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About Crimehawk

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  1. Crimehawk

    Why can't I be the minion?

    Well first off, it would be really hard to do something like this, because like stated before, there's usually a hero, they dominate all the way through, and then finally kill "the big evil boss" at the end. So, if thinking like this, then this type of game would be near impossible (if not impossible). So anyways, first off. What really makes a player/computer good or evil? Their objective. You could still play the role of a dominating character, and go through levels, but objective would just be for bad in the end. A second thought, would be to go through, where you face this "unbeatable" good guy, but with a new system. First off, I always did wonder this, why do the enemies always get harder as you go along? Is there a way to explain the raising difficulty, or is it just to make the game possible? Well, anyways, here's my other idea: You start off as the villian. Stats are low, henchmen are scarce (sp?), and you need to stop that troublesome "good guy." So here you go. The "good guy" follows paths in each level, to try and complete it. The enemies are either AI controlled, or player controlled (one at a time). There is a limited number of these monsters in each level, so these abilities have to be used wisely (of when to, and when not to control your monsters). Now if you can beat the computer controlled "player/good guy" well good for you, high five, and a huge high score. If your like any other hardcore gamer or normal player, it would take you a couple levels though. Now after you "lose" a level, you will be given a set of points based on how well you held of the "good guy." These points you could then spread through the enemies of the next level (and some, for the rest of the game), as well as set stuff with these points for the boss. But yeah, just some more ieas for the conversation =) Matt
  2. Crimehawk

    Active vs Passive Resources in RTS games

    Passive woudl be like a stat boost. Say in the game you would get 5 gold every 10 seconds. A passive upgrade would make it like 10 gold every 10 seconds. Active would be like, for example, in an RTS game. An active bonus, could be 1, special ops guy, to help you fight. Active you can see, and immediate results. My opinion, is.. both are very vital. It's all about the player's style, and situation. Back to the RTS example, if you are in the heat of battle, you don't really want something that slowly helps you. You want soemthing right then to help dominate the other guys. And vice-versa. It's really hard to make a good game, that uses only one, because gamers each have their own style. Matt
  3. Crimehawk

    Animal breeding

    This is a good idea, but does not allow the pet to be more powerful than the parents. True you don't want the new breed to be TOO strong, but by using your method, you actually make each new breed weaker and weaker, the exact opposite of what you were afraid of. Ok, my idea, would be to set some specific stats, like for example: Health Armor Speed Attack Now, say a desert dragon mates with a water dragon, like in your example. Water would have high speed, and deser would have high armor and health. So low armomr+high armor= average armor So Normal health + Hight health= High health OR normal health (random probably) So slow speed + high speed= Any speed (low, average, or high) So Normal attack+normal attack= normal (or even low) attack So your results could be Water Dragon: Normal Health, Low Armor, High speed, Normal attack Desert Dragon: High health, high Armor, low speed, normal attack Offspring (example): Normal health, Normal Armor, High speed, normal attack So this could then be balanced by the value of the original 2 dragons, and maybe even have to pay for a random offspring. Using the type of examples I used above. Also, you could have common and uncommon birth defects/boosters to hurt or help the offspring's stats (Note: the low, normal, and high, were jsut example ranges. these would be number values that do have importance) Just my 2 cents, hopefully it helps :) Matt
  4. Crimehawk

    How far can scary games go?

    Horror games... seems to be the growing game design topic just about everywhere. Ok, so here's soem of my ideas and comments :) First, darkness is, like said before, VERY overated. Light can used to cause even more fear, but people just don't seem to see it. In the light people can see where they are going, and go which way they want... or so they think. For example: A classic walk in a plains field. Dusk, daylight just coming. Previously, the player has been running away from a nighttime/darkness only evil scarecrow (yes, corny, but just an example). So it's daylight, and the player can see where they are. They see traps, weapons, whatever, and wish to avoid these things (leading them on a path where you want them to go). through the maze of 'the player choosing where to go' the player gets to an appointed trap. They suddenly fall through a trap door in the ground. The sunlight shines through the hole. The palyer see some more light spots ahead. Now timing must be tried, and tested, but give the player a short period of time to try and discover where they are (no movement, just looking). As soon as the figure out their surroundings (1-3 seconds probably, maybe not even that long) the scarecrow comes flying and tries to attack, but is blocked by the ray of light the player is in. So after a while the player realizes that they must move onto to the next light spot. So they make a mad dash to it (while the scarecrow is preoccupied with doing...watever). After a while of this, the player gets to a final ray of light. All others go out. The ray the player on starts slowly to get smaller. This is the climax of this exmaple. Panic. To get a person scared, they must have a 'chance' to survive (which would be the light dashing) and then the panic of the 'hopeless' situation. While the ray is getting smaller, have the scarecrow nearby, nearly hovering. Now a 'hero'. A farmer comes, and falls through a different trap, which just happens to be above where the scarecrow is. The scarecrow is crushed by the farmer, and a ray of light shines on him. He tells the player to leave. Player leaves, but the road is blocked by the hole the farmer left. So the only way is to patch up the hole (luckily, supplies are very close). Player then moves on, but stops. A little dialogue or noise or something comes up almost as an 'oops.' The player realizes he just killed the farmer, by removing his ray of light. "guilt" another fear builder. so then in a cutscene type thing, the scarecrow jumps out of the was-newly-covered hole, holding the dead farmer. and yeah, you can from there. But the point of that example is prove a couple things. 1) Darkness is over rated, when over used. Some elements can use darkness, but if you can scare someone in light, it will be truly scary. 2) Catch them off guard. Like in the example, the first trap the player falls through. The player gets into the game, and suddenly 'SNAP' something happens. DO NOT over use this as well, it could ruin your game 3) Fear, panic, guilt, and many more can make the player scared or feel helpless, which is desired in a horror game Just a quick example (kind of based off the movie 'Darkness Falls') but yeah, you get the point, hoepfully that helps :) Matt
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