Psychomorph
Insider
Hello,
your project intrigued me the first time I saw a screenshot. I'm not the only one saying that this is more how Diablo 3 should have looked like, but of course, there is more to Sui Generis than the looks.
I don't know what your vision for your game really is, but there have always been things I wanted to see in this kind of a game. This thread is not much of a suiggestion, but more of a food for thought thing.
I am honestly not big into RPG's, but the game that was influential for me as a gamer was Thief - The Dark Project. The level of interaction with the world was good in Thief and watching your great tech in the pitch video made me think of some features that would be unique.
Let's take the lighting. It looks realistic and thus also functional! What if you could hide in it? Let's say a skeleton in patrolling the dungeon, what if you keep standing in a deep dark corner and the creature would not see you? Stealth elements in an isometric RPG, now that's something.
In relation to the stealth argument and speaking about Thief earlier, one of my favorite features about Thief is the movement system - walking rather slowly (incl. creep) is not just a realistic feature, but a gameplay element, as you do not draw attention toward yourself, you are silent enough to hear everything and you do not run into traps that easily and generally make less mistakes. This I always wanted to see in an oldschool styled RPG, which often tend to be rather simplistic on the movement and interaction level. I'm not sure what would be the best way, I thought of an original Splinter Cell way of using the scroll wheel to accelerate and decelerate the characters pace. Or the further away from the character you move the pointer the faster he moves, but this might be tricky in some ways. I think you don't need more than three speeds in general.
WALK: Slow and silent. Can sneak past unaware characters, especially effective with the aid of shadows. Good way to explore dangerous places as you will likely not run into traps that easily. Walking may make distant characters not spot you from afar, because a faster moving person is more noticeable and obviously can be more louder to begin with.
JOG: The default movement that you already see in SG and in most RPG's. You can move relatively fast and constantly.
SPRINT: Slightly faster movement than the jog that can be used temporarily to escape danger or pass short distances quicker. Disadvantage may be that overusing it (total fatigue) may affect your combat efficiency. Heavy armored warriors may not be able to sprint, or shorter with more fatigue.
The walk pace would definitely be an interesting gameplay element, if the game is build around that feature.
The physics made me think of how nice it would be if you could push, pull, throw and kick things. Imagine the mechanics as such; You put the pointer on an object. If you can interact with it, the pointer will change into an appropriate icon. Clicking into the object and moving the pointer away from the character will make him push the object. Moving the pointer toward the character will make him pull it. The faster you move the pointer, the faster and careless the character interacts with the object. You can also pull chains and ropes like that.
To throw (small) things you click on an item and wait until the character picks it up, then you click somewhere and the character throws the object there, of course he throws it where you click.
To kick things you click on an object and make a fast swiping movement with the mouse, releasing the mouse button in the process. Making a swiping movement away from the character will make him kick things, moving the mouse toward the character could make him tear things down with force (where pulling doesn't have enough force). Imagine you have a broken door, you could kick it a couple of times until it falls off its hinges.
Hearing you say how the objects aren't just boxes, but are what they look like made me think of another thing I'd love to see in such a game, which is also my favorite feature in Thief - the climbing.
Imagine you put the pointer on a short wall or fence, the pointer changes into a "mantle" icon and you will mantle over the obstacle. Putting the pointer on a bed or table will let you see a "climb on" icon, and you can climb on the object.
This stuff would require the entire level design and opponents to be designed around this, it's complicated so I don't expect any of this to happen, but it is a nice and calming thought in any case.
However, I hope the Kickstarter will be a success for you and I cannot wait to test the Alpha. Good luck.
your project intrigued me the first time I saw a screenshot. I'm not the only one saying that this is more how Diablo 3 should have looked like, but of course, there is more to Sui Generis than the looks.
I don't know what your vision for your game really is, but there have always been things I wanted to see in this kind of a game. This thread is not much of a suiggestion, but more of a food for thought thing.
I am honestly not big into RPG's, but the game that was influential for me as a gamer was Thief - The Dark Project. The level of interaction with the world was good in Thief and watching your great tech in the pitch video made me think of some features that would be unique.
Let's take the lighting. It looks realistic and thus also functional! What if you could hide in it? Let's say a skeleton in patrolling the dungeon, what if you keep standing in a deep dark corner and the creature would not see you? Stealth elements in an isometric RPG, now that's something.
In relation to the stealth argument and speaking about Thief earlier, one of my favorite features about Thief is the movement system - walking rather slowly (incl. creep) is not just a realistic feature, but a gameplay element, as you do not draw attention toward yourself, you are silent enough to hear everything and you do not run into traps that easily and generally make less mistakes. This I always wanted to see in an oldschool styled RPG, which often tend to be rather simplistic on the movement and interaction level. I'm not sure what would be the best way, I thought of an original Splinter Cell way of using the scroll wheel to accelerate and decelerate the characters pace. Or the further away from the character you move the pointer the faster he moves, but this might be tricky in some ways. I think you don't need more than three speeds in general.
WALK: Slow and silent. Can sneak past unaware characters, especially effective with the aid of shadows. Good way to explore dangerous places as you will likely not run into traps that easily. Walking may make distant characters not spot you from afar, because a faster moving person is more noticeable and obviously can be more louder to begin with.
JOG: The default movement that you already see in SG and in most RPG's. You can move relatively fast and constantly.
SPRINT: Slightly faster movement than the jog that can be used temporarily to escape danger or pass short distances quicker. Disadvantage may be that overusing it (total fatigue) may affect your combat efficiency. Heavy armored warriors may not be able to sprint, or shorter with more fatigue.
The walk pace would definitely be an interesting gameplay element, if the game is build around that feature.
The physics made me think of how nice it would be if you could push, pull, throw and kick things. Imagine the mechanics as such; You put the pointer on an object. If you can interact with it, the pointer will change into an appropriate icon. Clicking into the object and moving the pointer away from the character will make him push the object. Moving the pointer toward the character will make him pull it. The faster you move the pointer, the faster and careless the character interacts with the object. You can also pull chains and ropes like that.
To throw (small) things you click on an item and wait until the character picks it up, then you click somewhere and the character throws the object there, of course he throws it where you click.
To kick things you click on an object and make a fast swiping movement with the mouse, releasing the mouse button in the process. Making a swiping movement away from the character will make him kick things, moving the mouse toward the character could make him tear things down with force (where pulling doesn't have enough force). Imagine you have a broken door, you could kick it a couple of times until it falls off its hinges.
Hearing you say how the objects aren't just boxes, but are what they look like made me think of another thing I'd love to see in such a game, which is also my favorite feature in Thief - the climbing.
Imagine you put the pointer on a short wall or fence, the pointer changes into a "mantle" icon and you will mantle over the obstacle. Putting the pointer on a bed or table will let you see a "climb on" icon, and you can climb on the object.
This stuff would require the entire level design and opponents to be designed around this, it's complicated so I don't expect any of this to happen, but it is a nice and calming thought in any case.
However, I hope the Kickstarter will be a success for you and I cannot wait to test the Alpha. Good luck.