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About ShadowDurza

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  1. ShadowDurza

    Card Land

    The Story: In the world of imagination, humanity's thoughts, feelings, ideas, desires, and fantasies become cards, which in turn become physical things and constitute the entirety of the world. However, humanity's evil thoughts give birth to dangerous cards and monsters that seek to destroy all that is around them. You've discovered a Binder, a magical book that allows one from the real world establish a connection with and enter the world of imagination as a Player and, using the said binder, is able to collect, store, and use cards to explore and traverse the world as you see fit. Basic Mechanics: The Player moves around with the WASD keys, jumps and climbs with the space bar. Looks around with the mouse. Locks on to certain points, characters, and objects with the shift key. Crouches and sneaks with the Q key. Runs, dives, and rolls with the E key. And performs general interactions such as talking with NPCs, picking up, placing or throwing with the F key. The Esc key activates the Player Menu (Binder). The HM determines how much the damage the player can take before dying. The AM determines how many actions can be performed at one time. The SM determines how many abilities can be active at one time with more powerful abilities taking up more of it. Cards: Cards are collected throughout the game worlds and are the primary mechanic that determines the player's actions. Each card has a limited number of uses so once used up they must be found again in the game worlds. All cards are stored in the Binder with more pages being available through progression. Cards come in seven varieties. Action cards give the player new abilities such as slashing with a sword, shooting a gun, breathing fire, limited flight or rolling like a ball. Tactical cards create independent objects or events that may or may not help the player such as creating a sticky bomb that passes onto whomever the victim attacks first, an area where fire attacks harm the user, a levitating platform, or a springboard-like area that launches whatever touches it in the opposite direction. Technical cards only activate under certain conditions, like insta-killing an enemy if their HM is low enough, pacifying all monsters until the Player makes an attack, or making the player explode if hit by a melee attack. Guardian cards are NPC's that assist the player and are lost when their HM drops to 0. This can include a horse, a robot that alerts to stealthy enemies, or a god of destruction that shoots an annihilation beam at what the character is locked onto. Style cards endow Players with bonuses, resistances, armor, and passive abilities and lose used when the Player is damaged. This includes allowing the player to walk on lava, hovering above the ground when the jump button is held or giving electrical damage to foes being hit with melee attacks. Material cards are one use cards with a variety of effects, like recovering the HM, crafting other cards, forming platforms in water, exploding on contact with the ground, or glowing in the dark. Location cards serve as maps, information references, and travel portals to the various game worlds, as such, they have unlimited uses and are discovered by exploring. All non-location cards can be assigned to buttons 1-0 (The Hand) in the binder and are activated by pressing their respective button. However, cards 1 and 2 can be activated using the mouse buttons and are recommended to hold high-use, Low cost, low delay attack, and defense Cards. Powerful cards take up more of the AM and require more of the SM to be placed in the Hand. Progression: The player's Level is the primary standard when determining the success and results of actions such as damage from attacks, jump height, sneak effectiveness, and movement speed. The Player's Level is dictated by their Cumulative Point Count (or CPC). Points are earned by doing various things like killing monsters, solving quests, collecting treasures and selling things. Points are also used as currency when dealing with NPC's, however, the CPC is not lowered by spending Points. When the player reaches a certain threshold on their CPC, they level up. The first level up requires 100 points and any level up after that is equal to the last threshold added to the current level x100. So to reach level five you would need 1000. Once someone levels up they also get three Upgrade Points or UGs to spend in one of five Attributes that multiply off of the Level. Each UG invested in one Attribute adds 1% to the effectiveness of actions associated with that Attribute. Power deals with melee attack damage, armor effectiveness, and the Hit Meter (or HM). Energy deals with movement speed, ranged attack damage, block effectiveness, and the Act Meter (or AM). Wisdom deals with special attack damage, evasion effectiveness, crafting bonuses, and the Special Meter, or SM. Courage handles the player's resistance to and effectiveness of status ailments and additions brought on by Cards. Instinct Increases the effectiveness of Critical Hits ( base 2x) and reductions brought on by cards. Misc. Information: Cards are gathered by killing monsters, solving puzzles and completing challenges at points of interest, bought in shops, crafted or found out in the open. Critical hits can be completed by either attacking a foe when they are unaware of you or their weak point. Monsters exist in a certain number of groups or hybrids of groups that are resistant or vulnerable to the Six Card Natures (Earth, Air, Water, Fire, Light, Dark.) In different amounts. Each resistance for both Players and monsters are calculated in terms of quarters with the least resistance to the damage being x1.75 and the most resistance being x0.25.
  2. REF URL: http://www.scp-wiki.net/ I know that there are a few SCP-based fan games such as Containment Breach, but I feel that they don't really capture the true essence of the SCP stories. So I had an idea about a game that could really do so. Granted, this is purely conceptional and I neither have the skills nor the means to actually make this on my own. Basically, it's like a cross between FNAF and the kind of game category that SIMULACRA and Don't Chat With Strangers fit into. You are a detainee at an SCP Foundation site, why you're there or even how you got there is a complete mystery to you. The Foundation provided you with a PC with a limited internet connection presumably to keep you occupied, but by some divine prank, there also happened to be an experimental web browser installed in said PC that allows you to access information about the Foundation and SCPs along with a direct line of communication to certain members along with a background and psychological file for each one with no chance of being traced back to you. In the beginning, you only have level 0 clearance and the level of influence of a C class personnel but by communicating with and gaining the trust of personnel they will give you higher levels of clearance which will give you access to more information and can even be given the authority of certain staff members such as researchers, (which will allow you to administer tests) or a security officer (which will allow you to raise or lower security in certain sites or areas). However, each action comes with a degree of risk and the results of certain actions cannot be undone. To help you through this, you also have an experimental semi-sapient A.I. installed on the PC that, using the information you've managed to unlock, is able to calculate the odds of success for each action or attempt at communication. Once you get the right clearance, you are able to cause things to happen that will allow you to manipulate the odds of success for other actions and attempts to get higher clearance, like if a certain personnel has a flirting communication option but only likes a specific gender you can use SCP-113 in order to swap to the preferred gender in order to increase the likelihood of success for the attempt. Perhaps the riskiest action one can do is to directly interact with Keter-class SCPs and as such the success of the action can lead to a massive reward, if the player has completed the right actions before doing so then they may have little to no risk of failure or a critical failure. A critical failure would be the result of an action that would get the player character killed. After which the only option left is to start over from the beginning. However, each time the player starts a new game everything about the character gets randomized. This can range from things like the physical characteristics of the player, some basic background information, the characters name and age, and even which site the player is housed in. This is important because certain SCPs only react under specific conditions, like whether or not it's the player character's birthday or even if the character has a particular name. It can also result in life-or-death situations like if there is a containment breach and if the player character is in the same site as a highly dangerous SCP it may end up finding and killing them. Or if the situation on a site gets so bad that they have to detonate an on-site nuke. Eventually, in some way or another, the player will discover that their only hope of regaining their freedom is to communicate directly to the mysterious Administrator of the entire Foundation. You could consider this point the endgame because it would require to confirm the identities of certain personnel who claim the identities of members of the O5 Council or the Administrator. Your best option is to utilize the most classified information you can find and use it to make each possible Administrator or Council Member tell what they know about them. From then you have to look for inconsistencies in each unknown personnel's stories in order to find the one out of them that knows things that the others don't. Once you've decided who the Administrator is they will give you instructions to follow that will result in two undeterminable outcomes. If you chose right, you win and go free. If you chose wrong, it means instant death. Like my idea, want to add to it, or want to make it happen? Please, Leave a reply!
  3. What I outlined was a general method on how to avoid the feeling of repetitiveness. It was meant for anyone to put their own spin on the method using one's own ideas, genre or mechanics.
  4. By no means was I saying that one was superior to the other, I have bought PC games that were true gems. What I was trying to say is that to make good games, quality should be valued over the release deadline. Honestly, things are starting to getting a little too off-subject here for me, not that I'm complaining, It's just that I don't want this to be one of those posts where two people are dominating the entire conversation.
  5. I used to not like the fact that you had to wait so long for good games to be developed. My first console was a Nintendo GC, and it is what made me fall in love with video games. What I didn't like was that I had to wait many years for my favorite franchises to release new games. Then I got into PC gaming, and that completely changed my attitude about the subject. Some of the first games I bought for PC were so buggy, unfinished and corner-cut that they were practically unplayable until they got a lot of updates or I got a new PC. So I started to appreciate Nintendo and other companies that would rather make the fans wait than go through the shame of releasing an unfinished game. Detail over deadline.
  6. Why? The only reason I can think of is that nobody has done it right yet, the community has become a little apprehensive when it comes to endless worlds and as a result, they often have cynical comments to make when faced with things like that. I know for a fact that not everyone has given up on the idea of a perfect endless world game, so if you ever shared that dream you should at least try to share your experiences and failures, or at the very least not say anything at all. BTW I hate cynicism. If everything in you says that someone is going to fail, then the best thing one can do to help them is to let them fail because their failure will offer a greater experience rather than giving up partway through, and who knows, you might be surprised.
  7. That is a very good plan for a broad range of games. But remember, it's not just what you implement in a game, it's how you implement it. Content does not cover for bad gameplay.
  8. First thing's first, let's address what is perhaps the greatest flaw any open world game has, emptiness. I'm not saying that every open world game has this flaw, but if this flaw goes unchecked, it can cripple an otherwise brilliant game. Many games have overcome this and have risen to be legends such as The Witcher 3: The Wild Hunt, Assassin's Creed: Origins, and (my personal favorite) Legend of Zelda: Breath of the Wild. However, the one thing that no-one can deny about these games is that they have limits. I'm not saying that's a bad thing, rather the fact that those games have limits is probably what made them great because the developers could work extra hard to make everything they offered the finest they could. Be it through a colorful and motley cast of characters, utterly unique content, and compelling gameplay. But I'm not here to talk about your average ordinary Open World games, I'm talking about a special, new, and somewhat unrefined form of video game that offers an endless world to explore. An example: No Man's Sky. No Man's Sky was incredibly appealing because it offered a game world whose vastness was beyond compare. It offered an endless amount of places to go, but that was it's undoing. Video games aren't just about going places, they are about doing things. When I played No Man's Sky, what I got most interested in was finding upgrades for the ship and multi-tool. But it lost it's appeal to me because I realized that despite the fact that you had an endless amount of places to go, you had a severely limited amount of things to do. Sure you could interact with the different species and scan the local fauna, but it was all the same to me, the multi-tool was your primary method of interacting with the world, but you could only interact with the world in certain particular ways. Another example: Minecraft. Minecraft came close to defeating the flaw of an endless open world to the point where No Man's Sky tried to mimic it to save itself. You can build anything in Minecraft, and because of that, it can offer an endless amount of things to do. But it isn't the kind of thing that appeals to everyone, probably because not everyone has fun being creative just for the sake of creativity. The most creative thing I built was a flat-sided square building, first out of cobblestone, then out of solid stone, to serve as a home base for exploration, but what really appealed to me was crafting because crafting was doing something that could enhance future ways to do other things. I did have fun exploring, but once you've seen one cave, you've seen them all. So in a nutshell, Minecraft offered an endless world and an endless amount of things to do, but it did so in a way that they didn't match up well and doesn't appeal to everyone. Some of my favorite games were (and are) Super Mario Sunshine, Banjo Kazooie, Banjo Tooie, Ty The Tasmanian Tiger 1, 2, and 3, Okami, Rayman 3, Far Cry 4 and Primal, and Sonic Adventure 1 and 2. What they all have in common is that they're sandbox games. Orthodox sandbox games generally revolve around collecting things or fulfilling goals to collect things, but collecting those things rarely serves to enhance gameplay other than to make a way to collect more of those things. But despite this, I keep coming back to those games. After thinking long and hard, I decided that what keeps me coming back is discovery and testing the limits of my skills. Now to the hypothesis. The appeal to an open world game is endless discovery and endless things to do. But even with procedural generation, it is impossible to make a game like that without things getting a little stale and similar. Even if the game implements discoverable things that add new mechanics, eventually the players will run out of new things to discover and new things to do. But there might be a method to do it in a way which can allow the player to have a number of mechanics, tactics, and methods at their disposal so great that it would be impossible for one player to uncover them all. Instead of a discovery being just an achievement or new gameplay element, it should also offer the possibility to unlock more achievements and elements depending on how the player matches up or arranges the discovery with others. That way even if the number of discoveries is limited, the possibilities each discovery offers are beyond what anyone could do by themselves. And maybe a good way to go about it is to make the number of uses each discovery has limited so that the player has to constantly venture out in the world to get the most out of their favorite discoveries. But above all, the challenges offered to the player must not call for one specific mechanic, there might be a few that would make the challenge easier, but even if using any other mechanic would make conquering the achievement harder, it would encourage players to test the limits of their creativity and skills without making them feel restricted. How could something like this be implemented? I don't know. That's why I'm posting it here like a thesis so that maybe someone with the right capabilities would read this and make the game I and possibly many others have been waiting a very long time for. I had a few ideas myself, but that is a post for another time. A few games that I feel helped me realize these ideas were Megaman Battle Network and Castlevania: Aria of Sorrow (Because of the number of abilities and mechanics they offered) Magika (Because of the mixing up of abilities) and Super Mario Odessey (for the different captures changing up the mechanics). Like my ideas, want to add or expand on them, or have some of your own? Please, leave a reply!
  9. ShadowDurza

    Looking for a game engine.

    First off, I have some experience in coding, and I've been told I am talented in the ways of mathematics, but I never learned an entire programming language well enough to make an actual game. But I'm not looking for a game engine where there is no coding or scripting at all, I would prefer something where you can set up the game world or levels by dragging and dropping objects in. But I could control the behavior of the objects through simple logic parameters that you set up by selecting things from lists and inputting data. One example is that if you were dropping in the area the player would walk on you could select the object that the player would walk on and from a list that would come up you would select something like "Lable" or "Property" that would bring up a text box where you could input something like "solidSurface" and then you would select the level which would bring up a list where you could select an if/then choice and you would be guided through a thing called "Object Define" where it would say, "If object has lable/property, " and you would select from a list of lables or properties you already made like the "solidSurface" thing you entered in earlier, then you would select some things from a list saying "Player" and you would select an action like "Collide" and finally you would select an action that would happen on collision like "Stop" and you would end up with a surface the player can walk on top of.Or if you were making an RPG and you wanted to define how a certain attack worked and had already set up variables for the stats of the player, enemies, and equipment you could type in some things like "preDamage = (weaponAtk x 1.25) x ((playerStrgth / 100) + 1)" and "enemyDefence = enemyArmor x ((enemyEnd / 100) + 1)" and "actualDamage = preDamage - enemyDefence" then you would select an if/then/else template saying something like "if actualDamage < 0, actualDamage = 0, else enemyHP = enemyHP - actualDamage"If you know of a game engine that is like or similar to what I'm looking for or if you need more information to know for sure, please leave a reply.
  10. ShadowDurza

    Card Land

    Album for Card Land
  11. ShadowDurza

    Magical Universe: a Journey For You

    Album for Magical Universe: a Journey For You
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