08-09-2004, 03:44 AM | #1 | |
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a non-violent idea
In the light of recent discussion about non-violent games, I thought I'd show this design I wrote for uni a while ago.
I'm not sure I'll ever get to actually develop this, not least because all projects submitted as coursework are copyrighted by the university, but it was fun to work on anyway... Quote:
Last edited by Ninja Dodo; 08-10-2004 at 02:36 AM. |
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08-09-2004, 04:19 AM | #2 |
El Luchador
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I like the idea. Are you ever planning on actually making it?
If you ever do make it, I'd love to be a part of the project!
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08-09-2004, 05:14 AM | #3 |
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I love the idea, it sounds fun and very adventurous. The strategical aspects help keep the game interesting and challenging.
Here's something that you could use; Let's say this zoo is pretty large... If you venture into an area in which no allies are available to warn you of a keeper going near your cage, it would pretty much be impossible to stay in that area for a long time. So, making friends creates a larger area for you to explore.
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08-09-2004, 05:19 AM | #4 |
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That box design is very good and idea of the game is fun too.
But I wouldn't make the zoo so really big if I were you cas I always go crazy when there are so much places and rooms to go to. |
08-09-2004, 05:24 AM | #5 | |
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bigjko: I don't know. Maybe if I have an insane amount of free time one day, I'll team up with a bunch of programmers and some fellow artists and make it... or there is the slight possibility that I could do it as my "Game Development" team project in the final year of uni. Although probably this would be too big a project. |
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08-09-2004, 06:25 AM | #6 |
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i do like the concept but what does UNI stand for
university of ......? |
08-09-2004, 06:50 AM | #7 |
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It sounds like a non-violent GTA crossed with a platformer. (Since you're a monkey, there should definitely be platform elements.) I like it, and I'd definitely play it and buy it for any kids I may have in the future.
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08-09-2004, 12:21 PM | #8 |
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Well, if it will be exactly like your description, it could be better than Prisoner of War, the only game that I know of that resembles this one. You might want to try playing that game (if you haven't already) before starting this project.
Try to put some Monkey Island subtle references (in-jokes).
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08-09-2004, 03:26 PM | #9 |
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That's exatly what I imagined: Prisoner of War + Thief + GTA3. Sounds like a fantastic idea, and apealing to all age groups. I have some suggestions.
Day/night cycles - 30 minutes game time equals one day. Should give you enough time to explore and discern the patterns of everyone and everything. Dynamic weather - this should affect gameplay strategies. Sunny days mean a lot more visitors and the staff would be outside frequently. Rainy days increase exploration because of less visitors and outdoor staff activities. Thunderstorms prevent swinging from trees or you'll get struck by lightning. Physics - you HAVE to include it, man. Excellent for some puzzles and situations, and throwing things. graphics engine - the QuakeIII engine should be good for this one (study games like Alice and Jedi Knight II).
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08-09-2004, 05:02 PM | #10 |
El Luchador
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Quake 3 engine, while probably being enough, is just getting too old. Half-Life 2 Source engine is supposedly highly moddable, and easily so. If you're going to include physics, it's also a better solution than Quake 3. The HL2 AI can navigate around/or interact with physics object in a sophisticated manner (ie. the stalker creature arriving at a bridge that blocks his way, where it just crawls under the bridge instead of trying to blow it up, and the leg movement is completely physics-driven) The levels can be 64 times bigger than those in HL1, currently, allowing for quite the huge zoo. But hell, there are more possibilities.. but considering Valve's modsupport, HL2 might prove the easiest choice..
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08-09-2004, 05:13 PM | #11 |
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I would buy this in a heartbeat. I like everything youve said.
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08-09-2004, 06:46 PM | #12 | |
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Quote:
bigstudjko
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08-09-2004, 07:02 PM | #13 |
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This game couldn't be entirely devoid of "violence" however--the lion can still eat you, if he catches you stealing his meat, right? Of course, it would be done with a comical, non-bloody death animation. (as in, the monkey is swallowed whole, except for his tail sticking out of the lion's mouth, who then slurps it in like spagetti...heh!... ) It seems to me, however, that no matter how much the player screws up, you (Dodo) want him to be able to keep playing this game without reverting to a previous save? In which case, the monkey wouldn't get eaten but would burst out from the lion's mouth, and zoom back to his cage, where he would tremble in fear for a couple of seconds, before working up enough courage to venture outside of the cage again.
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08-09-2004, 07:08 PM | #14 |
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The lion could simply chase the monkey out of its den.
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08-09-2004, 07:56 PM | #15 |
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Ah, the unprecedented wisdom of the Trep!
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08-09-2004, 08:09 PM | #16 |
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The simplest solution is often the best.
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08-10-2004, 01:51 AM | #17 | |||
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As for the reaction of the lion... a chase would be good, but I would like to keep everything in-game, no cutscenes. So if the player chooses to stay and face the lion, the lion might try to eat him, decide that he doesn't taste very nice and spit him out over the enclosure. Then, if you piss him off again he just throws you out right away. Of course taking the tiger up on his dare might not be the best decision as it will royally piss off the lion, perhaps to the point of him calling out, when you're around, to draw the keepers' attention to you. But then, it may be the only way to gain the favour of the tiger, so it's a tradeoff. |
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08-10-2004, 01:55 AM | #18 |
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To clarify the 'no cutscenes' point. It doesn't mean there wouldn't be any interesting animated interludes or conversations, just that control is never taken away from the player... basically like Half Life.
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08-10-2004, 02:14 AM | #19 |
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That's a really cool idea.
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08-10-2004, 02:41 AM | #20 | |
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