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my opinions / observations / idea spam
https://www.runestorm.com/forums/viewtopic.php?f=113&t=77807
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Author:  the_monotonist [ Sat Jul 13, 2013 7:32 am ]
Post subject:  my opinions / observations / idea spam

I found myself very addicted to this game. There's something about games which give you a task, some tools, and leave the rest up to you that appeal a great deal to me. When there's nothing screaming at you saying "YOU'RE DOING IT WRONG" or "YOU'RE DOING IT RIGHT", and instead lets you decide if you need to do a better job, it feels much more satisfying. I realize this is only a small taste of what's to come, but I hope the openendedness remains!

I played the game for 4 hours and 40 minutes on my live Twitch stream! Here is a link to an hour segment where I started demonstrating to some people that I know:
http://www.twitch.tv/the_monotonist/c/2568771

here is the uncut full version:
http://www.twitch.tv/the_monotonist/b/429716894


BUGS

- When containers are full of physics objects, they tend to glitch out and throw things everywhere.
- - Possibly have it so when the player holds a physics container, all contained props temporarily parent themselves to the container, then unparent once the container is dropped? The problem seems to lie in the fact that too many calculations are unnecessarily being done at the same time.

- Player colliding with a large held object causing glitchyness.
- - It may help to disable collisions between player and held prop so that carrying large things doesn't become a physics disaster.

- Crates will become un-pickup-able after being dropped for the first time. Does not happen to any other physics prop.
- - The only way I could solve this was by smacking the crate with my mop until it fell angled against my body or another prop, then I was able to pick it up again.


IDEAS (small)

- Walking over the blood puddles will leave bloody footsteps
- - This would encourage players to plan their cleaning patterns ahead of time so that they do not walks over surfaces they just cleaned (just like a real janitor!).
- - Adds more skill to the gameplay.

- Larger gibs have a random chance of slipping out of your hands.
- - It would encourage players to be more careful with where they place their bio bins.
- - Increases value of the bio bins.

- The heavier the bio bin, the slower the player's walking speed becomes.
- - It seems ridiculous to be running in a full sprint with a huge meat-filled bin.
- - Encourages players to take the weight of gibs into consideration.
- - Helps prevent wild physics glitching when running with full bio bins.

- Tiny held objects (shell casings) can not tip over buckets/bins.
- - It's very annoying when a single shell casing has the potential to knock over a full bin or bucket when I'm swinging it around in my hand.

- A fire 'flare up' noise when flammable things are tossed into the fire.
- - It would be nice to have an audio cue when something you WANT the player to burn, is being burned. It wasn't very satisfying to toss a huge bin of gibs into the fire without the expected WOOSH sound that real fire makes when stuff is tossed into it.

- Bucket 'sloshing' sound when being held by the player
- - Having a blood filled bucket make all kinds of sloshing noises would increase the 'oh god!' factor.


IDEAS (big)

- Special disposal methods
- - Instead of simply burning everything, it would make the gameplay more dynamic to have a special process depending on the items being collected.
- - Maybe gibs are burned, blood filled buckets dumped into a drain, shell casings dropped into a recycling bin.

- Refill-able buckets instead of getting a new one.
- - If blood was disposed by dumping it out into a drain, players would be able to reuse buckets and wash equipment off under a faucet of some kind.
- - It's more janitor-like than having a thousand buckets laying around.

- More debris types
- - Right now there are gibs, blood, and shells. What about shattered glass, broken barrels, or entire guns?
- - There could be a special gun recycling bin. Playing on the idea that maybe all those weapons that players ignored while playing a traditional FPS are actually redistributed back to their enemies by this janitor.

- An entire ragdoll corpse
- - I know that gibs are more fitting to the era of gaming that this game parodies, but having a big heavy ugly monster corpse that needs to be disposed of could be really funny! It could weigh a ton, and maybe even require special equipment to move.

- A janitor's closet
- - One very common problem I see when people play this, is that they usually don't know what equipment they're supposed to use, and what's just decoration.
- - Having important items visually grouped into one room would help teach players.
- - There could be multiple closets distributed throughout the level, just like closets are in real life, so players don't have to jog a mile to refill equipment.

- A wet-floor sign
- - You know those yellow 'caution! watch your step!' signs placed around janitor's at work?
- - It would be a hilariously tongue-and-cheek.
- - No actual purpose.

- Mop as a separate object, and multiplayer
- - Since multiplayer is planned, having the mop be a separate object that needs to be picked up and dropped would allow players to dedicate them selves to individual tasks. One player is the mopper, another one the bucket cleaner, another the gib collector, etc...
- - Asymmetrical co-op is more fun, because players bond closer as a team when each as their own 'job' to do.


IDEAS (future)

- Other non-cleaning related tasks
- - Change light bulbs
- - - Would need to wheel out a big clumsy ladder to reach a light on the ceiling.
- - Repair a broken door
- - - The door could be jammed full of gibs, so the player has to unclog it with special tools.
- - Install a spike pit
- - - Push a big cart full of deadly spikes down into a pit, and install them one by one.
- - Restock gun spawns or armory
- - - They don't just magically respawn on their own!
- - Take inventory
- - - Player would walk around with a clipboard, and need to count exactly how many sterotypical FPS props are present in the level (crates, barrels, etc...)

- Time constraint
- - What if the entire facility was fueled on the burning of gibs?
- - The lights start to dim if the fire gets too low.
- - Player is 'fired' from their job if the furnace goes completely out.
- - Gib collection becomes more frantic.


I would love to help out in this game's development any way I can. If you guys need anyone to do some thorough QA / internal testing or whatever, I would be happy to! I'm eagerly looking forward to future updates!

Author:  Black Eagle [ Sat Jul 13, 2013 1:29 pm ]
Post subject:  Re: my opinions / observations / idea spam

Hey, have you been reading our to-do list!? :P

It's spooky how many of things you mentioned are on our list, and I love them all! ;)

We're utterly stoked to start adding some of these things, just gotta start with some major ones first, mainly: Multiplayer! >:D

Author:  the_monotonist [ Sat Jul 13, 2013 11:29 pm ]
Post subject:  Re: my opinions / observations / idea spam

I'm glad we have many ideas in common!

I also love the fact that you guys are diving right into multiplayer. There are so many small-ish indie games out there that seem to have multiplayer put waaaay on the back burner, even though I think their game would be much better with it in right away, so it has time to be tested.

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