Arcen Games

General Category => A Valley Without Wind 1 & 2 => Topic started by: cupogoodness on February 11, 2011, 02:17:17 pm

Title: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: cupogoodness on February 11, 2011, 02:17:17 pm


We're proud to roll out the latest info and media for A Valley Without Wind. Today is especially notable for the game, as for the first time actual gameplay has been implemented into the PreAlpha build; thus launching it past the "running around in the woods sim" phase and into the much more satisfying "shooting fireballs and not getting killed by robots" phase.

Much has been tweaked and added to the artwork since AVWW's reveal last week. The placeholder building has been replaced with the real thing, several actually, improvements for the character's run animation and the white borders around certain graphics, the appearance of a pair of magic spells, and the introduction of the game's first enemy.

Chris on the progress:

"We're still just getting started of course, but we're also really proud  of how fast we've been able to get the game to even this stage -- three weeks of dev time! By the time we hit publish alpha in another month to month and a half, this is going to be quite a cool game. And it's still only going to grow from there!...And by the way, the respawns that you see of the character in this video are temporary. Perma-death is still very much coming, so never fear!"

8 new screenshots of the latest build are linked below, and a video showcasing the latest features and additions of the PreAlpha can be viewed here: http://www.youtube.com/watch?v=n_Cn881LSnI&hd=1. The latest in-game music track by Pablo Vega is also in the video, as the composer continues to build and share AVWW's expanding soundtrack bit by 8-bit. Speaking of the composer, Vega has written up a new dev diary giving a glimpse into his methods on constructing a game soundtrack and providing his take on the "no such thing as original music" theory. Check it out here: http://christophermpark.blogspot.com/2011/02/new-look-into-old-sounds.html.

Stay tuned! We'll have new media every week as we get closer and closer to our alpha release in March. Interested parties are encouraged to view the video in HD (720p) and the screens in their original resolution. The shots can be viewed here:

PreAlpha-v003-BurnWinterGrasses

PreAlpha-v003-Characterdeath

PreAlpha-v003-Houses

PreAlpha-v003-Roadside

PreAlpha-v003-RobotAttack

PreAlpha-v003-TeleportCliff

PreAlpha-v003-TeleportWinter

PreAlpha-v003-WinterRobots
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Itchykobu on February 11, 2011, 05:31:59 pm
Wow, compared to the last video I saw with just a dude running around in some woods, this is much more intriguing. Also, when I saw the first cloud rolling onto the screen, for some reason I got unbelievably creeped out until it passed harmlessly overhead. If you don't have some sort of slow creeping mist that can kill you, maybe consider adding it? Perhaps the mist is afraid of fire, and setting up torches in your village keeps it at bay?

Or maybe that's a little too much like 'Lost'?
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: x4000 on February 11, 2011, 05:34:35 pm
Having a mist monster is a great idea! :)
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: BobTheJanitor on February 11, 2011, 05:50:35 pm
I know this isn't specifically in the horror genre, but misty or other indistinct enemies are great for that sort of atmosphere. And besides, when it's just you alone against the unknown wilderness, the horror element will creep in regardless. I'm reminded of the smoke monsters from the HL2 horror mod Korsakovia. When you got right down to it, they were just the fast zombies from HL2 but with their model replaced by a cloud of black smoke that streamed around after you and made staticky noises when they were close. And somehow, they were terrifying. It's that old Jaws effect. The less you see of the shark, the more monstrous it becomes in your imagination. We're all better at scaring ourselves.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: x4000 on February 11, 2011, 06:15:10 pm
That is so true.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: cupogoodness on February 11, 2011, 06:39:00 pm
Yup, that's what made Amnesia the scariest game I've ever played. All atmosphere baby.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: RCIX on February 11, 2011, 08:57:39 pm
Ok, now that i saw the improved video it looks miles better, a nice rich painterly style that looks so great! I still think *some* sort of shadows would make it looks a bit better, and the scant level of types of walk animation on the chars look odd, but still its definitely better now.

I ahve to say though, for the robot enemy; is it possible to get something other than a monochrome color for him? The color made me think it was some sort of garish skeleton monster :-X. Something with cool grey metals and highlights and glows in whatever color (maybe yellow).
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: BobTheJanitor on February 11, 2011, 09:13:19 pm
Or that staple of the genre, the good old palette swap?
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: tigersfan on February 11, 2011, 09:37:43 pm
I ahve to say though, for the robot enemy; is it possible to get something other than a monochrome color for him? The color made me think it was some sort of garish skeleton monster :-X. Something with cool grey metals and highlights and glows in whatever color (maybe yellow).

I thought the same thing. Especially with the odd walk (which is a nice effect, by itself), I though they may have been zombies or something similar.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: x4000 on February 11, 2011, 09:45:21 pm
I might do a color swap on him, yeah -- full sized he is very metallic and reflective, but when he's made smaller and painterly the effect is pretty much lost.  He was very much "horror C3PO" which I arrived at completely by accident.  You know... chip away everything that doesn't look like an elephant, and all that. ;)

Glad the painterly style is clearer and more pleasing to folks now. :)
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: RooksBailey on February 11, 2011, 10:28:09 pm
I like this video far more than the first!  This time, the world seems believably alive and quite pretty.  The potential for interesting gameplay is also starting to become apparent (the idea of being able to enter all those structures is exciting - assuming that is the plan?).

Quote
The color made me think it was some sort of garish skeleton monster

Umm...until I read that it wasn't a skeleton monster, I thought it was too.   :-[

I'm curious: besides magic, how else will we be able to defend ourselves?  Will there be guns or melee weaponry?  I am kinda hoping for some firearms because I think it could be quite fun to use the various structures for cover, etc.  It also would add a type of Stalker / Fallout 3 vibe to it.  

Speaking about Stalker, that game is my favorite when it comes to the idea of exploring a spooky "Zone" populated with all sorts of unknowable dangers.  I hope AVwW goes more in a similarly dark and dangerous Stalker/The Road direction and less of a sort of fantasy quest realm type of setting.  I also particularly love the weather in Stalker - far too few games make proper use of weather IMHO - and how a particularly nasty thunderstorm can make everything seem even creepier.  Besides the strategic weather (I'm sorry, I forget the term you used in the RPS interview for the strategic map), will there be weather as we explore with our guy on these 'tactical' maps? I might be cool to have bad storms blow in that force you to take shelter in that creepy abandoned factory that you wanted to desperately avoid.... :o  The same for a night/day cycle.

Definitely getting excited by this game.  AI War came out of nowhere and made itself my favorite 4X fleet warfare game of all time.  The idea of merging that type of depth onto a survivalist game is very exciting.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: x4000 on February 11, 2011, 10:42:51 pm
I also am a big fan of Stalker and it's method of occasional scariness.  This game won't be all that scary most of the time, which hopefully will make the times when it is scary... even more terrifying. (wicked grin)  I hope that going into a deep area will have some of the tension from Demon's Souls, merged sometimes with the atmosphere from the underground areas in Stalker.

That said, it's not to be a purely scary game.  But I believe that in order to really feel like a brave adventurer, there have to be some legitimately scary and intimidating parts.  In Alden Ridge I managed that pretty well for such a low-fi production, but mainly through cheap tricks like darkness and things jumping out at the player unexpectedly (the first time my wife got eaten by an alligator there, she about jumped out of her chair, I recall).  With this one, those sort of tricks are of course fair game, and the sparser they are the more effective they'll be.  But I also hope to, with Pablo's help, do some more atmospheric areas in parts.  He's really good at doing some truly terrifying sounds, actually.

In terms of melee weapons, yes those will definitely be there.  In terms of firearms... maybe.  Though I think that would be kind of redundant with a lot of the magic, honestly.  Well, we'll see.  I do plan to have bows and arrows, so I suppose we might as well have firearms of some sort, too.  The limited ammo is going to make the projectiles way less attractive in most cases, though, because magic can be recharged with time, whereas those would require finite ammo by nature.  Maybe that bit will be skipped for firearms/bows, in a Chrono Trigger / Final Fantasy Tactics sense.  So you choose a gun/bow and an arrow/ammo type, for instance, and then you have infinite of that particular type.  That forgoes realism a bit in favor of player convenience and fun, but hey.  In that case, it would be based on a reload-with-time thing like the magic, and the only difference would be that it's the ranged way to deal physical (as opposed to magical) damage.

(Wow, that was a lot of thinking out loud.)

Anyway, so... yes, sounds like there will be firearms. ;)

There will also be traps.  There are five major types of craftable items: weapons, armor, magic gems, consumables (healing, one-off effects, etc), and traps.  Incidentally, today we implemented the third spell, and the first trap.  The particle effects are coming along, too.  And the HUD and first pass at a basic inventory.  Things move fast around here, even though Keith and I were both pretty busy with other stuff today and had limited time for AVWW.

This is looking more and more promising for a more feature-packed Alpha than I'd expected.  Time will tell, of course, but things are looking very much up. :)
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Echo35 on February 11, 2011, 10:49:41 pm
Anyway, so... yes, sounds like there will be firearms. ;)

But will they degrade like Fallout or System Shock? Personally I'm a huge fan of that. Adds a lot of tension to the game when your gun could just jam or break right when you need it.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: RooksBailey on February 11, 2011, 11:22:15 pm
Quote
I also am a big fan of Stalker and it's method of occasional scariness.  This game won't be all that scary most of the time, which hopefully will make the times when it is scary... even more terrifying. (wicked grin)  I hope that going into a deep area will have some of the tension from Demon's Souls, merged sometimes with the atmosphere from the underground areas in Stalker.

Sounds like a plan!  :)

Quote
In terms of melee weapons, yes those will definitely be there.  In terms of firearms... maybe.  Though I think that would be kind of redundant with a lot of the magic, honestly. Well, we'll see.  I do plan to have bows and arrows, so I suppose we might as well have firearms of some sort, too.  The limited ammo is going to make the projectiles way less attractive in most cases, though, because magic can be recharged with time, whereas those would require finite ammo by nature.  Maybe that bit will be skipped for firearms/bows, in a Chrono Trigger / Final Fantasy Tactics sense.  So you choose a gun/bow and an arrow/ammo type, for instance, and then you have infinite of that particular type.  That forgoes realism a bit in favor of player convenience and fun, but hey.  In that case, it would be based on a reload-with-time thing like the magic, and the only difference would be that it's the ranged way to deal physical (as opposed to magical) damage.

That's a good point.  I guess that's a decision that might be best made once the magic system is more fully fleshed out?   Perhaps magic might be limited to certain types of supernatural targets, while guns and arrows would be better employed against more common threats?  If guns/bows are included, I think I might like limited ammo better, though, as having to scrounge for everything in a The Road type of way would seem to make things more believable, not to mention forcing the player to make some tough decisions as to when employ their limited supplies.   But your unlimited system with reload time considerations could also be quite interesting.  I'll just patiently wait and see what you guys come up with.   :)

Quote
There will also be traps.  There are five major types of craftable items: weapons, armor, magic gems, consumables (healing, one-off effects, etc), and traps.

I am really curious to see how these "traps" work. 

Anyway, so... yes, sounds like there will be firearms. ;)

But will they degrade like Fallout or System Shock? Personally I'm a huge fan of that. Adds a lot of tension to the game when your gun could just jam or break right when you need it.

Yeah, that would be a good idea and would lessen the competition with the magic system, I would think.  From what what said above, magic seems repeatable.  Firearms, if made fragile and with limited ammo, would be limited and perhaps best serve as a defensive measure of last resort.

Quote
This is looking more and more promising for a more feature-packed Alpha than I'd expected.  Time will tell, of course, but things are looking very much up. Smiley

I guess a lot of this will be fleshed out in the alpha (can't wait!).
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: BobTheJanitor on February 12, 2011, 12:11:03 am
Adds a lot of tension to the game when your gun could just jam or break right when you need it.
As long as you have a back-up. If a broken weapon can leave you defenseless and with no option but to die, that's just aggravating. You feel like you've died at the hands of RNG. Unless you get a lot of fair warning. A gun that describes its state on a sliding scale from shiny and new down to worn and cracked and gives you fair warning that it could break at any shot is more fair, I suppose.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Echo35 on February 12, 2011, 02:34:28 am
A gun that describes its state on a sliding scale from shiny and new down to worn and cracked and gives you fair warning that it could break at any shot is more fair, I suppose.

System Shock did. Generally you could tell exactly how many shots you had left on it, which was a huge problem since there were hardly any guns ever. It was sort of like having limited ammo in a horror game, only more frightening because THAT was limited too :P
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Flatfingers on February 12, 2011, 04:51:47 am
For those who haven't played it (and why not?), it should be noted that System Shock 2 (which is the version of the game we're really talking about here; weapons didn't degrade in the original System Shock) also let you put skill points into both a repair skill and a maintenance skill, as well as offering a psi power that prevented weapons from degrading when fired.

This carefully balanced "interlocking systems" approach to gameplay design is part of what made System Shock 2 such an excellent game. Not as outstanding as the original System Shock, IMO, but still one of the best games ever.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: x4000 on February 12, 2011, 03:41:55 pm
Degrading weapons are a personal pet peeve of mine, and definitely won't be in the game. To me, it just always feels like busywork. It's my least favorite thing about minecraft and stalker. I think the only reason for such a system is to give the player a reason to get more weapons if there are only a limited number of weapons.

In avww, that will already be handled by weapons and items having levels, and thus becoming obsolete. Usig a level 1 pistol? You can use that thing forever, no problem. However, if you're facing level 99 enemies, it's going to be like flicking rubber bands at a rhino. You can do it, the weapon isn't broken, but it's obsolete by context.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: mlaskus on February 12, 2011, 04:11:45 pm
I dislike degrading weapons too, though I think I wouldn't mind it, if it happened very slowly. In most games that use it it happens extremely fast.
I think Far Cry 2 and Minecraft are the most guilty of that, forcing you to change your weapons or tools after a few minutes of use.

I'm also not a big fan of levelling but you have more than earned my trust so far, and I'm actually eager to see what are you going to do with it.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: BobTheJanitor on February 12, 2011, 05:02:26 pm
I actually get OCD about degrading items in games. I constantly want to 'repair' my gear in Minecraft, and the fact that I can't always irks me.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Nalgas on February 13, 2011, 01:12:28 am
I'm reminded of the smoke monsters from the HL2 horror mod Korsakovia. When you got right down to it, they were just the fast zombies from HL2 but with their model replaced by a cloud of black smoke that streamed around after you and made staticky noises when they were close. And somehow, they were terrifying.

Oh crap.  I have to go re-download that so I can finish it.  I was about half done when the only hard drive I owned that wasn't backed up at the time died on me.  I ended up noclipping my way through a bunch of the jumping puzzles, because they're just terrible and not fun, but aside from that, the atmosphere and presentation of it is amazing.  Even just going through the first "level", there's this constant sense that something is very not right in a very strange way that I was very not used to.  Not all that great from a gameplay point of view, but still a unique and worthwhile experience for everything else in it.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: BobTheJanitor on February 13, 2011, 01:25:42 am
Oh yeah, it was a great, creepy story wrapped around horrid gameplay. They should have stuck with their nearly gameplay free model and made another mod like 'Dear Esther'. I also noclipped through most of the levels. The last one is possibly the worst example of 3-D platforming I've ever seen. It looks fantastic, but actually navigating it without cheats would put the average person into a real asylum.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Nalgas on February 13, 2011, 01:27:54 am
Degrading weapons are a personal pet peeve of mine, and definitely won't be in the game. To me, it just always feels like busywork. It's my least favorite thing about minecraft and stalker.

Praise Jebus.  Every time someone mentions weapons that break, it reminds me of when my roommate convinced me to try Dark Cloud, because he really liked it and thought I would, too, based on other stuff we both enjoyed.  An hour or two in, I'm well into the first dungeon, every single weapon I have breaks, and there's nothing I can do about it.  I was about ready to throw the entire PS2 out our third story window.  I have questioned his taste (and sanity) ever since.

It definitely also bugs me in Minecraft, but it's far from my least favorite thing in S.T.A.L.K.E.R.: that would have to be everything else about the entire game (slight exaggeration, but not much; realistic FPSes and I have a long-standing hate-hate relationship).  I don't think I managed to put up with playing it long enough to even have a single weapon break on me, so I didn't know that was a feature of the game.  Heh.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Nalgas on February 13, 2011, 01:30:09 am
I also noclipped through most of the levels. The last one is possibly the worst example of 3-D platforming I've ever seen.

You mean it actually gets worse than the floating maelstrom of boxes and crap in the second level?  That's kind of impressive, in a way, considering how frustrating I found that level, and I'm one of those weirdos who thought Xen in the original HL was fun.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: BobTheJanitor on February 13, 2011, 03:41:24 am
You mean it actually gets worse than the floating maelstrom of boxes and crap in the second level?  That's kind of impressive, in a way, considering how frustrating I found that level, and I'm one of those weirdos who thought Xen in the original HL was fun.

Oh yes. That floating box room is kind and forgiving, you see, because it has a floor.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Reality on February 13, 2011, 06:54:10 am
I -much- prefer the backrounds and environments now, before they were just not to my taste. I'm not sure about the player character or enemies though, they don't seem to quite have that same lovely painted quality, and they're fairly stiff at the moment.

I absolutely love the concept, and glad to see the graphics improving :)
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: ShinseiTom on February 13, 2011, 07:29:56 am
Degrading weapons are a personal pet peeve of mine, and definitely won't be in the game. To me, it just always feels like busywork. It's my least favorite thing about minecraft and stalker. I think the only reason for such a system is to give the player a reason to get more weapons if there are only a limited number of weapons.

In avww, that will already be handled by weapons and items having levels, and thus becoming obsolete. Usig a level 1 pistol? You can use that thing forever, no problem. However, if you're facing level 99 enemies, it's going to be like flicking rubber bands at a rhino. You can do it, the weapon isn't broken, but it's obsolete by context.
Well, that's cool I guess.  I rarely have any problems with the guns in STALKER, as broken weapons are easily fixed in Clear Sky & Pripyat.  You go back to the main bases all the time for quests and the like, so stopping by to fix (AND UPGRADE, which means that gun you like but is partly obsolete might be your next superkiller) your weapons wasn't much busywork.  Plus, it always felt cool in Pripyat to shoot a gun in a guy's hand, pick it up when he's dead, and see that it was horribly broke and useless.  After all, I just shot the damn thing, of course it'll be broken.  And if it's a better gun, I'll pack it away and wait to fix it.  If not, throw it away.
I agree for Minecraft though.  Without a way of fixing tools, them breaking so fast just becomes a hassle.  Maybe it's something he'll add in?

However, it sounds more like you're going the way of Borderlands, which is also a game I love.  Guns that have a set level and can't get better.  I also hope you'll be putting in some kind of parts and rarity system?  That was the main thing I felt was lacking from Borderlands: the ability to make a weapon out of parts.  They already had them all in-game, letting us mess around with them would of been really cool.

Edit:  Haha, I finally got to sit down and read the whole bigdownload article through, and saw you mentioned crafting and even Borderlands by name.  D'oh  :P
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Mánagarmr on February 13, 2011, 03:42:50 pm
I'm not really a fan of "leveled" items either, to be honest. It just feels wierd that the gun I'm using now to shoot people with will suddenly become useless because the enemy I'm facing is arbitrarily a "higher level" than the gun.

This is most likely due to my pet love for realism. A gun is going to make a mess out of a person regardless of his "level". So this things with someone gaining more "hitpoints" for leveling up and thus defeats enemies not because of better combat skills, but because he's able to take more damage is just mindboggling to me.

For computer games though, I can understand the necessity to do this due to limitations, but it's still a pet hatred for me. Final Fantasy game series really takes this to its extremes with a starting character having some 100 HP while in the endgame your are up in the millions. It's like the knight will defeat the 10 villagers with picks simply because he can withstand their picks until he's mashed them into the ground instead of actually you know...outskilling their fighting. It just ... irks me :D
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Reality on February 13, 2011, 04:56:35 pm
leveling doesn't have to be unrealistic in this setting I think. For instance, if all the low level enemies are animals on the surface, then it makes sense that your level 1 gun makes a mess of them. As you venture into more dangerous areas, the higher level enemies are things like mutants with super-tough exoskeletons, zombies (only weak to headshots), robots, armored enemies, etc. So of course your little level 1 pea shooter doesn't phase these higher level enemies, but a level 10 ak-47 might.

I think it makes sense as long as the level of items and creatures are tied into their visible "dangerousness"
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Itchykobu on February 14, 2011, 07:26:48 pm
I'm a huge monster hunter fan, and degrading weapons works well there. If you're hitting hard parts of the monster, or you are blocking attacks using your sword instead of your shield, then the sharpness degrades and you have to use a whetstone to re-sharpen. The bowgun weapons don't degrade over time though.

Something like your gun degrading, as you see in farcry 2 or other games, just doesn't make sense. Why does firing a weapon make it rusty and useless within the hour, or even a day? With a firearm, ammunition is already your constraint.

I think weapon degradation can work in games, but it needs to make sense. Degrading just for the sake of degrading is tedious and boring.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Nalgas on February 14, 2011, 07:37:19 pm
Something like your gun degrading, as you see in farcry 2 or other games, just doesn't make sense. Why does firing a weapon make it rusty and useless within the hour, or even a day? With a firearm, ammunition is already your constraint.

If you were running around with an arquebus, that would be fairly realistic.  If they actually implemented that in a game, I would support it just because it would be hilarious and completely unplayable and not any fun.  It would be great to take the "realistic weapon" thing to its logical extreme like that and use a 15th century firearm that's wildly inaccurate, takes forever to load and fire, overheats/jams/explodes easily, and basically blinds you with smoke after your first shot.  You probably wouldn't have to worry about weapon degradation much, because the odds of you surviving long enough for that to become an issue would not be in your favor.  Heh.
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: lovekawakawaii on February 16, 2011, 03:42:00 am
Creative monsters are pretty much my favorite part of video games.. whether they are cool and tough monsters like giant crabs or disgusting ones like an ogre. Seems like you had some cool ideas in the RPS interview. Out-of-depth combat, robots, demons, etc. Looking forward to learning some cool spells and blasting the shit out them >: )
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: Teal_Blue on February 18, 2011, 12:10:39 am
Just a thought on monsters and such, although i understand the 'robotic' creatures and perhaps even Undead and even 'mist monsters' which would be cool, for the long term, and as a personal preference, i would like to see 'normal' monsters. By that i mean like rabid dogs, or hordes, and i mean hordes of rabid rats, something along the vein of hundreds that i only have a chance at surviving if i run, or climb a building side to get away from.

Other things occur to me, like holes in the ground that can break a leg, or too long exposure in the cold that has a stiffness and slowness creep into the muscles.

I understand there might be viral plants, which if they move about could be horribly scary, but even just toxic thorns on bushes that degrade my health over time to some low point, or that i have to craft a remedy for to survive might be very interesting in game.

Of course, these are just ideas, i don't know which ones will or won't fit into the mix you will prefer or decide on, but again, these are just thoughts that i think might make for an interesting depth to the game where survival isn't just surviving monster attacks, but also includes surviving the environment.  :)

Thank you for listening,
Sincerely,

Teal

Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: x4000 on February 18, 2011, 12:37:21 am
Don't worry, we'll be revealing more monsters as we go. ;)
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: ShinseiTom on February 18, 2011, 01:08:38 am
Don't worry, we'll be revealing more monsters as we go. ;)
It's been quiet recently, but just to let you know, I check the forums a few times every day.  Probably lots of others do too.  Really looking forward to this!
Title: Re: New AVWW Screenshots and Video Show Off Spells and First Enemy
Post by: x4000 on February 18, 2011, 02:04:22 am
New stuff coming... now!  New thread coming up in a sec. :)

Thanks for your support and enthusiasm!