Well, it's never the easy thing to actually come out and say that no work has been done for months and months... but it's fairly obvious with the lack of updates. The plot-line continues to grow, the game ideas continue to fill many notebooks, but the actual creation side of it all isn't happening.
Real-Life has taken over, and seriously pwned our efforts. Because I'm stubborn, this game will get made... I just don't know when yet.
New composer, fried computers, and 90% finished models. Was a good week.
Lots has been done to get VioFlem off the ground. Check back weekly to see what we've been up to.
Not a big update, but a significant one none the less. So far, we have not put anything into an engine, we have been building the hi-res 3d models and...
Come check out www.vioflem.com, a place to keep everything related to Violation Flemoid in one place.
Dead on arrival.
I've mentioned this elsewhere, but as a comment in a long-buried news article.
Here's one thing I have in mind: the player can freeze time by pressing a button. They then have, say, thirty seconds to scan the room and enter their combo commands. If they're successful, and within thirty seconds figure out a way to eliminate all six enemies in the room, they gain some large combo bonus. The incentive could be ammo, could be health, it could even be something as simple as combo points (like DMC). It doesn't matter.
If they aren't so successful, they get to freeze time again. However, they'll end up with a far smaller combo bonus, as they'll only take out, say, three enemies. At the end of the scenario, the number of attempted combos is taken into account, and they receive a bonus accordingly.
What I can imagine is a shooter that doesn't rely on things like health and ammo, only a single combo score. Getting hit reduces your score, it doesn't kill you. The combo score is your ammo meter - you invest your winnings in new combos for potentially greater return. High scores could work with enhanced visuals and music to produce a feel good factor.
I've puzzled over a good way to do combos for a while, and this is way better than anything I've come up with so far. :P I like it. You could even lead large groups of enemies into an open area to increase your enemy combo size, resulting in a larger bonus. Higher rewards for higher risk takers.
I've imagined a single-player internet hi-score board for a long time, and this would be a way to separate the studs from the wieners. Since the level would continue tetris style until you die, the high combos would earn more points for the final leaderboard algorithm.
As for this game in particular, going past your first paragraph would require some massive gameplay changes that I honestly don't want to do. Though I'm pushing pretty far from the actual inspiration game Chex Quest, I'd like to keep some of the main elements intact. Health, ammo, etc. though altered, are going to stay.
That said, I really do like your idea, and it's already spawning some sweet early gameplay mechanics in my head.
this is great and i hope it will stay this way
this is great and i hope it will stay this way
Very nice original concept and it looks like you have really put in a lot of hard work. My only criticism would be your summary. Its full of names and places that mean nothing to me the casual public. Personally i would like to see a far more indepth summary on what the games about and what features and so on i can expect to see.
Saying this is do like your frequently asked question area.
Good luck guys
Good point. Thank you very much.
Changed it, does that help more?
This looks snazzy!
Thanks. Glad you're tracking, it'll just keep getting better.