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Member Since 19 Jun 2012
Offline Last Active Mar 07 2013 05:44 PM

Posts I've Made

In Topic: Some questions

20 June 2012 - 04:06 PM

Well first and second are purely for educational purposes, I just want to know. The third one is for the project and it is quite small.

Because i'm feeling kind of lazy i'll adress just this one. If you want to create an emotional bond between the player and this other character its good to firstly have a solid backstory about how the main character and the other character know each other. Get the other character to save the main character's life several times. Make this other character extremely optimistic and carefree, to get people feeling like he's the better half of the two characters. If you really want to impact the player get him to die while they're having a conversation about what he wants to do in the future (like his dreams and goals) in a hostile area, and then bam! he dies right infront of you. and your character has to become extremely emotionally upset about it. Or even better, as they're about to make it and they're home free he gets killed. the point being you have to get the character to be the better of the two (personality wise) you have to have a history between them, and he has to die in a happy moment to turn the mood completely around.

In Topic: Help needed with a story

20 June 2012 - 03:51 PM

not the greatest author in the world, but ill give it a shot.

So as a story line i was thinking that in the semi distant future, 20-30 years, a second cold war had broken out between the Americans and the Russians. Nuclear weapons had gotten to a point where it would spell world disaster if used.The Americans had been working for some time now on modifying genes, and with the start if this war the focus had moved from creating a bigger and badder bomb to biological warfare. The Americans were working on modifying strands of Bovine Spongiform encephalopathy (mad cow disease) to create a similar effect in humans. eventually a team of scientists felt they had something ready for testing, however it was required to be transported to a larger facility to accommodate these tests. (Obviously they dont test on humans, they would use ordinary cells) 10 containers would be transported via cargo ship to the new facility. When removing the cargo containers (the big metal ones) at the new destination the crane lifting it snapped dropping it against the side of the ship (breaking it open) and into the water. Upon retrieval they discovered one of the containers had been damaged and may have begun to leak. The government issued a quarantine on the area and blocked off the water supply calling it contamination via pollution to prevent the public of gaining knowledge of the incident. In case of the virus having already been contracted, 100's of top scientists are issued to study the remaining samples to understand its effects and develop a possible cure. Within a month or so they conclude the strand is benign and has no effect on humans whatsoever. The quarantine is lifted and is said to be a false alarm and the project is scrapped. (Fast forward 5 years) In a remote area of the world with no population you the main character are a military pilot (hence the gun experience and a reason for your one vs one fighting skills) guarding a string of small communication outposts with several other soldiers as part of B Company, because of previous attacks on communication towers by Russia. It has been almost 1 year that you've been here. You have received no communications from home for 2 weeks now and assume its an error on their part. Strong winds had knocked down one of the towers just a few days ago and with no way to contact base you and your company decide to head back for supplies to fix the downed tower. Mid flight you realize your plane is running low on fuel and attempt to make an emergency landing in the nearest airport. Calling in you get no response and realize you have to go in now. you come in for the landing with essentially no fuel and your makes a hard landing causing you to black out. When you wake up you're in an empty house. You go outside still dizzy and see a man walking across the street his back turned to you and you limp to him calling out to him. Your a few feet away when he turns around and you catch your first glimpse of the zombie. You stagger backwards and fall down when you hear a gunshot and the zombie drops dead. someone grabs you from behind and pulls you back in towards the house and you see more zombies on the horizon. The guy tells you, your going to get him killed after he saved your life and your given a gun. So you start right off killing zombies (gameplay) After killing the zombies you have a small talk and he tells you about everything, shows you news articles, tells you about the government cover-up and the mutation of the virus from benign to malignant, etc. and thats the start of the game.

And that is all Posted Image it didnt take long to write, not the best, but not bad

In Topic: Why is it fun to die in new super mario bros? (or how to achieve fun when dyi...

20 June 2012 - 02:24 PM

You can achieve this firstly by making the game bright and colourful to start with. No one dies in a dark gloomy game and is cheerful about it. Aside from that checkpoints and lives are a great way to bring this about. People feel at ease when they have no fear of losing the mass progress they've made.

Most games also have an interesting and happy kind of death. for example, newer PS3 games will often have some really low deadly sounding music when you die, games like uncharted make everything go black and white, games like call of duty make the screen blurry and then fade out. All in all it brings about a very "real" dying experience. Games like Mario will play a mini cheerful tune and display a funny "oh no!" face when you die, with no real aspect of death involved. Its about making the players feel relaxed and okay about losing a life or two.

In Topic: Help with trailer

20 June 2012 - 11:35 AM

With 22 technologies... (do you know what the sonic emitter does with your liver?)

Just a small tip. When your designing the game make sure your weapons would scientifically work. Im not saying you have to actually make it a working model or whatever, i mean it more in the sense that when in Star Trek, they say fire the photon torpedo, its essentially a flash light....

In Topic: What would you like to see in a Twin Stick Shooter?

20 June 2012 - 11:19 AM

A shop and achievement section in any game provides an addictive touch. People always want to feel like they've acheived something and have reason to keep playing. Create different maps, what i mean by this is, your game has say 5 map zone thingy's, and you can choose any of them, however they vary in difficulty and you either need high skill to win or you need to have enough upgrades to be strong enough. As long as a player has something to work towards, they'll keep playing.