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Post by grävling on Aug 13, 2012 9:30:02 GMT -5
One other note: I don't think there is any plan for new ways to dump large amounts of descriptive text into this game. But consider the V-chip. I have the character waking up and suffering from 'cybernetic asomatognosia'. Asomatognosia is a real neurological condition; the cybernetic surgery induced form, is, of course, my contribution. Asomatignosiacs don't feel any sense of identity with parts of their own anatomy, typically an arm or a leg. Oliver Sacks briefly suffered from this and wrote about his experiences in A Leg to Stand On.It gives us a rationale for why new CK are weaker than kittens and miss the broad side of the proverbial barn when they aim for it. All of this can be written up as an extract from MEDLAR (MEDical Library ARchive) acronym also mine, put on a V-chip and handed to the patient to read later. You can also make notes for the art department as to how you want the characters drawn. i.e. Dress this dude in a lab coat and give him blood-stained medical scrubs to wear. Add a stethoscope. He's your doctor, and the first person you see after waking up from surgery. www.thedevilsdemons.com/wp-content/uploads/2011/02/ghoul.jpg (artwork not mine, obviously, or I would have done my own dressing.) But most of the revelation in the game so far is through conversations. I think this is how the tutorial will mostly work, as well. So it is like writing a play, without all the stage directions. I think this is what is expected of us. At any rate, this is what I have been doing. Now watch Cory post something saying, "No, no, you completely misunderstood what I wanted! "
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nyktos
Star Hero
[ cut-throat ]
Posts: 530
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Post by nyktos on Aug 13, 2012 9:39:01 GMT -5
epic!
=)
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Post by fallen on Aug 13, 2012 11:05:26 GMT -5
grävling - as you said, the story is mostly driven by dialog. The second story I am working on is already 40 pages of dialog and written just like a play. I wrote it in MS Word and have used "Spell Check" often, so hopefully you won't have to help us fix too many typos! About the tutorial story content -- the suggestion about the dog guarded area and the combat specialist is perfect. Its right in the zone of what we were hoping to get from the forum. Dialog is good too, if you want to provide--such as, what lessons does he teach you about dogs? Other example little quest-sets like that which are instructive about key parts of the game would be -grand-. Thanks!
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Post by Deleted on Aug 13, 2012 19:56:05 GMT -5
Just some suggestions based on grävling's ideas: The cyber knight's memory was damaged by the operation so he/she can't remember signing up. This gives a better excuse for explain cyber knights in general later. The opening scene could just be a black screen with a dialogue (like the current one) with the doctor - the ck ill in bed. This could be a brief intro to cyber knights and the training zone. Then the game begins with the ck outside the hospital door. The doctor instructs the ck to find his sponsor (who will give him his pda and allow him to read his 'MEDLAR' documents). The ck has to walk to his sponsor's safehouse. (If you want to make it harder the ck could be given several different locations where his sponsor 'might' be and have to find him.) Once the ck arrives they'll be given their pda and be instructed on the basics of using it. Places in the training zone: Sponsor's warehouse - where the ck has to go to pick up the weaponry/equipment needed for his sponsor's next assignment. Sponsor's safehouse - where ck meets their sponsor after each assignment for more advice and next instructions. Hospital - perhaps they can get medication from their doctor to fix their memory, or have operation follow-ups (free healing from injuries caused by first battles). Bar - where ck can meet people from NBZ and he can learn from them about different factions and places (from conversations). His own shack?? - Perhaps a place provided by his sponsor to remove tiredness (instead of looking for a hotel).
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Post by cyborgunicorn on Aug 14, 2012 6:24:59 GMT -5
Greetings!
I have been playing your games and browsing your forums for some time now but haven't posted until now, except for the 5 star reviews for your games on Google Play. I'm looking forward to the expansion of Cyber Knights in time, and I've been hesitant to comment but since it's still beta and you seem to really make an effort to seek player feedback, I thought I'd go ahead and chime in with a few thoughts. Some are more related to the Introtorial than others.
I haven't played Cyber Knights quite as long as some others around here so I'm not as experienced when it comes to climbing ladders, I recently just bought my first 2-job computer in the game, i cheated and looked at the chart in the forum to see prices and locations since I was feeling confused checking around shops haphazardly. I did the same for weapons. I was expecting the same model of.. well, anything, to sell for different prices depending on location around the nbz but it seems everyone is selling everything for the same price? That seemed a little odd to me.
Also, do implants, computers, or clothing/weapons have lifespans of any sort? the character could start out with perhaps a bug on him or a faulty cybernetic causing him increased heat or battle disadvantage until he got a new jacket and sold the old one, or got his implant removed, in turn teaching the player to do.. whatever! in the case of implant removal, if i'm not mistaken, doesn't it lower your health? It might be good to mention that if that is the case.
Also another idea I had for the Introtorial or game was a flop house where you could buy drugs, and crash for 12 hours with like a 1 in 6 chance of getting a small amount of money stolen from you overnight by someone, lower odds as your rep increases. And you could sell drugs in the game too, i know you can sell them already if you go to a shop, but you could stand near maybe a storage container or a fence or a garbage or something and click it like you would a building's entrance beginning a process of transactions again slightly varying in price, or perhaps triggering an encounter, or if you don't have any to sell and you try it anyway maybe it would automatically trigger an encounter of someone angered that you're trying to rob them or dealing on their turf. Really it wouldn't be any worse than anything already in Stick RPG.
Having read posts about "gladiator style fights," i don't know how many enemies you mean, but in case the spaces available aren't big enough, I always envisioned such a fight happening in one of those partially fenced off areas in the slum neighborhoods or maybe in The Streets territory.
By the way... Why is my sprite the only sprite i ever see outdoors besides during direct encounters? Food for thought.
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Post by Deleted on Aug 14, 2012 9:29:32 GMT -5
I have an idea for the opening dialogue, but would there be any chance of Andrew producing a few (2 or so) pictures to go with it?
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Post by fallen on Aug 14, 2012 12:24:45 GMT -5
@jr - the introduction that you suggestion is actually more prominently featured in the second story, which is about 50% complete, but is much more involved to finish. cyborgunicorn - welcome to the forum! Thanks for the 5 star. In response to your questions: 1. Mostly, items are sold across the NBZ for roughly the same prices. There are definitely places where you will find small quirks, and knock-off items here and there, but its generally consistent. This will change as Faction Power and Reputation start to affect prices. (BETA =) 2. We did not add a durability system into the game. So, armor does not degrade over time. However, cybernetic implants have a stress point system (not yet implemented) that will cause them to become damaged due to mortal wounds, the use of nano, or other types of really stressful events. 3. Both stories will actually include some gladiator like fights. Its good for training (Tutorial) and just the kind of thing that a blood thirsty Fennian would enjoy (second story). 4. Currently, the main Cyber Knight sprites are the only ones being animated, so they are the ones being used for walk animations around the map. We have, however, gotten a lot of feedback that everyone wants to see your Runners sprites again, so that is likely to get re-added. Which means I need to animate them all. All in good time (BETA).
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Post by grävling on Aug 19, 2012 15:07:54 GMT -5
I got some significant work done on this project today. I've been bad (at least for the project) -- there was our annual week-long culture festival in town this week, so I have been having other sorts of fun. And I played board games all day and night yesterday; and unlike TB, I have to sleep sometime.
Just to let you know I haven't dropped this project, though you wouldn't know that from the little that I have posted so far. Sorry about that.
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Post by Deleted on Aug 20, 2012 2:09:38 GMT -5
Same here, I've only just been able to get my hands on a computer with internet access since I arrived in Bangkok a few days ago, so that's my excuse for the silence.
(Unrelated:) I've also downloaded the help file zip to see if I can edit it, but google docs is trying to be clever so all the menus are in thai!!
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Post by taz2477 on Aug 29, 2012 3:54:27 GMT -5
Yay, I love that there is a tutorial coming (I'm really bad at this game, I love it, but I'm bad at it ) Maybe the tutorial could be tailored to each class with emphasis on features that apply to them?
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Post by grävling on Aug 29, 2012 4:17:10 GMT -5
Right now the various classes are so much the same that there isn't a lot of features that applies only to one class. The big difference is between playing female 2 and the other two characters. When the differences in classes begin to matter more, then putting thngs in the tutorial about this sounds like a great idea.
Welcome to the forums, taz2477. What, in particular would you like a tutorial to teach you now?
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Post by bloodvain on Sept 24, 2012 22:03:09 GMT -5
Having and issue with battling, I have high heat (good) I get followed and confront (great) I enter battle and move into postion to attack (still going good) then I attack or get attacked and after that the battle is over(not good or great)...Am I allowed only one attack? or am I hitting the wrong option? I'd really like to attempt to kill everyone who is attacking me rather than slapping them once and running away. I currently have the free version on my phone but I'm going to buy the ELITE version tomorrow I just don't want to spend money if the battle system is only one attack. So if you could give me some advice it would be greatly appreciated
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Post by grävling on Sept 25, 2012 2:40:08 GMT -5
Something is wrong. You should be getting plenty of attacks, and the battles shouldn't be over that quickly unless you are trying and succeeding at escaping from battles.
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Post by fallen on Sept 25, 2012 12:50:57 GMT -5
bloodvain - I hope this helps -- when you move close to an enemy on your turn, touch them. A red attack target area will highlight. Touch any enemy that is in the area. This will take you to the attack screen. If you choose "Aim" you will spend 1 AP but have a better change of hitting and comboing. If you choose "Attack" then you will get to attack and try to kill the enemy. IF you hit AND your weapon supports combos (Speed > 1) then you may be able to attack again (like an Uzi... you might get 5 attacks). Each attack after the first costs 0 AP. The AP cost of the first attack is determined by your weapon. If you click "Finish" then you end without attacking (only click finish when you are really done). AP = Action Points Suggestion -- go buy some new weapons that have Speed > 1.
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nyktos
Star Hero
[ cut-throat ]
Posts: 530
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Post by nyktos on Oct 4, 2012 7:33:22 GMT -5
i probably won't learn much from the tutorial, but i am really looking forward to it!
just having something new to run through will have me all stuzzed out...
my Agent Ex is getting fidgety - time to hit the streets again!
(thanks for all the hard work TB!!!)
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