Eh, disagreement is a good and necessary force in any creative endeavor. I guarantee you if I got my chance to write a comic book, I'd bring a guy who disagreed with me on as a consultant. I'd probably ignore him most of the time, which would give him lots of opportunities to say "I told you so." But I'd still want him there.
Post by takewithfood on Feb 9, 2009 23:42:18 GMT -5
It really does wrap around and become cool again. ^__^ You should see the end credits. The thing is, it's one of the most technical beat 'em ups (over 100 moves that you can customize into your own combos, each with its own properties, animation and strength) as well as one of the HARDEST (and thus most rewarding) games out there.
Actually, what keeps it from being STUPIDLY hard is a flexible difficulty system that adjusts based on how well you play. As you take damage and get slapped around, the difficulty drops: the AI gets a little slower and they do less damage; but if you start dodging attacks, kicking ass, and if you find time to taunt your enemies, the difficulty rises - enemies get smarter and tougher. It's a little bit like the Magnitude system for 2.0.
Post by takewithfood on Feb 10, 2009 0:27:23 GMT -5
Check out the video I posted here. I posted another video on the previous page. Oh how I love that game. I've been dying for a chance to play the main character in a Wallrunners-style game. *sigh*
BACK ON TOPIC
I'm starting to gather together the rules that I'd like to test in a test game called 1 in a Million. The basic idea is pretty simple: takes place in a Gotham/Metropolis-like fictional, well, metropolis, in a world basically our own, but where roughly 1 in every 1 million people is special in some way. It isn't like heroes where their powers are all linked to the same causality - "special" can mean anything from being a divine being, an alien, a lab experiment gone wrong, or in the case of guys like Tony Stark, just a really rich guy with balls the size of coconuts. The game takes place after the city's principle protector of the last ~50 years (The Steel Sentinel! sort of a Superman/Batman figure) dies. A power vacuum triggers a brutal spike in crime, and it's up to a handful of brave people to fill the Sentinel's big green boots.
Stuff I'm thinking of testing: * Separation of Durability and Energy Recovery * Energy Pool = Recovery x5 * No energy multiples/modifiers (no Rapid Recovery; possibly no Energy Battery?) * Weapons as Effects * Telepathy option fixes * Rebalancing of a couple Actions and Modifiers that we haven't gotten to yet * Rebalancing of some Advantages/Disadvantages that we haven't gotten to yet (HFs at set cost omg! ^__^) * Probably Magnitude (or whatever we're calling it; I'm warming up to the idea and it would suit this game very well) * Probably some other stuff I can't recall right now * Probably some other stuff that hasn't even been suggested yet
I'd like to choose a mix of players who have contributed to MURPG 2.0 and some who haven't, to get both perspectives. So, if you want to start thinking about Actions and Modifiers and other concepts you'd like to test, maybe it'll help you come up with a character. ^__^ Not sure when this will start.. definitely not until we get more of this stuff hammered out.