Game Development Community

Design Suggestions

by Rev. A. Bell · in General Discussion · 03/21/2002 (1:43 pm) · 28 replies

OK, there are a few threads floating around with the title "suggestions". I would like to start this new thread to track only design suggestions, NOT things that could be enhanced in the current demo (ie. spawn points, more weapons, start with weapon, etc).

Some feedback would be nice, but I really don't want this to turn into a long winded discussion on the feasibility of any one suggestion.

Ideally the designers will have a place to come and quickly view suggestions from the community.

So, shall I start?

Well, I would love to see a "Siege" mode incorporated into Realm Wars. The genre is perfect and done correctly this could prove to be extremely fun.

One team would defend their fort (human castle, orc fortress, wizard tower, etc), and of course the other team would lay siege to it.

Naturally this would lead to the incorporation of very cool siege weapons such as battering ram, catapult, etc.
And on the defenders side you could have boiling oil, a moat + draw bridge, and so on.

Fort construction could be made very modular, such that forts could be generated pre-game, built by DMs, perhaps even built by players who have earned a high enough rank. This would also allow for destructible sections of the fort so you could say, knock down a chunk of wall with your catapult and attempt to storm the place.

The attackers would have a clearly defined goal (invade the throne room and kill the king, capture the crown jewels, etc).

I'm not sure how a defender would achieve victory, perhaps based on number of kills or a time limit they must reach.

I certainly think this could lead to war on an "epic" scale. I envision leading my army toward a large foreboding castle perched high atop a hill, arrows raining down from the archers, lightening illuminating the scene, the creak of 10 catapults behind me... :)

As far as I know this hasn't yet been done well in a 3D game, though there was a little 2D DOS-based jem called "Siege: Dogs of War" that stole a good many hours of my life.

- Barry
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#21
04/02/2002 (5:49 pm)
My idea was nothing more than a lock-on system that would provide some focus help for Melee in a virtual world.
#22
04/02/2002 (6:26 pm)
There are too many Jeff's in this thread. Quota exceeds maximum safe threshold.



A decent FPS player really doesn't need lock on help. They are more then able to track a target in motion around them. If you think of Melee Combat being fought from a 3rd person perspective instead of 1rst person for ranged weapons, its even easier.


An intresting idea though, perhaps an option to help new players to the fps genre itself, but most players in the genre would not need it.
#23
04/04/2002 (9:05 am)
Jeff, if you look at the battle where the english fought the french in the middle ages (the battle spoken about as part of Henry 5th by shakespeare) something like 12,000 french were killed by around 5-600 british. Mainly through use of archers.

Archers were well trained in britain, and for a long time were almost invincible. Armour is NOT protection from the right bodkin head.

Ive taken a trip to our national armouries and seen how these things work, its pretty impressive. Our longbowmen could fire at a VERY rapid rate, having been trained for so long.

Basically, until the cannon came along, and the musket, I think pretty much the archers ruled the field.

But I guess this isnt real life so we CAN make some sort of balance.

Phil.
#24
04/06/2002 (1:12 pm)
I have a simple suggestion. This would probably also just be in the demo, but might be used out of it. My idea is just having the + and - keys, or the wheel on the mouse, adjust the power of the crossbow. Not power as in damage, but as in speed. But the downside would be simple, you don't reload as fast. You could also decrease the power to about 1.5x the speed, with a faster reload too. There would be caps on how slow/fast you could fire. I think this would allow long-range fighting to an extent. A nice change of pace. What do you think? Easy to code I would think. And be sure that you can't adjust it while reloading.
#25
04/06/2002 (3:41 pm)
Well, speaking strictly from a "First Person Shooter Computer Game" perspective, the traditional "melee" weapon developers have put into games (knives, crowbars, axes ect.) don't rival their ranged firearm counterpart. Never in a game of Half Life is a player going to out play his opponents using the crowbar when they all have the assualt rifle. Even in Jedi Knight, a player armed with the Heavy Concussion Rifle easily handles opponents using a Lightsaber, even at close range. That's Jedi Knight too, one of the few games that came close to having a decent melee weapon designed to go up against Ranged weapons.


Then there's the real world, apparently ranged weapons are much better then swords and spears, or we'd still be using them.

So, if we expect to have a good balance between ranged and melee weapons in our action game of Relam Wars, we can not follow the format previous action games have used, nor can we follow the reality of the real world.
#26
04/06/2002 (3:52 pm)
Yeah we can.

Just look at the historic world.

Why were melee weapons used over only ranged weaponry for so long?
#27
04/06/2002 (3:53 pm)
Since there is magic in the game, a form of magical reflective shield could be applied. Much like a buckler or large shield.

This mixed with melee-lock would add a great equalizer against missile weapons for the melee class.

Just a thought...
#28
05/01/2002 (6:10 am)
I believe that a Design Document should have been made with 50 pages minimum before the game had started development. This doesn't mean that you need to make one now, I'm just saying that I'm a big Design FREAK!!! >;)
I find that having a lengthy design document helps clear up questions in my head. Of course, the downside to having a design document is that once it is made, changes to it are expensive (in time & money). But I can think of more good things about having one, then bad- that's just the designer in me talking. Maybe for this project it is better without having a lengthy design document so that the game evolves more with and around the community.

Anyway, good job, I can see a nice little game evolving out of this!

>;)
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