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Iron Chef Carnage

Member Since 06 Dec 2002
Offline Last Active Sep 14 2016 05:44 PM

Posts I've Made

In Topic: map borders in an open world game

30 August 2014 - 07:29 PM

A-10 Attack! from the 90's had endless wasteland with a soft boundary at its edges, so you could fly for an hour past the map border, then when you turn around you're just a few kilometers away from the edge.

In Topic: map borders in an open world game

12 August 2014 - 07:47 PM

Arma maps sometimes use water, but others have endless procedural wastelands beyond the edge of the map.  It's pretty obvious where the line is, since ground clutter like trees and bushes cut off, and all roads end, but nothing prevents you from driving or flying forever, and fights between aircraft often range far beyond the map boundaries.  I can remember a few times when I'd win a dogfight, but run out of fuel and have to ditch my plane 20km or more outside the map, which made for some awkward conversations with the rescue chopper crew.  "Where exactly are you down again?"


Basically, the terrain is endless, but incredibly boring, so people stick within the gamespace.

In Topic: The Most Dangerous Game (Concept)

09 August 2014 - 12:06 AM

They make everyone read the story in grade school, which is why it works so well as a Simpsons joke.  Everyone knows it, everyone gets it.  The idea of hunting people for sport, however, is not exactly trademarked, so even if you get the idea from a specific work of fiction, your dystopian future man-hunting sport is probably safe in terms of litigation, since it would take an all-star team of Running Man/Most Dangerous Game/Hunger Games/Predator/Crysis/Ice-T lawyers to stand shoulder to shoulder and sue you instead of each other.


It's a good idea, but it's really just an asymmetrical adversarial gametype.  You can do a lot with it, but don't let yourself believe that the idea will be good all by itself.

In Topic: FPS Games, Recoil and Spread

21 July 2014 - 09:01 PM

I hate view swim in video games.  It's pretty much the only option for sniper rifles, I suppose, but I despised it in Deus Ex and every game since then that features it.  If you're telling me that I can't hold my gun straight due to fatigue or stance or incompetence, tell me that by having the gun move, not my eye.

In Topic: Closing the loop: player death in a schmup?

15 July 2014 - 01:48 AM

an unusual metagame choice: when you're low on health, how best to die so that you don't damage precious systems.
I like this idea very much, especially when combined with kseh's idea of a finite armada of ships.


I seem to recall that Wing Commander linked a branching story and player performance.  As went your sortie, so went the war.  Your success or failure in a mission to destroy an enemy freighter would result in victory or defeat for an allied battlegroup four systems away.  It worked well.


So link the player's performance in a level of the schmup to the persistent world's development and progression.  Assume that the player's ship is representative of the average skill and effectiveness of the pilots on his team.  So start out with kseh's 1000-ship force, and however well the player does in each engagement is reflected in the fleet's performance, which you learn about in the debriefing.  If you get killed by the first bullet, then the battle was a rout and your forces were decimated.  If you storm the level and kill the boss without taking a hit, then your aces swept the field and achieved victory with minimal losses.  If you get 75% of the way through the level, take damage to core systems, and retreat to base to refit your craft, then the level is incomplete, but the number of enemies you killed is reflected in the state of the battle, and when you "retry", the difficulty will have been adjusted accordingly.


You could even measure performance in more than one way.  Killing enemies and losing your ships would affect the ratio of good guys/bad guys, which would have an effect on how many enemies appear in the level.  Destroying minibosses or strategic facilities might activate shortcuts, remove threats or debuff opponents.  With your episodic format, persistent inventory and larger-scale consequences for choices made and actions taken, it might even become wise to skip a tough fight if the expected losses outweigh the benefits.