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Epidemic Groove
#194389
04/28/05 04:29
04/28/05 04:29
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Epidemic Groove
I'd be interested in any feedback y'all might have about our soon-to-be-released 3DGS game, Epidemic Groove. It's an action/RTS hybrid aimed at fans of casual games, (full games take about 10 minutes to play), which centers around building structures to defend a living brain cell from pathogenic attack. You can check out screenshots, video, and a beta demo from the work-in-progress website here. Also, since it's 12:23am, here's a poll.
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Re: Epidemic Groove
[Re: Marco_Grubert]
#194402
04/30/05 06:37
04/30/05 06:37
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Hi,
Played your demo, and itīs really a great idea.
What I think should be better is:
- more organic look... very difficult, because it would need a lot of polygones. Smooth walls with large bumps and rippled textures with small holes and other organic things like pulsating glowing veins (could be done with two models, one has a overlay or tga map with holes for pores and veins and the other model is inside the model and itīs texture is full of red and black worms, then move the texture of the inside model, and it should like something flowing in the veins and pores). And the floor could be red or dark blue with large pulsating glowing red veins. The less health the core has the faster the pulse. Instead of the space background a organic dark something would be nice. The wall models donīt have to be map entities. A6 has polygon-colision for models. You can even animate the organic walls. Only the first frame will be used for colision if you donīt update the hull (if I understood that right).
- I played the demo to the and the survival mode. The survival mode was suddenly very difficult because the screens fills with enemies. In the survival mode it got too slow too difficult. And itīs not good that it gets difficult because there are many many enemies. My comp got a big slowdown.
The complete game should get more difficult because of strategies to find out. For example:
- there could be enemies, which can shoot over walls for a short distance. So the player would have to build in such a level the walls more far away of the core. But the player wouldnīt have to close the walls, because the bomberbacterias arenīt intelligent and just move straight.
- intelligent enemies which search for holes in the walls could be combined with the bombers
- enemies which are good in breaking walls, like explosive bacterias, which destroy everything close to themself (espacially walls) with low armor
- enemies which detect a attack and escape fast with a strafe and then do a short break
- or enemies which are moving in a zickzack, if the detect a attack they jump back one time
- enemies which spore many small fast enemies if they get destroyed
- enemies which always shoot from a firm distance to hit the core
- enemies with low armor dripping every two seconds liquid while they are moving towards the walls. The liquid drops morph to fat silver snails with strong armor after a short while.
- enemies with low armor which transport enemies into the core over the walls (jumping or flying?)(maybe high walls and traps inside as extra defence)
These are some ideas to raise the strategical element.
A multiplayer mode would maybe funny. Every player would have itīs battlefield, when a player destroyes more than one enemy in a short time (combo) it will appear additivly on the enemy players field. (like tetris, PuyoPuyo and such games).
EX Citer
:L
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