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Messages - PW132

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Game Ideas / Re: Don't Kill Anyone: The Game
« on: June 11, 2011, 09:14:00 am »
Random health is a terrible idea. If I mess up, I don't want a random number generator to decide whether I get a game over. All civilians should be one hit kill.
I would of worded it differently, but that pinpointed it.

Game Ideas / Re: Don't Kill Anyone: The Game
« on: June 10, 2011, 11:53:13 am »
If the murderer always fires bullets, I don't see the difference between the main mode and the timed one. They both end after a certain amount of time.
The Timed Mode keeps on going, the levels are infinite. But yes, there may need to be a way to differentiate Main Mode and Timed Mode more. Maybe blend them into one somehow?

I love the originality of the idea, though I agree that it might be tricky to put variety in the gameplay.

I think you should give the player a small limited amount of "gun jams" to temporarily jam the gun and cease the firing, so the player has an out for particularly rough spots.
Yes. Definitely implementing that.

Also I'd suggest to add health to citizens which would be random. This way people would be able to take few hits before died (but of course player wouldn't know if specific citizen have 1, 3 or 7 HP).
I dunno about the citizen heath...It takes away some of the intensity no matter how think about it.

Game Ideas / Re: Don't Kill Anyone: The Game
« on: June 10, 2011, 09:17:48 am »
What could change between levels (besides the amount of time you have to not kill anyone before the police show up) could be the population density. In other words, it's harder NOT to hit someone when there are more people around.

Is this a top down or side view?
It's a top down, a bit like Robotron 2084. Also, I think crowd density would change in all modes, too. Gee, I sure left out a lot of info from the main post!  :o

Game Ideas / Re: Killing the Magic by Making Games
« on: June 10, 2011, 08:57:52 am »
It sounds like a cousin to the Tetris Effect, where playing a game affects how you see other things outside of the game. (Playing Tetris=Seeing Tetris Blocks, Playing SimCity=Looking at the layout of your hometown, etc.)

Game Ideas / Re: Don't Kill Anyone: The Game
« on: June 10, 2011, 08:51:58 am »
I LOVE the concept. Very original and it sound quirky and fun!

I can just see the "murder" getting more and more frustrated as time goes on.

Maybe you might think of a "timed" mode. Basically, like arcade mode you have infinite bullets, but you have to hold out for a certain amount of time. The timer is really just how long it takes for the police to get there. Each "stage" takes the police a little longer to get there. Or, something like that, just an idea :)

Either way, I would love to see this game.
I really like that idea! :D At first I did I have a similar sort of "leveled" mode in mind, but I had difficulty figuring out what would changed from level to level. At first I thought the civilians would become suicidal. :P  I'll probably implement it when I have the Main and Arcade modes finished.

Game Ideas / Don't Kill Anyone: The Game
« on: June 10, 2011, 08:05:11 am »
You are the gun of a mass murderer. And a pacifist.

Basically, the aim of the game is to miss all the civilians running around the screen. The murderer runs around the screen too, and all the shots come from him, and you cannot stop him firing. You use the mouse to direct the machine gun fire away from the civilians. If you hit anyone, you lose. The game is viewed from a top-down perspective. There will be three modes, "Arcade Mode," "Main Mode," and "Timed Mode." In the Main Mode, you have a very large supply, but a limited one, of bullets. The way to win this mode is to run out of bullets without hitting anyone. In Arcade Mode, you have an infinite supply of bullets. You have to play as long as you can without hitting anybody, and the amount of bullets that missed is your final score. Timed Mode, suggested by sharpleaf, will have timed levels. When the timer ends, the police arrive to arrest the murderer. You must not let anyone die before the police arrive or you lose. When you finish a level, the time you must not let anyone die in is increased. In all modes, the crowd will slowly get denser.

I just started programming it. I actually decided to pick up stencyl to make this game, because the other language I used (Scratch) is a bit lousy with firing large amounts of bullets, as all objects must be created by hand by the programmer, which makes stuff like this hard to program.

I would like some suggestions for things to put in to it. If you have any ideas, please post them.

EDIT: If I posted this in the wrong place, tell me. I know nothing about this place.

Chit-Chat / Re: Terraria Online: looks pretty cool.
« on: June 09, 2011, 09:52:03 pm »
I'll probably get it when I have enough money and there is nothing else I want to buy.

I like the idea of putting RPG elements with Platformer and Minecraft-like elements, even though I generally dislike RPGs.

Chit-Chat / Re: Introduce Yourself!
« on: June 09, 2011, 09:43:56 pm »
Hello, I am PW132! Just call me Peter. I am yet another Scratch user who is weary of some of the limiting factors of the program, (although I still think highly of it,) and would like to move up to a different program. This one seemed to be the obvious choice. I just finished the crash course, and I can tell I still have a whole lot of learning to do.

(And no, I don't talk this fancy all the time.)

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