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Wild West Shooter/horror


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#46 Sean

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Posted 14 January 2006 - 04:28 PM

Blood-Pigggy, on Jan 5 2006, 06:40 PM, said:

This is rather like a Survival Horror in first person, but with less inventory managment and more tension.
Tension via scripted events or what?
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#47 Blood-Pigggy

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Posted 17 January 2006 - 06:44 PM

Tension Call of Cthulu style.

You have to look at your body to see armor and health status.
Also first person is scarier  :)

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#48 Sean

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Posted 17 January 2006 - 07:47 PM

I don't know what Cthulu is :angel:

Also, it sounds like you won't have a hud. If not perhaps a system like what can be found in King Kong could be adopted?

I agree first person is usually scarier.

However, you don't seem to have understood exactaly what I meant. You will have 'cut-scenes' of some sort I presume.

How will you do theese?

Player is in control?
Cut camera angles on a scripted event?
Perhaps a scripted event with limited player movement? (I.E the ability to look around whilst an 'action' script is occuring.)

For example:

The character is... knocked unconscious?

Do you allow the player to have full control as if it where an in-game scene and just have enemy a attack the player until he 'faints'.

OR

Would you have say a script triggered when the player moves onto a hotspot which starts to move the player model down a 'AI-Path' and whislt the player walks this path the user can move 'his' head? Then you could script sound effects, screen transitions etc etc and run a mini-movie where the character has some control but cannot prevent the action.

I don't know if I've explained myself properly but hopefully this explanation will help. :)
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#49 Fawfulhasfury

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Posted 17 January 2006 - 09:38 PM

Ah, I was hoping you'd use a sytem similar to Call of Cthulhu. In fact if you used a Lovecraftian story, I'd be even more pleased. :) And sean, you should go find some lovecraft books, then play this game, http://www.callofcthulhu.com :angel:
and seans idea is pretty good, you could do things like that in Half life 2 and Call of Duty 2, and it worked quite well.
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#50 Sean

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Posted 17 January 2006 - 10:32 PM

Neither of which are free so they'll have to wait. I want Dark Tower 2-7 next.
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#51 Blood-Pigggy

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Posted 18 January 2006 - 12:29 AM

Yes, it will be all from the player's perspective.

Besides, anyone who puts cutscenes in their games are complete morons.
I want to play the story, not watch it.

This is also why Half-Life along with the second have the best singeplayer experiences in gaming history.

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#52 Juni Ori

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Posted 18 January 2006 - 10:28 AM

I just have to disagree. Although they are good, they can't compete with Max Payne 1 & 2 and both have cut scenes. But opinions are like... you know?
...70 years... LOL

#53 Blood-Pigggy

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Posted 18 January 2006 - 01:05 PM

Don't compare?

Well, yes... I guess opinions differ, because they definitely are differing here.  :)

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#54 Frodo

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Posted 23 January 2006 - 07:56 PM

Blood-Pigggy, on Jan 4 2006, 10:26 PM, said:

P.S. - Still working on getting that picture up.
Still waiting patiently.   :)
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#55 Blood-Pigggy

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Posted 23 January 2006 - 08:26 PM

Whoa, I completely forgot about that,  :)
But I will get it up!  :angel:

P.S. - I am still working on this even if I don't update much, it's just that I tend to forget things.

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#56 Bobbin Threadbare

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Posted 24 January 2006 - 07:42 AM

Sounds exciting. I hope it get finished.
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#57 Sean

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Posted 24 January 2006 - 04:27 PM

Deus Ex uses cutscenes and is a lot better than Half Life :)

I do like the style in HL1/2 it's good but also limiting. A mixture of both would be cool.

Anyway. can you update with some screenshots? A feature list?

Just a general progress report.. what have you done so far. What is left?

Good luck with this Piggy =D
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#58 Blood-Pigggy

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Posted 24 January 2006 - 11:42 PM

The singeplayer in Deus Ex was incredibly flawed because of its idiotic AI.
I hope to avoid that, and instead make a experience like Half Life where the Grunts would weave, dodge and duck.

The gunfights with the military blow away any scene in Deus Ex I can remember.

My aim is pure tension and fun, and fore-go the complexity, and needless additions.

EDIT: Checked over the stuff. What is done? General engine is done, with the ability to hit villagers that stand in one spot with a knife. Still using placeholder models of immensely blocky perportions, mostly just trying to get all the mechanics right.

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#59 Sean

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Posted 30 January 2006 - 08:11 PM

Once you get the mechanics right I'd like to test... even if it looks like something from Blockoworld :blink:
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#60 Blood-Pigggy

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Posted 30 January 2006 - 10:55 PM

Well, I'm busy switching the engine over to Torque, so it might be awhile until a test build.
But I'll defintely send one along to you once it's handy.

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