that actually looks cool and original, and we need several good terrainers considering multiple planets, cities and locations, though I will wait and see what Talon thinks
also, considering its a third person game, it needs to have different considerations when making the maps, like for example, using and abusing the verticallity adds a lot to the level design (have constantly going up and down, multiple levels, etc.
Talon also said it would be awesome if people learned to do cinematics, since they will be an awesome way to add to the game
Some thoughts: As I mentioned, for this idea to work the whole game has to revolve around it, the combat should vary and give you different fighting abilities depending in your status, aswell as the puzzles should involve changing back an forth using different abilities to solve a particular challenge, this last thing is harder to do than it sounds, because it involves clever design of both skills and levels. Finally, the whole progression should be based around changing, but this is the most obvious thing.
In this regard I think that the game should have a design similar to Zelda but slightly more open, that is, have an open overworld with various side-quests, dungeons, and traveling points, but have some sections be blocked up until you get an ability(or item in the zelda case). Like for example, have a certain area only be accesible after you can fly around it as a mutalisk, and when you get this ability you can access a whole new area with a whole new set of quests.
I think that by far the most important thing is to have the morphing mechanism be interesting. I feel that getting more options to change should feel rewarding, and for this I suggest that you will have some DNA codes really hidden, like have the ultralisk form only available after you decide to go on the optional quest to explore the zerg hive. And then this form could give you benefits in combat, or allow you to access another more obscure but higher rewarded quest.
I also think that it would be fun that there is a different skill and attribute set for each form (and perhaps a "main" attribute set that acts in general), and that every time you level you can add points in each form. In this way, you have your marine form with your basic abilities (which allow you to progress the quests), but you can also level secondary abilities which give you combat benefits or other abilities.
Of course, there is a lot we could discuss right now since this can be such a complex game, it would be good to keep in mind to not make it incredibly complex to the point you can't manage it anymore, but it will undoubtedly be a hard game to make. Overall I think this will be not only a fun map to play but also a fun map to design, because you will require a lot of creativity to design the game.
I really think this could be one of the best UMS right now, given how much fun the premise is.
This sounds like an amazing idea, I would really like to help as a "brainstormer", because since this is such an original concept, that you really are gonna need original level designs to work with it.
I think that the idea of being a changeling is simply genius, but there is the risk that it will just be a gimmick, IMO everything should be based around the concept of changing, the combat, the missions, the skill tree, the story, etc.
If you would like to take me, I would just love to help.
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that actually looks cool and original, and we need several good terrainers considering multiple planets, cities and locations, though I will wait and see what Talon thinks
also, considering its a third person game, it needs to have different considerations when making the maps, like for example, using and abusing the verticallity adds a lot to the level design (have constantly going up and down, multiple levels, etc.
Talon also said it would be awesome if people learned to do cinematics, since they will be an awesome way to add to the game
sounds great
Moved for great justice
Some thoughts: As I mentioned, for this idea to work the whole game has to revolve around it, the combat should vary and give you different fighting abilities depending in your status, aswell as the puzzles should involve changing back an forth using different abilities to solve a particular challenge, this last thing is harder to do than it sounds, because it involves clever design of both skills and levels. Finally, the whole progression should be based around changing, but this is the most obvious thing.
In this regard I think that the game should have a design similar to Zelda but slightly more open, that is, have an open overworld with various side-quests, dungeons, and traveling points, but have some sections be blocked up until you get an ability(or item in the zelda case). Like for example, have a certain area only be accesible after you can fly around it as a mutalisk, and when you get this ability you can access a whole new area with a whole new set of quests.
I think that by far the most important thing is to have the morphing mechanism be interesting. I feel that getting more options to change should feel rewarding, and for this I suggest that you will have some DNA codes really hidden, like have the ultralisk form only available after you decide to go on the optional quest to explore the zerg hive. And then this form could give you benefits in combat, or allow you to access another more obscure but higher rewarded quest.
I also think that it would be fun that there is a different skill and attribute set for each form (and perhaps a "main" attribute set that acts in general), and that every time you level you can add points in each form. In this way, you have your marine form with your basic abilities (which allow you to progress the quests), but you can also level secondary abilities which give you combat benefits or other abilities.
Of course, there is a lot we could discuss right now since this can be such a complex game, it would be good to keep in mind to not make it incredibly complex to the point you can't manage it anymore, but it will undoubtedly be a hard game to make. Overall I think this will be not only a fun map to play but also a fun map to design, because you will require a lot of creativity to design the game.
I really think this could be one of the best UMS right now, given how much fun the premise is.
This sounds like an amazing idea, I would really like to help as a "brainstormer", because since this is such an original concept, that you really are gonna need original level designs to work with it.
I think that the idea of being a changeling is simply genius, but there is the risk that it will just be a gimmick, IMO everything should be based around the concept of changing, the combat, the missions, the skill tree, the story, etc.
If you would like to take me, I would just love to help.