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Dave_Alive

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Posts posted by Dave_Alive

  1. Yes and yes!

     

    Yes, the zones should ramp up in difficulty toward the center.

    And yes you got it right the entire concept is aimed at creating an alternative

    set of goals beside the whole "your goal is the center of the galaxy" thing,

    which in my humble opinion is bound to be disappointing.

     

    Creating an open world and then setting up a single linear game goal for the player

    is a counter-productive concept. Sean Murry (No Man Sky) had to learn that the hard way.

    It is the same with artificially stretching dull gameloops like mining in order to keep

    people in the game instead of creating choices.

     

    The devices are supposed to be rare and for players only. There is no need

    to give the AI any of those abilities. I had a another list with less OP devices

    regarding enhancing/augmenting shields/weapons and protection against

    anomalies but i ran out of time.

     

    So yes i agree, the devices are OP and need to be balanced with cooldowns, etc.

    I did not bother with balancing at this point because it only makes sense

    if the concept of skills/abilities actually gets implemented.

     

    If the devs show interest in implementing this concept i am sure the community would

    come up with a lot of helpful ideas and i would be happy to provide more input as well.

     

    Ps: The AIs would be great for implementing some voice acting. Jerry is actually

    based on the film Sphere, Arthur on the game "Buried in time" and so on. Although

    Emet is realy great. ;D You can find a lot of different references to sci fi culture

    in my concepts or did you think the hull strength in the HUD design is "over 9000" for

    no reason?  ;)

     

  2. Hey!

    Thanx a lot for all the positive feedback.

     

    I hope you like the HUD design as well. I read some suggestions for more

    hotkeys and a better HUD. I thought a more RPG oriented HUD might do the trick.

    Nothing new really but necessary if you want to accommodate a lot of abilities.

     

    Another thing that always bugged me as a designer was the decision to display

    objects outside your vision on the boarder of your screen. That leads to icons

    disappearing behind other UI elements and confusion about what is where.

    So i centralized that information and essentially reinvented the rearview mirror.  ;D

    That cleans up the HUD and looks much more sci-fi.

     

    Let me know what you think!

  3. Thanx for the feedback!

     

    I totaly agree with you on the pseudoscience "ignite in space" stuff.  ;D

    The main reason i left it in was to illustrate an effect that damages

    your ship when using the "wrong" kind of weapon. Needs a rework!

     

    Funny enough the repair feature gave me exactly the opposite impression.

    I found my self repeatedly boosting away, repairing, fighting and so on

    without the need to befriend any factions, retreat, tech up or call in support.

     

    Maybe that's just me but the thought of managing to limp back with my fleet of

    smoldering ships to a safe haven after a tough fight sounds thrilling and reminds

    me of scenes from Starship Troopers (battle of Klendathu). Also think of the amazing

    look of your damaged ship, having burning sections and sparks fly of. ;D

     

    I guess a simple difficulty option would be a solid compromise.

    Lets say: Full repair. Emergency repair. No repair?

  4. Usualy i dont make suggestions because i belive making a meaningfull contribution

    to a game is a lot of work and an integral part of game development.

    That said. This once i actually made the effort so lets hope i didn't screw up. ;)

     

    The general Idea is to add anomalies to the game that have different effects

    on your ship. A solarflare knocks out shields and an acid nebula eats through

    your hull for example. That makes the game more challenging and interesting.

     

    Then add a resource to those anomalies in order to reward players facing them.

    This should be a quick way to gain resources because it is more dangerous.

     

    And lastly add science based turrets like dishes and antennas to interact with

    anomalies and gather the resource. I am thinking: Millenium Falcon's Radar Dish.

     

    So, that was the short version.

    You find the more detailed version with a list of anomalies, instruments and some

    other thoughts in the link.

     

    http://imgur.com/a/pIwNq

     

    cePR04w.jpg

    zVrdbTQ.jpg

    6tZ9y2X.jpg

    vvvjdBF.jpg

    menCOQs.jpg

    g5LPe1p.jpg

     

    Would this contribute to the game? Would you add something else?

    Tell me what you think.

     

    Greetings from Vienna!

     

    ps: All typos are totally on purpose. ;)

     

    Update!

     

    I had some spare time left and added a few more things regarding anomalies,

    like their possible distribution and some unique devices you could get as a reward.

     

    7xop5Kp.jpg

    QE9n0MF.jpg

     

     

    I also tried to design a more accommodated HUD or at least the parts i think

    were missing.

     

    JvgUtQB.jpg

    3trvgr8.jpg

     

     

    And some other random stuff that would be nice to have like AIs and predators.  ;)

     

    am2LGiZ.jpg

    UPmTobX.jpg

    950KvTt.jpg

     

     

    I recently saw more and more space games like this emerge on Steam.

    They all seem to mistake random generation for diversity and in general

    lack handmade content. I really would like to see Avorion stand out by

    at one point focusing on content like this rather than technicality.

     

    I hope the Devs see this suggestions as inspiration and not as criticism.

    Good luck and keep up the good work!

    TheIdea.thumb.jpg.06b4f3e42c0813c15aaa2aac045d6630.jpg

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