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The ONE critical feature for this game to suceed
https://www.runestorm.com/forums/viewtopic.php?f=113&t=78319
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Author:  tagwolf [ Fri Apr 11, 2014 12:42 am ]
Post subject:  The ONE critical feature for this game to suceed

Bold statement I know, and probably in the works.

But I know game dev and the thing people need is incentive to keep playing. In my opinion this would come in the form of upgrades.

More powerful mops, unlockables, etc. Something that makes the player feel a sense of progress. To go back to a previous level and see if they can beat their last time with that upgrade. (This also requires basics like stats after a cleanup, time, percentage completed, where did I "miss a spot", etc.)

But I think this game has TONS of potential. I realize it's in alpha. But at the moment, it's a cleanup sandbox with a lot of repetitions.

The levels have so much life of their own. Once you add upgradable mechanics, I think you'll have something people will keep playing over and over and love!

Good luck regardless and all the best,

TagWolf

Author:  tagwolf [ Fri Apr 11, 2014 12:45 am ]
Post subject:  Re: The ONE critical feature for this game to suceed

hell, maybe even later, add in SOME low level combat. Dust bunnies (not literally). Things that create additional mess if they aren't killed quickly after being discovered. Or maybe leaving a room, coming back and seeing a trail of mess.....where did that come from?!

I'm getting into secondary features now. But I've been reading through some things people want. This is a whiteboard style idea I'm throwing out there.

Thanks again for listening guys.

Author:  Black Eagle [ Fri Apr 11, 2014 2:06 am ]
Post subject:  Re: The ONE critical feature for this game to suceed

Thanks for the feedback. :)

Author:  tagwolf [ Fri Apr 11, 2014 6:04 am ]
Post subject:  Re: The ONE critical feature for this game to suceed

Dude, thanks for making an amazing idea into an amazing foundation of a game!

I hope to see it grow and become something everyone plays.

I'm actually a competitive gamer and play Natural Selection 2 at a league level. I was also a former game designer for Sony and Crystal Dynamics.

We were joking the other day how cool it'd be to see competitive matches of Viscera played and casted on twitch. "Oh shit! Team Hoover just spilled that bucket of blood everywhere! That's really going to hurt them in the late game clean up. Here come's the other team in with mops and they are just making such clutch plays right now!"

I know it sounds silly. But I look forward to seeing people playing this at a fun a team level someday.

Best of luck and thank you for being such an amazing dev to read the forums from just one minor contributor. It means a lot and shows the community you care! I LOVE YOU GUYS!

Author:  tagwolf [ Fri Apr 11, 2014 6:39 am ]
Post subject:  Re: The ONE critical feature for this game to suceed

PS.

You might consider looking at Natural Selection 2 for some inspiration. It's a Marine vs Aliens FPS/RTS for inspiration. It's got active infestation, structures, and a lot of blood and slimey stuff. :)

http://www.naturalselection2.com/

Author:  Black Eagle [ Sat Apr 12, 2014 3:18 am ]
Post subject:  Re: The ONE critical feature for this game to suceed

tagwolf wrote:
Best of luck and thank you for being such an amazing dev to read the forums from just one minor contributor. It means a lot and shows the community you care! I LOVE YOU GUYS!


Thank you. :handgestures-thumbupright:

Author:  dawnbringer [ Sat Apr 12, 2014 1:01 pm ]
Post subject:  Re: The ONE critical feature for this game to suceed

If we're talking about features here, I have a few ideas.

Something that can lift you to hard to reach places. Like a portable lift. You put it on the ground and wrench yourself up (illustrated below). Either you always have one, you can unlock it, or you can find one in the levels. It would be wise to make it so that you have to wench yourself back down before you can get off the lift and pick it up again.


|_______|
/\
\/
/\ <----- The lift, wrench would be on the platform. Sides are to stop you
\/ falling off.
/\


Vacuum cleaner: Something to pick up all those pesky bullets.

Wet floor signs: I know these already exist, but how about making it a requirement for there to be upright wet floor signs by a wet floor, otherwise you get a note in the office that someone slipped and died.

Player death: I haven't played all the levels yet, and I haven't played multiplayer, so play death might already be included. But if not, somewhere down the line ways to die might be a good addition to the game, with the added complication of having to clean up your old body after you respawn.


Broken windows and shattered glass: Make the player have to fully break the remainder of broken windows and clean up shattered glass, and use the vending machine to make new windows to replace them. Heck, make it so the player can accidentally break windows if they hit them too hard.


Level ideas:

Chemical plant. Lots of spills, with things like toxic and radioactive waste/materials that could need to be handled carefully. Barrels with open lids with toxic chemicals inside that need to be destroyed and that spill their contents if knocked over. Noxious gases that need to be vented from a room. A vat of acid that can be used to destroy things as well as the incinerator.

Space Hulk: Clean a captured space hulk where the terminators and genestealers fought. Perhaps require that the player has to turn the power on by vending cylindrical batteries and/or fuel cells (this could be used in other levels). There should be a room/s or parts of a corridor with lots of burn marks everywhere from where flamers have used their weapons. Perhaps skeletal remains of long dead humans.

Alien ship OR a place where alien attack occurred: And by alien, I mean from the film aliens, or xenomorphs, face huggers, chest busters, etc. Opened eggs that need to be destroyed, holes in the floor that need to be repaired from acidic blood that has eaten its way through. Dead androids with white blood. Etc.

Armoury: You have to save as many weapons as you can.

That's all for now.

Author:  Felidae0 [ Sat Apr 12, 2014 11:38 pm ]
Post subject:  Re: The ONE critical feature for this game to suceed

I was just thinking about the window one today while going through Caduceus. Of course, for them to implement that, they'd also need to implement explosive decompression. "But that makes the game easy!" You say. "All the trash and gibs just get sucked into space!"

Sure they do. You also have an airlock system between the rooms.

I was also thinking about having to repair various bits of machinery. Maybe some Dead Space references?

And the chemical plant, particularly the bit about the acid! I like that especially, though it'll probably be a bugger to program.

I had one major suggestion, too: Campaign mode. Bear with me.

Dead Space begins with the player being sent to a wrecked ship. So, the campaign mode would be kind of like that, minus the aliens. You start off in a loading bay, and you clean that up. You move to a cargo hold, and you clean that up. (Presumably, the ship is clean of aliens thanks to the space marines-- though they made quite a few messes of their own. They were also the ones to drop incinerators/dispensers for you everywhere, and could very well be the reason the machines spit out chunks every once in a while.) Slowly, but gradually, you work your way throughout the entire ship, with airlocks working as in-game loading screens. This also solves that annoying problem with the new levels, where you can see doors, and you can see through the doors, but they can't be opened because there's nothing behind them. Whether Jeffrey's tubes or cargo transport corridors, there's always more of the ship to clean.

Admittedly, this would be a massive amount of work... But it would be a nice point to call the game "complete", barring Steam Workshop additions and bugfix updates. :D

Author:  dawnbringer [ Sun Apr 13, 2014 11:18 am ]
Post subject:  Re: The ONE critical feature for this game to suceed

Actually I can see the windows to outer space being more structurally robust than interior windows, so those windows don't need to be a problem.

Author:  Jureth [ Wed Apr 16, 2014 7:34 pm ]
Post subject:  Re: The ONE critical feature for this game to suceed

Wet floor signs are neat but it would be a paint to put one up every time you mopped a room.i dont think it should be a requirement. i do wish that there were bigger buckets mine get dirty so quickly.

Author:  tagwolf [ Thu Apr 17, 2014 8:39 am ]
Post subject:  Re: The ONE critical feature for this game to suceed

Jureth wrote:
Wet floor signs are neat but it would be a paint to put one up every time you mopped a room.i dont think it should be a requirement. i do wish that there were bigger buckets mine get dirty so quickly.



I usually put them up regardless. the machine dispenses them. So I just assume get into the habit of putting them up properly within line of sight, etc.

But to keep this thread going, while I haven't played Viscera much again (waiting for an update to add some features), I would like to see some jump scares added :). Anything to make it feel even more serious while cleaning up and more immersive.

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