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- Hello Sebbe,
-
- >Nah:-) but why should all monsters look so ugly, hey maybe thats why
- >they are called monsters....
- Indeed! :-)
-
- >Anyway when the gem-deu is out it would be easy to start creating
- >your own levels... One question though, if we are to do levels for bm
- >(levels that are not just for fun:-) I think we have to follow the
- >story line of the game and we also have to see to that the bm that
- >not is the doom clone will work as a full game and not a game with
- >many special designed levels and so on, with no connection...
- Is that a question or statement? :-)
-
- Actually, at this point in time, I feel the game has grown out of
- proportions(a good thing, when we can organize it) and no is exactly sure
- what will make it into the game. That was the basis of my different
- story/graphics thinking.. as somewhere down the line, even if Bad Mood is
- completed, we will have others designing their own levels with stories(or
- lack of.. :-)) and graphics out there that we do not even know about. For
- that reason, is why I believe Bad Mood should be created with a very open
- and modular story line, capable of supporting additional tie-ins.. main
- characters, etc. We need to establish a hook within the imaginative universe
- of Bad Mood, where others can hook into and expound upon Bad Mood, both
- graphics, sound, and story wise.
-
- It's not so much like a different 'tiny' little versions of Bad Moods
- running around, but a different view point upon the same established
- reality/principle.. like one person looking at a color and calling it "Blue"
- while another persons calls it "Orange" and accuses you of color blindness.
- :-) Neither of them were wrong, maybe in reality it was really Orange, but
- to the first person it was Blue.. :-)
-
- We all have our different versions of Bad Mood, or perceptions of it which
- is why graphics have been of various different styles. Not a bad thing but in
- the end, the graphics will probably become more of a 'fodder' that needs to
- be edited and re-sculpted to work in a one major release of the game.
-
-
- ---------
- Hello Robin,
-
-
- >No reason why the story can't be changed as the game progresses, or
- >as different BMW files are loaded in. I'm rather keen on the idea that a
- >scenario is discovered as the player progresses through the game. If by
- >playing the player is progressing the story, that's a further incentive to
- >continue. That's what we (me and Martin Milner of 999 Software) are doing
- >in our new game- Alien Thing- The Director's Cut. The player as an
- >infiltrating marine doesn't know much of what's going on, but as the player
- >progresses, more information is gathered and the whole picture becomes
- >clearer.
- Sounds great. If we had different type of characters(wizard, warrior,
- etc)in the game, who knows.. we might even be able to stage different
- progressions that are more story(thinking/puzzles) story orientated, where
- some are nearly pure blast 'em.
-
- >And yes, Doom's story is shallow, but then the game is so designed
- >that it doesn't really matter what the story is- the gameplay is by far the
- >most important factor. And yes, I think you probably are in the minority in
- >thinking Doom quickly became boring. ;-) But then there are plenty of
- >people that would rather have a decent story than a straight-forward one
- >and leave it to adrenaline for the excitement.
- :-) Well, don't get me wrong, but I found the concept of Doom very
- interesting. I just didn't like Doom..
-
- >A different range of graphics would be exciting and prolong
- >interest of course, but there is still a need for the sprites to work
- >properly in all the directions. If they look strange, face in the wrong
- >direction or don't seem to sit on the floor, or if the animation's not
- >smooth enough, that's what I meant by crappy. I know because it's a problem
- >I have all the time- often it takes a lot of editing before a diagonal
- >sprite looks right. 8-)
- I see your point, but I think we have been thinking along the same
- lines.. as I'm not for badly misplaced sprites/textures. If a sprite is
- missing some directions.. that is bad, but it is not bad if the sprite
- happens to be drawn and not rendered.. in my opinion.
-
- When I said how stories can be manipulated and changed, I didn't mean
- waxing a page or two about why things appear a little different(although
- that could be done).. but what I had more in mind is actual story/design
- change being explained in such a way as being mysterious. If you stepped
- through a hole in the wall, a crystal doorway, etc.. who knows what you
- might find on the other side? All things can be explained creatively, and
- where dwelling upon the players imaginations,can help to create a world
- where nothing seems out of the norm and anything can happen.
-
- That is one of the things or why I never got too interested in Doom, as I
- never really felt threatened or attached to the universe I was playing in.
- The multiplayer games is what keeps so great attention on games like Doom..
- I think because not only the fun of blasting a friend, but also the
- unpredictable nature of her/him jumping out/or sneaking up at you from any
- corner. We could, with careful design, touch up/pronounce on some of this
- unpredictableness..
-
- Well, this is all in my opinion and may or may not be correct, but I think
- it would be a great way to deter from making an exact Doom copy. Just look at
- all the Doom clones, a lot of them have very nearly the same type of
- graphics, dark and gloomy..in a dungeon, castle, etc. Not a thing wrong with
- it, just it would be neat to stumble upon 'weird' areas where things are
- flipped upside down/sideways, graphics style change, etc.
-
-
- Well, thanks for hearing my babbling and opinions, as long winded as they
- are sometimes. :-) ,
- Robby
-
-