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Oove

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About Oove

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  1. Oove

    let the player be a badguy?

    I believe this would be an interesting mechanic and it would definitely help with the game's immersion. It reminds me a little of Mount & Blade, which allows players to demand tribute from caravans as well as threaten and pillage towns and villagers. In it there isn't exactly a good/evil side, but your actions affect your relations with other factions, villages, and even lords. If this is something you're going for, I'd definitely support its implementation into the game. Most people I've seen react to it have done so positively.
  2. Oove

    should i have both epic AND mundane quests?

    While epic quests add a lot of intense fun, mundane quests can afford players a break to level themselves up at their leisure, hone skills for an epic quest, and (from the development side) prolong gameplay. This allows for more playability instead of repeating the same epic quests over and over. Just be careful not to make the mundane quests a drag. Are they inescapable random encounters, or can a player search for epic encounters? Are there faces that hold legendary beasts?
  3. That sounds interesting. Love to check it out once it hits market. Best of luck!
  4. Oove

    Slavery, Include Or Not?

    It's nice to see so many moral people, but let us not forget about the players who install Fallout and Skyrim mods just for the ability to kill the children NPCs along with the adults. In games, players don't always make the moral choice, and that's why we have the thief class. From a game stance, slave trade isn't too different. Both are usually deemed immoral and can get the character in trouble, as well as a risk-reward system. Just like a thief has a chance to get caught pick pocketing, a slave trader in the game may have a chance of a slave mutiny on his or her ship. It doesn't have to be glamorized, or a major focus. A play can buy and sell trades in certain ports, but may not be allowed to in others (as was the case some times). If a mutiny happens, the player suffers a loss of something, perhaps valuables. If you're still worried about the controversy of a historical economy, try making it an option for the game to be played without the slaves (I've seen many game manuals tell of other ways to play the game, this won't be much different).
  5. Oove

    Should i use "caveman-speak" for dialogs?

    This seems more like a "text prompt or dialogue" question to me. With that it depends on if you want quick 'chat' times, or higher immersion. If immersion is your goal, I'd definitely go for the caveman talk.
  6. Oove

    Preset Classes vs Duality Classes in MMO

    I've seen a lot of MMOs do this in different ways. -In EQ2 you pick one class and get set spells from it. You can later upgrade some with the AA tree, but overall it's fairly narrow. -GW2 alows players to pick certain classes, and then choose how you want to play it. You have special builds you can use, which give you half of your spells that are fully customizable. This seems to be more of the middle ground. You customize what your character is within that class. -In Archeage players can choose 3 ability lists to become whatever they choose. You then pick and choose which spells and abilities you get off those lists. This allows players to completely customize how they play, but also makes for a learning curve. It's important to note that they still have the class choosing feature in character creation, it is your first ability list, and has recommended sets that go together with names for those 'classes'. (The three I chose gave me the title 'Cleric') Any way you want to do it can be good, it's just dependent on how well it is created. How much freedom do you want your players to have? Is it your typical MMORPG like WoW and EQ, or is it something more like Path of Exile?
  7. The dream of owning one's own restaurant or the like is not uncommon. However, most don't actually have the funds, skill, or management ability to do so. A properly created game allows the consumer to live that fantasy through the game. I'm just spitballing my thoughts in this lost in case any of it can help you. In my mind I'm able to see the designing of three different ways to make the game not so cookie cutter. 1. Let it play more like the game "Let's Create! Pottery", where the player can make what they want, when they want, and how they want. The product is evaluated at the end using a special formula and coins are awarded accordingly. For your game, this would mean taking into account different flavor a and how they function together. The coins could then be put toward cooking tools, other spices, or over base recipes for them to begin experimenting with. 2. A more elaborate and complex Cooking Mania type game. I'm going with a made up setting here. Players take the role of a head chef at an exclusive restaraunt. Customers will randomly select recipes they want made and it is up to the chef to fill it to their specifications. This allows for deviations from the basic recipe as not everyone has the same tastes. Coins won can be spend similar to #1. (Cooking possibly more akin to how the old Pottermore lotion minigame played) 3. Restaraunt Story meets Cooking Mania, and your realistic cooking. Players can choose Restaraunt themes and mak their own menus. Customers come and randomly order from the menu, prompting the player to fill them. This would most likely have a more casual, repeat feeling as they get used to certain recipes. However, there are 2 good ways to spice it up. The first is to allow players to edit their menu, keeping them interested in new recipes. The second is to have some customers deviate slightly in their order, thus forcing the player to tweak the recipe. It could be as simple as leaving the salsa off the meat or complex as needing a gluten free crust for their pizza, prompting the player to learn another recipe. Coins can be spent on restaraunt upgrades, power ups in the form of staff members, and more ingredients and/or recipes. Judging by what you're looking for, the first too seem the closest. Number one lets you create what you want how you want. Learn recipes and then see if you can improve it. Number two puts you in the chef's shoes and can have you making specific recipes for specific people. Perform under stress, les casual but more challenging. Hope this helps! ~Oove
  8. Oove

    defend sacred animals quest

    I'm not much of a programmer, but maybe my attempt to help could be salvaged in some way, shape, or form. :P I'm going to play this off the awesome salt lick idea and using deer as an example herd. Instead of using data and values, with my tiny brain I'mma refer to them as tags. Now what if you 'tagged' the hunters (going to just call it a red tag) and the deer (yellow tag). NPCs with the red tag could be set to ignore or be neutral to creatures except for those with the yellow tag, which they pursue. Yellow tags obviously try and avoid these. Now to make the salt licks work, you could use them as the center of an invisible circle that NPCs with the yellow tags cannot pass. If a yellow tagged NPC hits the wall they're re-directed away from it. Using some tagged animals would allow you to be a bit more selective in what happens, right? Red tags pursue purple and yellow tags. Purple tags aggro on red tags after x. Yellow tags flee red tags.
  9. Just popping in for the 'know any like this?' part. If you're looking for games in order to get ideas, there is an iPhone app called Heroes of Steel. It's basically D&D played in a similar way to the aforementioned games. Hope it helps! ~Oove
  10. Oove

    Customizing the character

    Are you looking for help designing the parts/ships or programming the customization? If it's the later, you may find better look in the game development forum. Otherwise I'm not all too sure what your'e asking. Do you know what parts of the ship will be customizable?
  11. So in this game, do you play more as an unseen force that controls everything, or the manager of the arena who selects fights, runs bets, etc.? Deciding which one of these you want the player to act as can really help you figure out how to style the game.   As it is, you can take this in a bunch of different directions.
  12. Oove

    Win by Territory control research

    So you do or don't want to place down totems (or something like it)? If so, you could easily mark certain locations they need to be placed in order for it to properly "infect" the entire level.
  13. Oove

    Win by Territory control research

    Do you mean for players to have to control points on a dungeon simultaneously and for a certain duration? Or clean an area, 'mark' it, and then move on? If it is the later, you could easily implement large doors that require the activation of several levers on each level. Baulder's Gate has used similar in a couple spots, usually just for bosses. You could also require them to search and find keys in order to progress. It you mean for them to have to take and hold a spot, would you be able to use some sort of magic circle? That would allow several other routes to be taken.
  14. Oove

    My game ends up being boring

    What sets yours apart from ZigZag?   From the pictures (I can't download them) they look fairly similar. A game that is already established will continue to do better than a new, similar game from a developer without as large of a following. You need to be able to tell a customer, "Come play my version instead, it is better." New graphics usually won't accomplish that.
  15. Oove

    Almost finished game - needs fresh eyes

    To comment on your listed questions and concerns...   I was not bothered by the small screen movements, but when there was large amounts of black space at the end, it was too much movement to keep focused on. I couldn't get past the beginning because I was unsure what I was supposed to be doing. My second and third time playing I could do nothing as pressing 'z', holding it down, and repeatedly tapping it would not further the cannon progress bar. I do, however, like the shooting and storing energy. It provides infinite, yet limited, ammo and makes you choose between stopping an enemy now, or stopping one later.   My list of positives and negatives on the game...   Negatives: 1) Instructions Unclear- If you want people to play the game, they have to know how. Without knowing what buttons did what, I was left up to my own experiments with it. This would have been fine if my success didn't depend on me already having known the controls. The white instructions at the beginning went by too fast to be of use to me. This could be easily remedied with a single-screen instructions overlay. 2) Screen Shake- Like I said before, small amounts of shakes can be a useful tidbit when in battle, but if the screen shakes too much it can become unplayable. 3) Broken Z- After over a minute of fiddling with pressing 'z' and the bar not increasing, I restarted to try it again. The same thing happened. I don't know if it is broken or game mechanics. A clear way to increase the bar would be advised.   Positives: 1)Art Style- I quite enjoyed the art, and it seemed to fit the game well. 2)Unique Challenge- Having to catch enemy shots gives this a brick breaker invasion feel, and I love that. It is a challenge that isn't exactly cookie cutter, which will help draw in and keep players. 3)Player Choice- The charging of weapons, and the other abilities it looks like the player can have (still haven't gotten past the first wave for previously noted reasons), allows players to develop tactics that makes this more than a simple 'kill what is before you' game. A player must choose between killing an enemy or letting it get a shot off so that he/she can recharge her own weapon more.     Overall I think this is a decent game. As it stands right now, I cannot honestly say I would go out of my way to play it again. However, if I was able to understand what I needed to do, and the z worked, I can see myself and others I know playing it (my brother -loves- these games). I think you're on to something here, and you're very close!   Good luck! ~Oove
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