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Post by cherokeedog on May 14, 2017 18:27:39 GMT
First of all, I have to say I've always imagined a game about salvaging in space being a tad...grittier. Or at least not so colorful and shiny. But considering how much I love stories, I guess I can learn to cope with the vibrant colors. Perhaps the exterior textures of the ships and station(s) could borrow a bit of the realistic approach that was chosen for the interiors.
But that's not the purpose of this post.
I've played the mission with the androids, included in the demo. I felt really clumsy trying to play hide and seek with them, while having no option to...well...actually hide. I really felt the need to be able to crouch or hug a wall or...something. Also, since I was dodging robots and security systems...and we're in space...I think some sort of tools would make sense in this game's world, tools that would allow me to...maybe temporarily disrupt them, for example? Ok, I admit: after a couple of attempts I kinda' felt the need to smash them robots straight between the eyes, but I do understand that's not what this game is about. It does seem to be about stealth action though, at least up to a certain extent.
So, are there any plans for implementing such movement mechanics and tools in the future? I'm not asking about a roadmap or anything, but just general intentions.
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Post by Joure on May 18, 2017 7:59:54 GMT
First of all, I have to say I've always imagined a game about salvaging in space being a tad...grittier. Or at least not so colorful and shiny. But considering how much I love stories, I guess I can learn to cope with the vibrant colors. Perhaps the exterior textures of the ships and station(s) could borrow a bit of the realistic approach that was chosen for the interiors. But that's not the purpose of this post. I've played the mission with the androids, included in the demo. I felt really clumsy trying to play hide and seek with them, while having no option to...well...actually hide. I really felt the need to be able to crouch or hug a wall or...something. Also, since I was dodging robots and security systems...and we're in space...I think some sort of tools would make sense in this game's world, tools that would allow me to...maybe temporarily disrupt them, for example? Ok, I admit: after a couple of attempts I kinda' felt the need to smash them robots straight between the eyes, but I do understand that's not what this game is about. It does seem to be about stealth action though, at least up to a certain extent. So, are there any plans for implementing such movement mechanics and tools in the future? I'm not asking about a roadmap or anything, but just general intentions. I fully understand where you're coming from regarding the space salvage aspect. To be completely honest the story itself was the base for everything. The salvage and rescue aspect of the game was something that fit my need for having the main characters go out in space. I did not want to use another space marine, or explorer/pioneer. It's been done already. That said I have been aware of the fact that gameplay wise it has not much to do with actual salvaging. At least not in the main game. It's something that I do want to explore in the side missions. As for the game's aesthetics, it's a mix of limitations and then further deciding to go with that and make the most out of it. The colorful aspect is a very personal choice because it suits the main narrative and I wanted the game to not feel like every other Sci-Fi game out there. Regarding the androids mission, I will admit that this particular mission was created with much more emphasis on stealth and avoidance then I would ever put into the main game. The mission started as a simple test level to see how far I could stretch the stealth aspect of the game. I won't be implementing any real stealth moves such as being able to hide. I might add in crouch once I can get it to work properly. The main tool for this mission is the use of your APD Helmet object scanner feature. Once you use that it should be a lot more easy to be aware of the androids locations and sneak your way through. Having said all that, nothing is set in stone and I might always have a change of heart when developing the base game. So We'll see how that goes. I hope this helped and I hope that you had fun regardless. Thanks for stopping by and sharing your thoughts, I love hearing about what others have to say.
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Post by cherokeedog on May 18, 2017 9:47:23 GMT
Well, now I have a better understanding of your perspective. Thank you for that.
In regard of my…concerns, I guess all that’s left to say is that you’ll have to do some fine balancing in order to make sure the gameplay features don’t end up getting in the way of the story. It’s not an easy task. That robot mission is actually a very good exercise in this regard, as it clearly shows the good and the bad of such an approach.
Now, I know this is not the suggestions section, but if I was to design this mission from your perspective, I’d push it a tad away from stealth action and more towards puzzle solving, therefore rewarding smarts against reaction.
I would set up some means of controlling the environment. For example, I’d have some consoles allowing me to open/close and lock doors, in order to trap those robots in certain rooms and secure my safe passage towards a more advanced position. Same consoles could also be able to cut camera feeds, or even create local hazards that would attract the movement of the security bots. Combining these methods with the suit’s scanner would make things work like a charm. Perhaps I would also improve the map a little. That proximity heat scanner does make sense, but for me it’s a tad confusing.
Approaching “stealth action” like this would remove the necessity of having advanced stealth mechanics for the character. Crouching…would not be necessary, but I’d say it should be implemented just because it’s natural, and its usefulness goes past stealth gameplay.
Sorry for writing so much. You’ve laid the groundwork for an interesting project.
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Post by Joure on May 18, 2017 10:10:42 GMT
Well, now I have a better understanding of your perspective. Thank you for that. In regard of my…concerns, I guess all that’s left to say is that you’ll have to do some fine balancing in order to make sure the gameplay features don’t end up getting in the way of the story. It’s not an easy task. That robot mission is actually a very good exercise in this regard, as it clearly shows the good and the bad of such an approach. Now, I know this is not the suggestions section, but if I was to design this mission from your perspective, I’d push it a tad away from stealth action and more towards puzzle solving, therefore rewarding smarts against reaction. I would set up some means of controlling the environment. For example, I’d have some consoles allowing me to open/close and lock doors, in order to trap those robots in certain rooms and secure my safe passage towards a more advanced position. Same consoles could also be able to cut camera feeds, or even create local hazards that would attract the movement of the security bots. Combining these methods with the suit’s scanner would make things work like a charm. Perhaps I would also improve the map a little. That proximity heat scanner does make sense, but for me it’s a tad confusing. Approaching “stealth action” like this would remove the necessity of having advanced stealth mechanics for the character. Crouching…would not be necessary, but I’d say it should be implemented just because it’s natural, and its usefulness goes past stealth gameplay. Sorry for writing so much. You’ve laid the groundwork for an interesting project. Thanks for the suggestions. The addition of the androids and the security cameras in general were meant to add to the gameplay. The focus will remain mainly on exploring but I will have a few sections inside the game where you'll need to be a bit more cautious. I'm not planning to have anything in the main game be as tedious or annoying as in this side mission but I felt that it was a nice change of difficulty to keep it in this mission. That said I do feel that I want to try and expand on this maybe in another side mission mixing in more mechanics. As it stands the mission is very basic and quite short. There are a number of other mechanics that I haven't been able to demonstrate in the demo, mainly because I want to keep an air of surprise around the rest of the game. That said I do have some nice ideas planned that will play with the stealth side of things. Controllable doors are already in the game and am planning to use them the way you mentioned and the focus wil be more on solving problems (puzzles). I guess we'll both have too wait and see what I'll have in store for the future as I haven't yet created these sections. I'll be doing some more development tests in isolated maps before I move onto adding them into the base game. I don't mind reading all that you said. I enjoy reading what others have to say about the game and their suggestions. More often than not people say things that does help me in further refining certain aspects and I'm all the more grateful for it.
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Post by cherokeedog on May 18, 2017 10:41:26 GMT
Well, you've got my attention
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