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J_SNAKE:
registered on 2010-02-28 06:59:42 am.
 
Edit history:
J_SNAKE: 2010-09-22 04:11:40 pm
J_SNAKE: 2010-09-22 04:07:28 pm
J_SNAKE: 2010-09-22 04:07:17 pm
J_SNAKE: 2010-09-22 04:03:25 pm
J_SNAKE: 2010-09-22 03:47:06 pm
info 
''
I would like to know how you gamers like the idea I have worked very hard on. I want to accomplish it within 10-20 years with my upcoming team-member mates.

To make it short: it is like my personal vision of a over-next-gen Metroid game in First-Person. You will need to make use of found tech-toys and equipment to solve puzzles, also acrobatic- and combat-situations aswell to progress.

But I want to achieve an authentic feel to it by combining open world with this decent room-based indoor-gameplay you are familiar with. With open world I pretty much mean open world. You are sent on a secret mission to investigate a suspective distant planet and its moons. You can get involved into space combat and the size of a planet is nothing fake anymore. It can be the real-size of our earth and you are free to access everything on it in real-time. It is just up to you and your given and/or acquired information to plan out what makes sense to do.

Here is an example from a mate for that openworld-ness I am talking about.
With some smart approaches we can already approximate that open world stuff. Click at minute 10 if you are bored. You will see how the planet is entered from space to its surface.


Keep in mind the size of the universe and the generated planets are not meant to serve gameplay itself so much. The underground indoor-complex (intended gameplay area) is of course manually designed. The most of the planets surface is generated for an understandable reason. But it serves another aspect that is important, it is the atmosphere and the authentic feel. To avoid long travels between the planets or moons you can alternatively switch to Final-Fantasy-map-walking-style for example: you will move quicker to your target but it will have high probability that you will meet an enemy, of course.

The information for the suspected entrance to an underground-complex(like in SM) is already provided or can be acquired during the game by exploring the areas that are already known by start, so you know where to go on the planet. So the size of the planets and free space acting won't havee any impact on the level of confusion where to go next. Also an easy concept to increase tension and depth in exploration-gaming is simply to allow the user to make individual marks on the map and to label them, so the player is rewarded for exploring the invironment and won't forget areas of interest.

This is how I see it to be sent on a secret mission in total isolation. You literally feel that everything is up to you. There is a lot more to it but I presented a rough picture. So what do you think about this idea. I hope you love it.


 
Thread title: 
arkarian:
is in the group Administrator.
registered on 2004-09-01 04:15:32 pm.
 
Gender: male
Location: ellicott city, md, usa
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split this to its own thread because it's very cool. good luck with finishing the project -- i'd love to play it.
J_SNAKE:
registered on 2010-02-28 06:59:42 am.
 
Edit history:
J_SNAKE: 2010-09-22 04:26:16 pm
info 
''
Ah, I didn't expect it to be a long deal but it is better to be separated. Thanks for separating it, Ark.
I hope I made one important idea clear. It is the combination of open world and the tight-space indoor gameplay you are all familiar with. The wide space mainly serves to keep atmosphere while the indoor areas do the gameplay. So you won't loose that tight gameplay experience and any sandbox-mess can be kept away.

i hope you can make a picture of that and tell how you feel about it;)
Ntsc:
registered on 2007-08-02 03:13:57 pm.
 
Quote from J_SNAKE:

To make it short: it is like my personal vision of a over-next-gen Metroid game in First-Person. You will need to make use of found tech-toys and equipment to solve puzzles, also acrobatic- and combat-situations aswell to progress.


Cool, I hope someone does actually get around to making a 3d Metroid fangame...or something similar. I just beat Other M and still have to say I prefer the First Person style of Prime.

Quote from J_SNAKE:

But I want to achieve an authentic feel to it by combining open world with this decent room-based indoor-gameplay you are familiar with. With open world I pretty much mean open world. You are sent on a secret mission to investigate a suspective distant planet and its moons. You can get involved into space combat and the size of a planet is nothing fake anymore. It can be the real-size of our earth and you are free to access everything on it in real-time. It is just up to you and your given and/or acquired information to plan out what makes sense to do.


I say follow Final Fantasies example and make your world map not to scale or at least make your movement speed super fast. Forcing players to spend more than a few minutes traveling from some point of interest to another is a bad idea especially when there is absolutely nothing in between.

Mostly just try not to end up with something like Mass Effect's side quests. A few random nodes on a stupid gigantic planet - which by the way never has an scenery beside the occasional mountain or lava flow. Make it interesting. If I have to walk around the world / fly at least give me a reason to travel between the 2 points instead of having me wish that I could simply take Transport E. MMOs have this problem. After you've "used up" the previous areas you are still forced to travel through them. As you progress in a game travel should always get shorter - not longer.
J_SNAKE:
registered on 2010-02-28 06:59:42 am.
 
Edit history:
J_SNAKE: 2010-09-23 02:03:11 pm
J_SNAKE: 2010-09-23 01:57:38 pm
J_SNAKE: 2010-09-23 01:55:36 pm
J_SNAKE: 2010-09-23 01:53:53 pm
J_SNAKE: 2010-09-23 01:51:56 pm
J_SNAKE: 2010-09-23 01:50:29 pm
J_SNAKE: 2010-09-23 01:44:32 pm
J_SNAKE: 2010-09-23 01:44:21 pm
info 
''
It will be nothing like Mass Effect. Our aim is to achieve seamless and deep experience.

One example of our game-systems depth:

Your suit is nativly equipped with a computer-hardware and supporting AI.
(even your hardware and AI can be upgraded or replaced, you will step on secret foreign alien-technology). The AI can control and support your suit to a programmable degree. It can control some properties of your jet-packs for example, you will also have the possibility to program it to allow quick 180-degree turn to deal with some dexterity-situations and more(this programming is designed to happen in the most intuitive way, you won't have to learn C++,lol).

The AI is also able to analize the properties of physical and biological structures and give a recommendation how to deal with it. For example when you are facing a certain giant and robust biological enemy and you have no clue how
to deal with it, you try to scan it first. In this case the AI can tell you that it is prone to a certain liquid-cocktail that works like poison inside its body. So you can shoot a scar and then inject it. Or you can shoot the liquid right into his opened mouth by chance.

Now even some Rpg-elements arise in a natural way. What if you are lacking that liquid-cocktail? Its deposit can be area specific, it can only be found in certain jungle-types as example. So you can travel there first in the hope to make yourself an easier life. Also it forces you to think ahead. You will certainly learn that a situation like this can be repeated, you will certainly watch out for some more stuff you already know and then store it in your space-ship, so you will have it at hand when some ressources are needed, it can also be fuel for your jet-packs.

This is one example of a game-mechanic that is able to generate rewarding natural "side-quests" on its own. It has a seamless feel to it. It adds to the whole picture in a natural way and is not artificially placed like in RPGs.

I know of the game-design challenge, but as I am talking further, how does the idea sound to you now, guys? Can you make a bit better picture? Does it inspire you to have your own ideas. Let me know.
Ntsc:
registered on 2007-08-02 03:13:57 pm.
 
I think it sounds awesome. I've always loved the idea of procedural content but have yet to see a real game with it.

Quote from J_SNAKE:
how does the idea sound to you now, guys? Can you make a bit better picture? Does it inspire you to have your own ideas. Let me know.


I've had similar ideas but I'm a little to far off in my game design to really consider it. Right now the best I have produced is a Super Monkey Ball game (https://code.google.com/p/cobaltlibrary/). I was thinking about procedural content generation for other games as well as how to design sprawling planet sized levels using MMO type streaming but again I'm not far enough along to really spend time working on that.
J_SNAKE:
registered on 2010-02-28 06:59:42 am.
 
Edit history:
J_SNAKE: 2010-09-24 05:13:20 am
J_SNAKE: 2010-09-24 05:08:34 am
J_SNAKE: 2010-09-24 04:59:56 am
J_SNAKE: 2010-09-24 04:58:15 am
info 
''
Quote from Ntsc:
I've always loved the idea of procedural content but have yet to see a real game with it.
Yeah, but like you said it can quickly suffer from the problems you have mentioned. So as designer you have first really to look at how it can contribute to the game without drawbacks. Crytek did also watch at stuff like that with procedural breakage included. But running and gunning in a generated city may significantly have an impact on its feeling and gameplay-balancing issues, it can be more messed up and tend to look not authentic. So I guess Crytek doesn't want to take any risks. While ID tech 5 still has strictly an opposite approach. Their technology is focused to handcraft everything in large areas(of course not too large), everything is done by designers hand what is potentially better for game-creation-control.

So this procedural stuff is difficult but there are reasons why it can work in my case. Fortunately it works great for a Metroid-style game. So I am lucky to have a way to match it well altogether. The main reason why it works is that the procedural content and the designers content (underground-complex) is clearly separated but with a seamless transition in it. And you are visiting moons and a secret lonely planet. So there are hardly civil structures on its surface. It means that it is easier to generate an authentic surface.
There can be outtakes to a jungle area on its surface or to other areas. But they are meant to find some ressources to power your equipment and stuff. And you have the possibility to search for a place that looks less dangerous to land on. So a bit of randomness can add to the game as long as it is not the main focus.