always some light from the sky), and still be able to see without night vision goggles and such. Fear still sounds like a fun thing to do like in caves and stuff that could be pitched black, torches would seem like a great addition (now I'm sure David has been making cool lighting effects already, I've seen them), but without unrealistic technology, I'm afraid you could only see as much as your enemy would (maybe a small time window when they have to dilate their eyes to the dark).