Post by JRooster76 on Jul 8, 2013 20:15:18 GMT -5
Thnx! but i can always get better : P
I'll check red's post, as far as suggestions go so far i was thinking perhaps making characters slightly taller then the original FP (similar to t.l.o.Zelda Wind Waker) Also, unless weapons/upgrades have been decided, i was thinking instead of a musket the ranger could be upgraded into an impaler by being equipped with throwing javelin/spear and as random as it sounds maybe instead of bombs we could use chained scythes. Upgraded workers have the advantage over a warriors shield in FP and we can keep the idea only the chain scythes can rip the shield out of the warriors defense position for a moment. I took the idea from the fact that original ninja weapons were held by farmers and workers in japan who were constantly attacked and used the farm tools to defend themselves. Sadly I don't know anyone already skilled with 3d model tools. btw were using Blender correct?
I forgot to ask about music suggestions, but that is more in the final phases so no worries at the moment. I've begun reading Red's thread suggestions and although i have no problem with anything i'd just like to suggest no matter how complex the game really is we must try to make it look simple as if anyone can just jump in and start playing. I believe thats what hooks alot of FP players.
Hundreds of games are released and packed with rules that are quickly forgotten, but it's the games that invite you in (with simple manner) to be corrected by failure that stick to our memory.
FP, Zelda, Pokemon, Minecraft, etc.
we need to make it look easy to rush into battle and collect/upgrade/kill/kidnap so the player can LEARN & develop strategy
I live in California, and i see indie games & music fail everyday.
I think it's because of how complex we as fans of other games make games for ourselves, but i love red's suggestions i just know he's trying to keep pace with what exist in gaming already.
objects such as cages or fences that could be put up by another player and only shot through sounds a little technical for noobz jumping on a quick game.
Example:
Deathmatch - Game starts, players rush to the steal only to be blocked by a fence, players must rush back and switch hats while steal is being raided by blacksmiths. Games are decided by the first blacksmith to get to the steal.
Capture the P - once you've stolen the princess get a ridiculous head start by fencing off your exit route.
I'm not exactly saying no to the suggestion, but i'd like to keep as many players as possible without giving them the Yaarg!-like advantage.
I like the concept of Gnomes/fairies though haha
but still some complex mechanics to the idea, if i were to keep it simple:
Gnomes have no attack but can hold an enemy in place - 1 gnome slightly adding drag to characters speed, 2 gnomes slows running heavily, and 3 or more gnomes hold the person in place.
I like that they can climb on each other to scale castle walls
& when upgraded the pixie can do the same but also confuse/hex the enemy (like the satanic priest's charge attack when not locked on)
Sound like a fun role for co-op players
I also believe we should cut the king role.
It's understandable why it was not included in FP
i've been messing about with new software as well
i was also thinking (if it's not a problem) we could put 4 teams in the same game (deathmatch only)
when one team has too many players it's discouraging to be on a small team knowing your chances of winning are slim. i've already done a few concept maps that i could put the final touch on if i get an approval + heres a way any1 on the team can submit a map & i'll do the rest:
Simply draw the most basic field map and label areas using these letters as guidelines for me.
C - catapult
L - ladder
W - warp
M - metal
G - gate
S - spring
D - draw bridge
T - temporary object
Also in place of a base, a large rectangle could be used.
This example is only using 3 teams and one outpost, but this is what it should be relative to.
+ i included a pic of the villager i sent earlier using new software
I was thinking 4 bases on maps only available for deathmatch, and bot teams seems alright but maybe we can make it optional to play 4 teams where as 2 will still be standard.
I'll get signed up underground immediately!
& anything I send is alright to post anywhere the team can find it, I'd like to hear input from any aspect.
Btw I know we're not concerned about DLC roles at the moment but this one is my favorite concepts:
Castle guard - Black knight
A huge concern to anyone feeling antsy enough to snag a princess is who will be left to watch the castle
Castle guard is bound to the castle and can not leave unless he puts on a different hat, only 1 guard per castle.
Also having higher attack perhaps
When upgraded I was thinking something similar to the black knight at the end of gladiator mode.
I'll check red's post, as far as suggestions go so far i was thinking perhaps making characters slightly taller then the original FP (similar to t.l.o.Zelda Wind Waker) Also, unless weapons/upgrades have been decided, i was thinking instead of a musket the ranger could be upgraded into an impaler by being equipped with throwing javelin/spear and as random as it sounds maybe instead of bombs we could use chained scythes. Upgraded workers have the advantage over a warriors shield in FP and we can keep the idea only the chain scythes can rip the shield out of the warriors defense position for a moment. I took the idea from the fact that original ninja weapons were held by farmers and workers in japan who were constantly attacked and used the farm tools to defend themselves. Sadly I don't know anyone already skilled with 3d model tools. btw were using Blender correct?
I forgot to ask about music suggestions, but that is more in the final phases so no worries at the moment. I've begun reading Red's thread suggestions and although i have no problem with anything i'd just like to suggest no matter how complex the game really is we must try to make it look simple as if anyone can just jump in and start playing. I believe thats what hooks alot of FP players.
Hundreds of games are released and packed with rules that are quickly forgotten, but it's the games that invite you in (with simple manner) to be corrected by failure that stick to our memory.
FP, Zelda, Pokemon, Minecraft, etc.
we need to make it look easy to rush into battle and collect/upgrade/kill/kidnap so the player can LEARN & develop strategy
I live in California, and i see indie games & music fail everyday.
I think it's because of how complex we as fans of other games make games for ourselves, but i love red's suggestions i just know he's trying to keep pace with what exist in gaming already.
objects such as cages or fences that could be put up by another player and only shot through sounds a little technical for noobz jumping on a quick game.
Example:
Deathmatch - Game starts, players rush to the steal only to be blocked by a fence, players must rush back and switch hats while steal is being raided by blacksmiths. Games are decided by the first blacksmith to get to the steal.
Capture the P - once you've stolen the princess get a ridiculous head start by fencing off your exit route.
I'm not exactly saying no to the suggestion, but i'd like to keep as many players as possible without giving them the Yaarg!-like advantage.
I like the concept of Gnomes/fairies though haha
but still some complex mechanics to the idea, if i were to keep it simple:
Gnomes have no attack but can hold an enemy in place - 1 gnome slightly adding drag to characters speed, 2 gnomes slows running heavily, and 3 or more gnomes hold the person in place.
I like that they can climb on each other to scale castle walls
& when upgraded the pixie can do the same but also confuse/hex the enemy (like the satanic priest's charge attack when not locked on)
Sound like a fun role for co-op players
I also believe we should cut the king role.
It's understandable why it was not included in FP
i've been messing about with new software as well
i was also thinking (if it's not a problem) we could put 4 teams in the same game (deathmatch only)
when one team has too many players it's discouraging to be on a small team knowing your chances of winning are slim. i've already done a few concept maps that i could put the final touch on if i get an approval + heres a way any1 on the team can submit a map & i'll do the rest:
Simply draw the most basic field map and label areas using these letters as guidelines for me.
C - catapult
L - ladder
W - warp
M - metal
G - gate
S - spring
D - draw bridge
T - temporary object
Also in place of a base, a large rectangle could be used.
This example is only using 3 teams and one outpost, but this is what it should be relative to.
+ i included a pic of the villager i sent earlier using new software
I was thinking 4 bases on maps only available for deathmatch, and bot teams seems alright but maybe we can make it optional to play 4 teams where as 2 will still be standard.
I'll get signed up underground immediately!
& anything I send is alright to post anywhere the team can find it, I'd like to hear input from any aspect.
Btw I know we're not concerned about DLC roles at the moment but this one is my favorite concepts:
Castle guard - Black knight
A huge concern to anyone feeling antsy enough to snag a princess is who will be left to watch the castle
Castle guard is bound to the castle and can not leave unless he puts on a different hat, only 1 guard per castle.
Also having higher attack perhaps
When upgraded I was thinking something similar to the black knight at the end of gladiator mode.