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Maltro
26-02-2006, 23:39
Hi, this game will be great if the developpers follow this way but I am afraid that this game won't be so different that other RTS (like AOE 3 for example).

OK there is the pyramid, it is interesting because each man of ours troups has a personality like this and a real valor. The better of them will be precious and it bring a little "role play experience". The dinosaurs are really fun and graphics and animations of characters are very nice... but what news? Collecting ressources for build units and improve them to fight the enemies like all other RPG... There are the same buildings: casern, market... :bash: AOE 3 was really beautiful but I haven't play a lot because it is too boring. No real improvement share as graphics.

Will there be others originals ideas like capture the dinosaurs of the ennemy when units wich drive them are kill? Or evoluate breeding of dinosaurs which give them more importance? Or more interactivity with landscape (tree burns or rocks falls after an explosion, bridge can be destroy or built)? Will there be a mean to look after the casualties to save some troups or make some prisonners. Will there be a system of panic for troops when some poor archers will be in front of a T.rex for example?

Never mind, I will buy the game if graphics are as good as gameplay but please, make it really different that other RTS!

PS: Sorry for my English... I am French. :lol:

Julian
27-02-2006, 00:09
Greetings!

but what news?
Uh... that pyramid you just described up there? :) It does a few more things than simply showing your units. Once you get to play the game you'll see that no other RTS title features a comparable approach.

As for the gameplay basics, Paraworld was always intended to be a game with typical RTS elements, e.g. you gathering resources and producing units. No genre mix. Still, it's no AoE3 the same way both, Painkiller and Half-Life 2 are shooters but not the same.

like capture the dinosaurs
That was one of the ideas SEK toyed around with earlier. Ultimately got a big red 'micromanagement hell' stamp after it was tested out.

This idea, like some of the ones you listed there, did sound promising - but it wasn't actually fun. Afterall, we're out to make a fast-paced game. There's no time for prisoners. :)

Samurai Squirrel
27-02-2006, 18:51
what about taming wild animals?

Julian
27-02-2006, 18:57
what about taming wild animals?
We too had that idea. It makes things a lot more difficult to balance though. The level design implications were huge.

Maltro
27-02-2006, 22:41
Thank you for your reply :bday:

I am in a hurry to test this pyramid. It looks fun and finally really original and if my ideas are not really fun in game it's a shame but I trust you, it's your job :wink:

Bye !

Neox
28-02-2006, 00:47
We too had that idea. It makes things a lot more difficult to balance though. The level design implications were huge.


in fact long time ago we already had that feature, avery unit had to tame his animal, but it really, really ****ed, because it took more time and was more work then just pushing a button and havin a finished unit a few seconds later.

Carnosaur
28-02-2006, 07:24
ya and some guy will find a t rex, the other a compy:)

Neox
28-02-2006, 09:39
and the guy who found the trex would make a good snack, while the other one with the compy would be a great meal :P

taming carnivores was quite... impossible ;)

Angryminer
28-02-2006, 14:05
Now seeing that the codework is already done... Wouldn't it be a good idea to include this idea as a multiplayer-mode? In that case getting (=taming) specific wild animals before the other players can is an added degree of difficulty and causes early fights (which is definitely a good thing).

Angryminer

Julian
28-02-2006, 14:34
Wouldn't it be a good idea to include this idea as a multiplayer-mode?
Maybe some day there'll be a fun mod, but just incorporating that feature now is not that simple. First of all, SP and MP are supposed to be similar in terms of game design. Also, when I'm saying that it was one of the ideas SEK experimented around with, I'm not talking about yesterday or last month. ;) Parts of the code base have been reworked quite a bit in the past years and one cannot simply copy&paste old parts back into the new construct and expect it to work.

Carnosaur
02-03-2006, 05:59
goodo. :wink: :wink: :wink: :wink: