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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualSaNcT17

Posted 20 June 2012 - 11:08 AM

Thanks for the feedback you guys, I see what has to be done, this is just a draft but i'm still working on it. I appreciate all the advice. The naming of the organizations is intentional. I wanted to give the world a sense of people knowing whats in it. Much like the many organization names we hear of today, I want those names heard in the game the same fashion we would hear names like Goldman Sachs, Al-Qaeda, and the Bush Administration on TV or the radio. It brings some kind of sense of suspicion or "whats going on with these guys" in your mind. I'm leaning a little on conspiracy theory (part of the inspiration comes from the show Jesse Ventura Conspiracy Theory anyway)

About expanding the timeline, I've had ideas about using playable flashbacks tied into the plot dealing with the charter's personal story going back when things were good and "normal" in the country but at the same time dealing with the part of him where he knows things other people don't. For example, it would involve you playing him in a flashback on his way back home from a long day of work he arrives to a happy home with his wife and kids who embrace him on his arrival. He walks up to his room and receives a phone call involving some big details about the up and coming economic crash that will take place two months from now or something like that. He leaves the room, and makes his way downstairs with a worried look he tries to hide and his wife asks him whats wrong and he replies "nothing honey, just...business. Gotta take care of some things." and he leaves the house to take care of some "business" (mostly dealing with more covering up on his part) Something like that. I came up with that on the spot lol. But yeah, I'm looking to utilize flashbacks as a way to explain things in the story and using it for more than one character to tie things up.

And as far as the game goes, I'm still figuring stuff out. James has the ability to be very influential and persuasive and he can recruit people to follow him depending on certain circumstances. Missions are discussed with his group REO Corda after James gets intel from Marcus much like a mini congress discussing what to do after something happens. Missions like breaking into a government facility to recover files, assassinating or kidnapping a vital member of the opposition, and many missions leading to the eventual discovery of the core operations of the ERA and Illuminati. Simply put, the mind controlled subjects are basically an army of Manchurian candidates who were  kidnapped persons by the government are under the influence of ALPHAMIND which is a huge server used to control the subjects (eventually there's a mission where you must find the location of the server and destroy it. If the mission fails, the subjects continue to reign, making the goal of achieving liberty even harder because you have more forces to fight.

An outcome applies to how the mission was executed. I don't want to make it a linear shoot, clear and advance type of thing where only one outcome applies. Its boring. I want to make it so that you have to  perform the mission with the mindset of "damn, if I don't do this right, I'm screwed" So you take into consideration you have to be careful, many lives depend on this rather than I gotta beat this mission to move on to the next level. So you have to be quiet, use force only when necessary, you gotta be quick eliminating targets and the game wont be only shoot and cover, you can use your environment against your enemies. For example, you're taking cover behind a crate and the shooter is a few feet away from you but close, you can ram into him using the crate while still in cover, get out and use him as a shield, ground and pound him or just kill him. Also being creative by shooting down hanging structures to eliminate multiple enemies in one spot, you can flank, use enemies as shields, all sorts of stuff.

#1SaNcT17

Posted 20 June 2012 - 11:06 AM

Thanks for the feedback you guys, I see what has to be done, this is just a draft but i'm still working on it. I appreciate all the advice. The naming of the organizations is intentional. I wanted to give the world a sense of people knowing whats in it. Much like the many organization names we hear of today, I want those names heard in the game the same fashion we would hear names like Goldman Sachs, Al-Qaeda, and the Bush Administration on TV or the radio. It brings some kind of sense of suspicion or "whats going on with these guys" in your mind. I'm leaning a little on conspiracy theory (part of the inspiration comes from the show Jesse Ventura Conspiracy Theory anyway)

About expanding the timeline, I've had ideas about using playable flashbacks tied into the plot dealing with the charter's personal story going back when things were good and "normal" in the country but at the same time dealing with the part of him where he knows things other people don't. For example, it would involve you playing him in a flashback on his way back home from a long day of work he arrives to a happy home with his wife and kids who embrace him on his arrival. He walks up to his room and receives a phone call involving some big details about the up and coming economic crash that will take place two months from now or something like that. He leaves the room, and makes his way downstairs with a worried look he tries to hide and his wife asks him whats wrong and he replies "nothing honey, just...business. Gotta take care of some things." and he leaves the house to take care of some "business" (mostly dealing with more covering up on his part) Something like that. I came up with that on the spot lol. But yeah, I'm looking to utilize flashbacks as a way to explain things in the story and using it for more than one character to tie things up.

And as far as the game goes, I'm still figuring stuff out. James has the ability to be very influential and persuasive and he can recruit people to follow him depending on certain circumstances. Missions are discussed with his group REO Corda after James gets intel from Marcus much like a mini congress discussing what to do after something happens. Missions like breaking into a government facility to recover files, assassinating or kidnapping a vital member of the opposition, and many missions leading to the eventual discovery of the core operations of the ERA and Illuminati. Simply put, the mind controlled subjects are basically an army of Manchurian candidates who were  kidnapped persons by the government are under the influence of ALPHAMIND which is a huge server used to control the subjects (eventually there's a mission where you must find the location of the server and destroy it. If the mission fails, the subjects continue to reign, making the goal of achieving liberty even harder because you have more forces to fight.

An outcome applies to how the mission was executed. I don't want to make it a linear shoot, clear and advance type of thing where only one outcome applies. Its boring. I want to make it so that you have to  perform the mission with the mindset of "damn, if I don't do this right, I'm screwed" So you take into consideration you have to be careful, many lives depend on this rather than I gotta beat this mission to move on to the next level. So you have to be quiet, use force only when necessary, you gotta be quick eliminating targets and the game wont be only shoot and cover, you can use your environment against your enemies. For example, you're taking cover behind a crate and the shooter is a few feet away from you but close, you can ram into him using the crate while still in cover, get out and use him as a shield, ground and pound him or just kill him. Also being creative by shooting down hanging structures to eliminate multiple enemies in one spot, you can flank, use enemies as shields, all sorts of stuff.

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