lainchan / inter

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Sodium Project · 2018-06-26 16:47
Gentlemen, I'm currently making a sidescrolling action/rpg game. Currently working on the gameplay/mechanical elements of the game. Right now, the platforming elements are solid, but I'm looking to add more features/unlocks/abilities that would allow the character to progress through the game differently. What GAMEPLAY elements of Cyberpunk would you love to see in a game?
Hitomi · 2018-06-26 16:54
Hacking doors, guards (Like shadowrun) Bruteforce through walls (like in Deus Ex Human Revolution) Speech/charisma/negotiation mechanics please (like in ShinMegamiTensei), I love trying to talk my way out of everything
Sodium Project · 2018-06-26 18:32
>>1003 Ok, so Low,Mid & Hi Sec Doors were something we considered. Guards? Gonna have to expand, if you are talking about enemies or patrols, our game is a bit more action oriented. Destructible Environments were discussed, I'll see what I can do. Speech/Charisma/Negotiation would be hard to do for us, can't say I'd be able to include this into the game.
Roy Batty · 2018-06-26 20:17
I'd like to see gameplay elements from classic platformers, sidescrollers and metroidvanias, like the extending arm from Bionic Commando, the double-jumps from Xaind Sleena, lifts from Elevator Action, the drill from Lode Runner, etc. And a mix of melee combat, like Kung Fu, Barbarian 2, Shinobi, or Vigilante, firearms like Robocop, Contra, or Abuse, obstacle courses like Donkey Kong, Bruce Lee, or Pitfall, and sneaking/problem solving like Abe's Oddysee or Earthworm Jim. You ought to take a look at the best old platformers, like Flashback, Fade To Black, Another World, Prince of Persia, Alien Hominid, Zombie Smashers X, and Alien Carnage/Halloween Harry. I'd love something with retro-pixelated art, lots of work on the a e s t h e t i c , like colour palette and music and background art, and effects like rain and lightning... And plot, I've loved plot in a platformer since Flashback. Ooh, and gore. Artistic sprays of simulated fluid particles, ragdoll physics and flying body parts, like Happy Wheels and some of those Newgrounds shooters.
Sodium Project · 2018-06-26 20:26
>>1005 This one might be too shotgunny of a suggestion. But fair is fair, I'll see what I can do on Lifts/Building Access, a bit of a mix on the "Break in" or "Walk in" suggested earlier. Aesthetics are gonna be heavy on darker themes of Cyberpunk, but probably not much pixel art, probably more practical application of art & tilesets.
William Holtzer · 2018-06-26 20:31
Maybe not such a cyberpunk mechanic, but stealth mechanics using shadows/dim light. An interesting one would be disguising yourself by taking over an enemy's body (hacking their brain!)
Tyrell Wellick · 2018-06-26 20:45
hard to say without specifics.. i like playing glass/ninja classes that are all about movement and not getting hit. maybe a grappling hook or something? dodges to level as an alternative to armor? you should check out risk of rain if you haven't already. it's pretty different than what you seem to be describing, but the base characters have a nice variety of play styles and the various upgrade pickups might give you some ideas. just to throw out some classes i think would be fun: conjurer/engi - let turrets and drones fight for you saboteur - bombs, hack/turn enemy robots, sabotage enemy weapons mage/biotic ninja - unarmed. blink/dash to close distance on guns, high damage and low health.
Sodium Project · 2018-06-26 21:31
>>1008 Dunno if straight stealth is something we want to shoot for, time constraints and all, as it would require all levels to have an alternate path for stealth. BUT, offensive "dominator" type weapon or gadget does seem fun. Probably can't do full control, but maybe turn it hostile to other enemies. Again, time constraints. >>1009 How about I do you one better? How about no classes, but I let you add attachments and cyberwear? Weight/Amount of Chrome would be the limiting factor, so you essentially can make a tank, but the tank won't be good at infiltrating, or assassin that can take damage, but has pin point accurate shots at the cost of health/damage reduction. We were planning on these anyways. For the slots we were looking at possibly two layers of these: First Layer of Hardware Brain Slot 2 Slots(Brain Link to weapons, hacking aids, extra storage, skull plating, etc) Eyes slot (camera vision[hacking needed], thermal, targetting, advanced targetting if brain has link, etc) Skin Slot (subdermal enhancements, subdermal plating, etc) Arm Slot x 2 (one utility[for a function] and something else) Leg Slot x 2 (one utility[for a function] and something else) Torso Slots x 4 (damage resistances, and utilities) 2nd Layer of Freeware(software) & Wetwear(more hardware) Still working on how the 2nd layer would work, but its something that might be along the lines of what you are on about.
Sodium Project · 2018-06-26 21:37
Alright gotta wrap it up here for today, thanks for the suggestions. I leave you guys with a Sound test for the general tone: https://www.dropbox.com/s/ht3phnso4to2o4b/creepybiblestuff-transform-withmusic.wav?dl=0 I'll keep an eye on this thread in the future.
Molly Millions · 2018-06-27 05:53
Something that just occurred to me, with a platformer that already has a stealth mechanic, it wouldn't be too hard to implement a sniper mechanic, and have a sniper minigame/special attack. You could make it like the old Flash game Anaksha: Female Assassin, and all the other sniper games at Newgrounds, without changing your engine much, just programming a crosshairs and build the levels around prioritising targets. You could start by using it as a special attack, like Shinobi meets Golgol 13, then have sniper levels, then have advanced levels where you have to switch control between the on-screen character and the sniper to progress. Another interesting mechanic is controlling multiple characters, switching control to open doors and turn cameras off, like Thriller and The Lost Vikings. As long as you don't build the game around it because it can get maddening. I've always like the keyboard-to-move, mouse-to-aim control schemes, like Abuse. How about a level where you have to pile the enemies bodies up to climb out, like Nemesis The Warlock? Zombie Smashers X has the best RPG elements, you take money from downed opponents, and use it to buy new attack and stat boosts from shops. New moves are represented by tattoos, and food heals you and boosts your stats, the swiss cheese mushroom burger being the most powerful. You could also have shops for items, like body armour and different kinds of ammo that work better on different targets, or a gas mask to get through a contaminated area, with filters that have to be changed out. If you want to study stealth mechanics, Yahtzee's Trilby: The Art of Theft is a good example. A stamina bar could add a little vulnerability to the character. Having to wear the right clothes in different areas could be a good mechanic to highlight the social chasm in a cyberpunk dystopia. You know, walk into uptown dressed like a punk and the rentacops start hassling you and you can't get into the club, wear the suit you bought to get into the club back to the projects and the local splatterpunks get pissy and start throwing molotovs... Hacking could be represented by a progress bar and enabled by crosshairs. Upgrades allow you to hack faster, from further away, keep turrets and doors and cameras and robots down longer, or even control them. Have a security level system like X-com and Deus Ex so your character has to keep upgrading. Is this going to be like The Last Night?
Sodium Project · 2018-06-28 18:16
>>1014 You got a load of suggestions here, I'll try to address them all. I'm a huge fan of Golgo 13, but a game more focused on stealth/assassination would have to go at a much slower pace than what I'm aiming for. Doubt I can make this happen from a budget standpoint either. Controlling Multiple Characters is again, not something I can do, but its not a bad idea for future developments or if I sell enough copies, as a free DLC set of missions. The controls are actually very much like Abuse. WASD to move, E to activate stuff, R to reload, Space to jump, M1 to primary, M2 for secondary and Mouse Aim of course. I outright can't do the stacking of bodies, it sounds more in line with a game starring Arnold's Terminator. The XP/Purchase system for this game is kind of a mix, you'll get Money & Weapons from enemies, money will buy you the parts, but you'll have to have a certain amount of available modification slots and a stat that will drain the more chrome/cybernetics you attach. The shops part of the game will probably be either at a personal HQ or a "Video Terminal" that you use to interact with the world at large, that is not decided, I want the HQ, because I want a batcave, but some of the lads in the project want the "Video Terminal" because it would make more sense for someone that commits crimes to always be on the move. I'll try REALLY HARD to make hacking not be a tedious minigame, but I can't tell you how thats gonna play out at this stage. Nope, its not gonna be like The Last Night, I want more player action than cinematic action.
Acid Burn · 2018-06-28 23:36
>>1002 Get the music right, look at the Cyberpunk 2077 trailer, look up Turbo Knight, Isidor, Atomic Raptor(Augmented), Occams Laser, Retouch, Fixions, Megadrive, etc Megadrive in particular, all of 198x. https://www.youtube.com/watch?v=l3NoYyNKSXQ&t=723s
Sodium Project · 2018-07-01 22:15
>>1019 Hello, and thanks. I appreciate the list, I've been listening to these guys,, Megadrive actually sounds amazing. But I can't say its in the budget to hire anyone of these artists NOW, but who knows in a few months. Thanks again!
Sodium Project · 2018-07-04 08:14
>>1019 More on your suggestion: https://youtu.be/1TUElRA4GQ8 Thanks once again for the music list. Very early shader & placeholders concept.
Lady 3Jane.. · 2018-07-16 04:48
>>1054 Updates!
Sodium Project · 2018-07-18 14:43
>>1123 Nothing new to report, other than still working on new sprites, code is being polished and we're moving forward.
Sodium Project · 2018-08-29 15:37
>>1131 Roto testing
Sodium Project · 2018-08-29 15:37
>>1131 Another sample