BenTolputt
Member
- Joined
- May 5, 2008
- Messages
- 118
QUOTE
I thought we had Multiplayer/MMO and possibly singleplayer.
Anyway, I'd like to see a raw shooter with lots of stuff (weapons, vehicles, buildings etc.)
Like to see cartoony but could live with realistic (aslong as it's not too dark)
The above (without actually picking on PlopperZ, his is just the most recent post), is exactly what I am talking about when I mention "going around the block".
The first line (single-player vs multi/massive-player) completely defines what is and is not possible and where coding effort needs to be directed. It was my impression that single-player was decided on due to limited WiFi & lack of "user base" (Pandora's 3000 unit launch). I'm not advocating either side, but thought the decision had been made on practical grounds...
The second line ("raw shooter with lots of stuff") is what I was referring to when I said "be specific". Define "raw shooter". Define "stuff". If you're ripping concepts from other games, use them a a reference to what you are talking about (see my example on using "Syndicate"). How are "buildings" used in the game. Are they simply obstacles or can they be entered &/or destroyed?
The last line (cartoon vs realistic) is incredibly important for the choosing concept artists &/or what they create. Gameplay elements should reflect the style (realistic style implies limited weapons and more strategic based use of them, cartoon style lends itself to more explosive/destructive gameplay, etc).
Given we seem to be not getting much further (admittedly only one day since I posted), I suggest someone write up a design document or "game bible" outlining what they see the game to be (with afore mentioned specifics).
--BenT
I thought we had Multiplayer/MMO and possibly singleplayer.
Anyway, I'd like to see a raw shooter with lots of stuff (weapons, vehicles, buildings etc.)
Like to see cartoony but could live with realistic (aslong as it's not too dark)
The above (without actually picking on PlopperZ, his is just the most recent post), is exactly what I am talking about when I mention "going around the block".
The first line (single-player vs multi/massive-player) completely defines what is and is not possible and where coding effort needs to be directed. It was my impression that single-player was decided on due to limited WiFi & lack of "user base" (Pandora's 3000 unit launch). I'm not advocating either side, but thought the decision had been made on practical grounds...
The second line ("raw shooter with lots of stuff") is what I was referring to when I said "be specific". Define "raw shooter". Define "stuff". If you're ripping concepts from other games, use them a a reference to what you are talking about (see my example on using "Syndicate"). How are "buildings" used in the game. Are they simply obstacles or can they be entered &/or destroyed?
The last line (cartoon vs realistic) is incredibly important for the choosing concept artists &/or what they create. Gameplay elements should reflect the style (realistic style implies limited weapons and more strategic based use of them, cartoon style lends itself to more explosive/destructive gameplay, etc).
Given we seem to be not getting much further (admittedly only one day since I posted), I suggest someone write up a design document or "game bible" outlining what they see the game to be (with afore mentioned specifics).
--BenT