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About CommanderZorvox

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  1. Maplestory Custom Art

    Various, random little sprites and animations from Maplestory fan-art projects.
  2. Blair Ceradsky's Pixel Art

    Various artwork from past projects.
  3. Scoring points in a cat-and-mouse game

    [quote name='Msonic' timestamp='1348003462' post='4981420'] I had an idea while studying yours though. What if the cats who can currently see the mouse got points, increasing every consecutive second (up to a cap, to make it not too profitable to plainly follow the mouse), while the other ones would rack up MP, based on how far they are and to help them catch up? When the bar is full, they would get an item (like you said). Obviously, when no cat sees the mouse, no points nor MP are awarded). The cats would have to choose between chasing the mouse head on, or waiting and striking at the right moment. The AI controlled cats (when there's less than 3 cat players) would obviously follow the mouse blindly (to put pressure on the player) Meanwhile, the mouse could receive MP for every second it is hidden, and when its meter is full, an additionnal power pellet could appear for him to use. Do you guys think that's a good idea? [/quote] Edit: (oops, I really misinterpreted what you said ) So, what if you rewarded cats for being closer to the mouse, but didn’t reward them at all when the mouse was in their sights? You could give them a little detector that tells him if he’s “Cold”, “Luke”, “Warm” or “HOT”. The closer you get to mouse; the quicker you gain MP. That way, your giving cats a boost when they struggle to close distances on the mouse, without giving them an advantage when they shouldn’t have/need it.
  4. Scoring points in a cat-and-mouse game

    What if you fused the in-sight/out of sight idea with your item idea? Instead of rewarding the sight concept with straight-up points, it could fill up a special meter. Once the meter reaches certain points, you could spend your acquired “MP”(meter points) to activate one of 3-4 “items” or skills in your arsenal (if you waned to make the game even more in-depth, you could add pseudo-RPG elements, where a player’s built-up scores from many past games could be used to buy new, slightly more potent skills). This could add a bit more strategy to the gameplay, as 1. Players might decide to focus more on increasing their MP as opposed to going straight for points (example; the mouse could spend more time avoiding cats AND cheese altogether until he/she has some tricks stacked up before making a rush for the cheese). And 2. Focusing more on increasing your meter wont always pay off.
  5. I WILL conquer all of velthander. And my victory WILL be sweet.
  6. What kind of "Quests" would you like in an MMO/RPG, etc?

    Allot of people seem to be stuck on the idea of “how can we make the story more interesting”, but that 1: Isn’t what this thread was about, and 2: Wont fundamentally change anything about the task at hand. So…if your focus is mixing up the task at hand, then the simple answer would be to create new, more original tasks (gee, what a surprise). When I think about this, my mind immediately goes to mini-games. But, lets get into quests that have relevance to the game’s combat…I would recommend battles with alternate goals and stakes (some cliché examples of these type of missions might be; “protect the king from enemies”, “survive a huge wave of enemies”, “escape from the enemy”, “defeat the enemy within a narrow time limit” and other scenarios where the player’s offensive, defensive and terrene/mobile objectives stray from the creative). I’m personally one of those players who couldn’t care less about the plot/story of a quest. I play games for gameplay, if I wanted to be invested more in lore, then I’d read a book. Of course, the reason that quests in MMOs are so similar and repetitive is because MMOs are all about making as much content as possible; as quickly as possible (hence, fulfilling the word “massive“). Rehashing the same quest concepts then slapping a different story on them saves development time (precious, precious development time!)…If you want your game to see the light of day within the next 10 years, then you too should master the art of cutting corners. I know my rambling is becoming a bit off-topic [img][/img], but in conclusion: you probably shouldn’t be making completely original concepts for each and every quest, but rather; rely on a handful of unique concepts.