2017-04-11 20:35:23

I'm not the kind of person to talk about a potential game before it's released; so I won't say much about a game I may or may not finish.
What I will do, however, is ask the audiogames community in general, what you would like to see in a 3-dimensional game environment.
Despite what I said above, I should probably elaborate just a bit more on what type of game this might be, so I'll do so by pointing at examples. Think redspot (heavy pk, lots of violence). Think swamp (no, not the zombies; the skills for weapon classes and specific weapons). Also with a lot of strategy thrown in - I want multiple ways to play and have the game be enjoyable for all.

Specifically, I'm looking for ideas and recommendations for things like skills, items, structures that players could place on maps (and what you would need in order to build them!), what these structures would and would not do for players, and items.
Items that help with strategy, items that help with violence... I want you guys to think outside the box.

As an example, maybe a strategy-helping item would be a tracker dart. Players will not make ping noises when they are near you, so if you manage to hit someone with this dart, they *will* begin making a ping sound, only for you and only when they are in your hearing range. This would help you track them better when knowing where they are is critical to your survival, or their death!
An example of an item that is firmly on the violence side of the strategy - violence scale might be a guillotine. This hypothetical item might only be placed between two tiles that are higher than the floor height of the map (think between two trees). When a player jumps through the space that it occupies, the blade falls and does lots of damage. These items wouldn't make a sound once placed, so maybe there would be a hidden traps detection skill or some other item the player could have activated to warn them of the trap.
Further examples might be variants on mines and bombs that only go off if a certain condition is met, like the player being in their range having less than 50 percent of health, or not having a certain item (maybe an identification card) that allows them to pass. These items would each have their own weaknesses, so no item is too powerful and doesn't provide an unfair advantage.

I would really appreciate well thought out responses to this topic, including weaknesses your proposed item structure, or skill might have.
In fact...
Any item, skill, or structure you mention must have one strength (advantage for players), and one weakness.
If I do use your item or structure, I'll probably change the strength or weakness slightly or  drastically so that if this game is released you guys won't have an unfair advantage tongue.

I look forward to reading your ideas!

Regards,
Blademan
Twitter: @bladehunter2213

2017-04-11 22:33:39

Well, sounds cool but only if you could make this game a true 3d experience. Redspot or Swamp are not 3d games to be fair so let's start by saying you need good and working 3d audio engine.

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2017-04-12 05:32:40

I agree that a truely 3d engine is necessary for this. For audio I'm using camlorn's libaudioverse which (in my opinion) is perfect for the job and is only going to get better.

Regards,
Blademan
Twitter: @bladehunter2213

2017-04-12 07:49:30

Hi.
What about making a MMORPG, where the players are building the maps and world? I have some ideas, which I'll contact you privately about as soon as possible.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
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2017-04-12 12:48:09

I look forward to hearing from you, and as to player-built content... I've had vague ideas to that end ever since I've had the idea for this game. I'll probably implement it after it's been out for a while, but for now I'd like to get a working release out the door.

Regards,
Blademan
Twitter: @bladehunter2213

2017-04-12 15:55:15

@Blademan Nice to hear you're using Libaudioverse, it is an excellent and if you need sound designer onboard just let me know.

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2017-04-12 19:44:32

Sounds interesting, so if you can't ping other players, unless you hit them with a tracking dart or something  like that, then how are you supposed to know if there are targets around you? are you going to be able to at least hear their footsteps? because if they make no sounds when moving around hitting another player would be pure random and luck, and if for example you are using a ranged weapon that requires ammo then you could waste a lot of your ammo trying to hit other players.

2017-04-12 21:00:49

Blademan,
I'd love to play a true 3d game.
However in describing something, you would have to add how far up or down it is from you.
For example the bird is 5 meters above or the water in the well is 10 meters below.
So if you have a 10 meter rope you can tie it to the side of the well and climb down.
I like the idea of creatures and objects getting more description based on distance.
You see an object at 20 meters, and as you get closer it is described as a stick, then a metal stick and finally as a sword.
A live creature could turn into a humanoid, then an Elf, then an Elf Mage and finally as your friend Dark as you get closer.

2017-04-12 21:26:22

@Lirin: I just might take you up on that. I'm not to the point where I need a bunch of sounds yet, but I'm not really good with sound design / creation / editing; I'm much more of a coder.

@ZK: Sorry, I should've specified more. You will be able to hear other player's footsteps, but I might, say, add a skill that will make your steps quieter to other players. It will be expensive and won't completely mask your steps, but if the person your sneaking up on is in the middle of a fight already the chance of them noticing will be pretty low. You'll also be able to press a key and hear who's within, say, 20 tiles of you.

This leads back to my over-all goal of the game, which is to have several ways of playing, whether that be with brute force violence, pure strategy (the player puts a lot of work into raising skills that help them), or a mix of both.

@Phil: I'll probably have all items within a certain range read out to you, maybe with clock face positions or something. As far as objects farther away not being immediately recognizable... Maybe. You'll be able to hear objects on the ground before they're in range of you, so you'll know generally where something is, but not what it is.

As I mentioned before, if you have ideas for items, skills, or structures with a strength and a weakness I'd like to hear from you.

Regards,
Blademan
Twitter: @bladehunter2213

2017-04-12 21:59:43

vehicles: As redspot used to have jets, these would allow you to traverse the map quickly or do a lot of damage.
tank: Take any generic tank design you may come up with, machineguns and missile launchers whatever it may have, it would do a lot of damage. However, they are slow moving and thus may be able to be destroyed give enough time. They also are unable to cross things like water, deep sand, or other very soft terrain as the tracks would get stuck.
Racing bike: This wouldn't be able to take a lot of damage, however you would still be able to use most of your weapons while on it and its a very fast moving vehicle.
Frigates: These would only be able to move on water. But they have some defensive abilities and aren't too slow either.
Sege ship (very generic name): A ship like this would move very slowly across water. Its advantage is that it can be used to bomb structures on land. It has no short range offensive abilities though so make sure you have an escort.
Spy plain: A spy plain would be able to move very quickly, and its equipment could allow you to detect structures and players for a long area around. It has no weapons.
Fighter: A fighter can be used for dogfights to destroy enemy aircraft. It cannot attack ground structures or players, only other aircraft.
Bomber: Bombers can be used to bomb structures from the air. They can't take much though and explode quickly and have no short range weapons for dogfights.
Skills:
Operator: Lessons the time required to place a structure, start a vehicle or set up a placed item. If this skill is used, the placement is however more likely to fail causing the structure, item or vehicle to be destroyed.

I used to be a knee like you, then I took an adventurer in the arrow.

2017-04-13 00:47:52

ok, that makes more sense now, you could maybe have different classes of characters who could be better with some skills but not so good with other skills, and maybe each class could have some sort of ranking system, where the higher they move up their rank the better they get with skills and more skills they can learn

2017-04-13 00:50:15

I would like to see a cars or military jeeps which people can drive and take other people with theese vehicles.

2017-04-13 07:08:43

Vehicles... Hmm. They'll most likely exist eventually.
As far as character classes... I don't think I'll define those; your "class" won't be a formal thing, just the way you play, the skills you've put points into (if any), and such.
As an example, you might call a player who has put points into the previously mentioned "sneaking" skill (the one that reduces the sound of your footsteps to other players), who uses traps and similar devices to trick and kill others, and who tends to not fight directly a "thief", but those sorts of labels won't be formal game ones.

Regards,
Blademan
Twitter: @bladehunter2213

2017-04-13 08:39:03

@Blademan: Sounds like you already have lots of ideas, so I might hold back my suggestions regarding a MMORPG until if you need suggestions on in which direction the game should go.
Regarding skills, I don't have a lot of ideas. It would be great if a skill got trained depending on how much you use it, so the skills are based on a combination on how many points you have put into the skill and how much you use the skill. Or maybe you just train your skills by using them, and purchase new skills by points.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2017-04-13 12:31:15

Blademan,
Skills could be improved in several ways.
By gaining points in attacking or killing foes.
By buying weapons that make you faster and more accurate.
By drinking potions that increase your skills for a short time.
By sparring with your friends, fake battles with blunt weapons.
By being touched by a magic user's spell that increases your skill.
By finding a magic ring that increases your skills or reduces your skills if you don't check it's power first.
By buying a skills and performance increase from the game developer.

2017-04-13 17:50:43

@phill @blademan if possible, do not include micro transactions in your game. It sounds like its going to be a very competetive one, and if its going to be another one of these pay to dominate games, I probably won't spend much time with it.

I used to be a knee like you, then I took an adventurer in the arrow.

2017-04-13 22:59:43

@slj: No please share! tongue

I like the idea of lots of ways to upgrade your skills, and I have a few algorithms in mind for how many exp points or whatever you get from killing players (it will depend on your level, the level of the person you killed, as well as a few factors I won't publish here tongue ).

@connor: I completely understand where your coming from, and I'd really like your help with ideas that would allow players to buy stuff that wouldn't unbalance the game.
To be honest, I would love to make money from this, but I've played games before where people who play have an unfair advantage over those who don't. Don't get me wrong, if you pay for something in this game it will be worth something, but I don't want to make it one of "those" games.
Making money isn't the primary reason I'm making this, but it's hard work and I would certainly appreciate any donations. Maybe I'm getting ahead of myself here though, as in order for people to like a game enough to donate to it's developer, there has to be a game to like!

Also, just in case readers are starting to get confused, I should probably mention that I intend the game to be free, in the sense that you'll be able to download  and play it and you'll have every feature that someone who might donate will.

Regards,
Blademan
Twitter: @bladehunter2213

2017-04-13 23:05:58

Perhaps in-game currency, but at the same time making it so it's not really needed? Kind of like you get some the more you donate, but you can get that same amount by grinding a bit. I wouldn't give skillpoints because people could just get every skill in the game and I understand that's not what you're wanting. Currency not only would give people something to get for a donation, but also wouldn't be gamebreaking if you can only use it with certain things.

Silly Gohan, animals don't eat people. People eat animals.

2017-04-14 01:25:32

Well I don't really know of any good way to add microtransactions into a game like this. With core exiles, it works so well because just about all of the items you can get from the store have a minimum level lock as well as other requirements such as energy or different skills, then there's the fact that ce's only really competition and pvp based mechanic is its mech combat. With popmundo, the reason VIP subscription works is because none of the features are escencial to play the game e.G. As a VIP you have the ability to look at live tickers for your concerts, make individual setlists, get access to a notebook etc. So nothing too fancy, but some neet things to have none the less. If you'd allow microtransactions in your game, they'd have to be very well thought out to avoid an stw like situation with ritcher players holding the monopoly on dfc's, teleporters and an unlimited supply of health and energy.

I used to be a knee like you, then I took an adventurer in the arrow.

2017-04-14 06:47:03

@death: That's actually along the lines of what I've been considering. Like you need credits to buy resources, weapons and ammo, etc. Maybe I'll limit how many items you can buy in a certain amount of time at certain levels so donators won't get too powerful. You can find those credits (though they will be rare) or earn them somehow.
That way free players will have access to the exact same things donators do, it's just that donators will have more currency to spend. It actually provides donators more incentive to level, so that they can buy more things in a shorter period of time with their credits or whatever.
The item limit is the only good way I've thought up that limits donators as well as free players. If anyone can think of a better system, I'd love to hear it.

Regards,
Blademan
Twitter: @bladehunter2213

2017-04-14 07:16:32

Hello Blademan.
There are a lot of good suggestions here. Something I would like to see is descriptions of weapons, armor, things like that. It would be interesting to go into a menu for armor and read about the armor, it's description, it's stats, if it has been damaged, things like that. A training system would be interesting also. I don't mean press a button on a stat and train it up, I mean actually having to do things to train and raise your player's stats. For example, you might train your strength by running, lifting weights or that sort of thing. You get the idea.
Powerful enemies that players might have to band together to beat. It would be nice to have a game where it encourages team-work between players, but also has pvp. I have more ideas, but I'll just leave these for now.

Guitarman.
What has been created in the laws of nature holds true in the laws of magic as well. Where there is light, there is darkness,  and where there is life, there is also death.
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