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mass hysteria/mystery | Locked | |
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Oct 13 2009 Anchor | ||
ok, so heres the basic idea possibilities i cannot create this game, so if anyone finds it intresting, they have free reign to it. just tell me how it goes ps has this been done before? |
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Oct 14 2009 Anchor | |
I don't know if losing points would be a viable solution to stop people from just shooting everything. I'd assume the killer's screen would have some sort of GUI effect letting them know they are the killer. Anyways, Would the points be assessed at the end of the round, level, game, etc? If you have them decrease during the round, people could easily use that as a gage to find out who is killing innocents or the killer, since they would lose points, so those would need to be calculated at the end of the round. Also, I don't think you would be able to stop people from just slaughtering everyone on the map. However you could have it like if someone kills an innocent they also become a "killer", but be worth less point value. Thus you have multiple killers, worth different point values. Would add some element of strategy in order to maximize your point gain. But in the end, you would really need to come up with a decent penalty for killing an innocent. I'd work on thinking out how to prevent this, and it could become an interesting dynamic. -- snetErz.com - Web Design |
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Oct 14 2009 Anchor | |
Assuming the nature of an internal conflict amongst friends and people trying to find a serial killer, you need to make things suitable to the setting. So no awesome machine guns and RPGs to kill a killer. In fact I doubt anything bigger than a handgun at the maximum. What sort of clues would there be? For example, bullet cartridges left on the ground to indicate a type of weapon used (for example whether it was a 9mm, .45, .38 etc) or maybe splinters,type of cuts on the bodies for melee weapons. Hell there could be signs of asphyxiation if someone strangled someone. But yeah, strategy and a clever brain would be driving the game. Then it is up to the players to keep everyone in check. If there are a load of empty 9mm cartridges around and someone owns a Baretta somethings gotta be wrong... Also I'm thinking of a single player campaign of some sort. You control the part of an ex cop on a personal mission of vendetta and conducting his/her own *illegal* private investigation into a death of a friend, in which almost everyone he/she knows could be a suspect. And over the story things may happen such as the person who was sure to be the killer is suddenly assassinated, the cops intervene and are hunting you down believing you to be one of history's worst serial killers, and will use whatever is necessary to stop a massacre. Cops may assist you directly or indirectly, but they may also hinder your work. -- Can you tell me doctor why I still can't get to sleep? |
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Oct 14 2009 Anchor | ||
basically you want holy wars but no giant halo & glow saying "this is the guy to kill!" Sounds like an interesting idea, I just don't know how you'd get clues across fast enough in an FPS. You could make it just so that everybody looks the same except the killer has a different HUD. Then the way you spot the killer is by watching them kill someone. After a few accidental friendly kills people will stop killing each other in hopes of finding the liker, works that way in holy wars all the time. would be awesome for quake 2... those people are pretty open minded in gameplay types. After all those mods pretty much invented 1/2 of everything out there. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
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Oct 14 2009 Anchor | ||
It is a very interesting aspect. There are a couple of games, boardgames aswell, incorporationg such an idea. The map Phantom for Starcraft, the Battlestar Galactica boardgame are two of them. But to be frank its rather hard thinking up a way to prevent the players from going havoc. In all games i know that involve a traitor you have a different goal then to just kill the traitor. Having to fight of hordes of enemys while having someone in the team just tweaking some things into a bad direction is easier to produce. If you approach it like it said in the last sentence it could be a gameplay mode for Left for Dead. Edited by: N0dachi |
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Oct 14 2009 Anchor | |
Yeah, like that TV show, "The Mole," where they have to do all that stuff, and the Mole has to do it too, but he must hinder the activities as covert as he can, and as quick as he can whilst the others must find him. -- Can you tell me doctor why I still can't get to sleep? |
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Oct 14 2009 Anchor | ||
as far as killing innocents, point minus' might not be enough. hopefully killing someone and him being innocent might leave other people to believe the shooter is the killer, and get him killed,if thats not enough to stop people and they dont learn to use thier heads, then i dont really know. we would have to work through that. as far as clues heres my idea |
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Oct 14 2009 Anchor | ||
This idea has already mostly been done by this gamemode in Garry's mod zombiemaster.org/smf/index.php?topic=9124.0 (can't post the full url since I just registered) Don't ask me why it's posted on the zombie master forums though |
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Oct 14 2009 Anchor | ||
i'm talking to a q2 counterpart about this & it looks like we may have a working Q2 mod within two months based around this idea. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
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Oct 16 2009 Anchor | ||
@Ltrotter: thank you for the info. ill look into it @TheHappyFraiar: wait, really! thats pretty amazing, keep me informed on how it goes if you could. |
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Oct 16 2009 Anchor | ||
it's not exactly what you were thinking, it's more of a FFA "who-done-it" kind of thing. What we're currently designing is three game modes & possible weapon modes. The main idea being that one person is "it" @ map start. Everybody looks identical (model locked) so you can't visually tell who's who. Plus, in Q2 there isn't any pure server setup, so this sets up the game that if you use a cheater model for the killer, everybody uses the same model. anyway... the idea of being "it" is to kill as many other players as possible w/o getting caught. We've said it's very similar to king of the hill gameplay, but there's no way to tell who's been the king the longest so it gets in to a "no, it's him" "no, it's not me, it's him". And there's more then just a "whoops" if you kill the wrong guy. We've been talking about having a melee only system too and a weapon system (everything will hopefully be cvar customizable). But we're in the early stages so at fill it will be stock everything. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
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Oct 17 2009 Anchor | ||
pretty cool. thank you for taking intrest. i would be glad to see how it turns out. |
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Oct 24 2009 Anchor | ||
the sheep in my profile are most likely going to be used in the mod: Moddb.com q2 modeling is near identical to doom 3, which is easy. The thing that took me the most time to figure out was how to setup gimp to use the q2 color palette for indexed images. After that it was pretty easy. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
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Oct 26 2009 Anchor | |
Oct 26 2009 Anchor | ||
never played "the ship" Because it required steam. From the games site (http://www.theshiponline.com ) it looks like the basic idea (kill someone) for what we're doing is the same but that's where it stops. We're closer to king-of-the-hill/holywars atm with the lack of clues, non-ability to change how you look, don't find weapons, etc. Those would be neat things to add but we don't want to "steal" ideas from someone's retail game. Odds are we're going to go in a slightly different direction. We're also avoiding modifying the engine so we're also doing everything within the limits of Quake 2's dll code. EDIT a test server is up for part of the night tonight: Edited by: TheHappyFriar |
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