Innovative social shooter : part 2 - rules example
Hi! So, like I said in my other post, Im trying to find an internship in video game studios as a game designer. So Im trying to make the best portfolio possible with what I have. Since I've been writing an extensive GDD (150 pages) of a innovative 2D isometric shooter, I'm thinking of giving them samples of different parts of the GDD that illustrate my different "talents". In my previous post, I put an example of the overview of the game. Here is the more "technical" example, which describes the criminal reputation rules of the game. The game is an intesive pixelised 2D isometric deathmatch type shooter. Please note that 1) The Retrotronics universe is an unrealistic sci-fi humour/irony based futuristic world (like Fallout or the comic "Heavy Metal") for adults 2)Dying in this universe isnt a big issue. Like most shooters, you can get instanly regenerated and come back to life (with InstaRegen). Thats why major uncontrolable psychos are more like prime time entertainement than anything else: "Who's 1001 Scalps Billy going to kill next?" is the big question everyone's asking about. In this crazy universe (just like most video games): Killing is fun !! (batteries not included) Is this any good for a portfolio? Im open to any advice (positive or negative) Criminal Reputation (REPCR) To evaluate a player’s REPCR (criminal reputation), you calculate the average between the REPMR(murder reputation) and REPSY(psychopath reputation). -->REPCR= Average between REPMR (coefficient 1) and REPSY (coeff 1.5) Murder Reputation (REPMR):"Kill, and don't be killed. That's just how things work around here.."The REPMR will depend on the player’s weekly ratio established by the difference between his number of frags and number of deaths. This ratio will be compared to the other player’s frag/death ratios in a weekly ranking. (The ranking is reset every Monday.) According to his place in the ranking at the end of the week, the player will get a certain number of REPMR points. -->according to his place in the weekly ranking: - top 10 players in the ranking: + 50 REPMR points - the first quarter of players on top of the ranking: + 20 REPMR points, - the next quarter of players : 15 REPMR (+), etc. .. Frags and deaths value"If a famous killer kills a fresh out-of-the-factory rookie, nobody cares. On the other hand, a newbie who kills the Mob king, now that my friend, surprises everyone..." NOTE: To simplify the upcoming explanations, we will now use the terms character "murderer" and character "victim" to describe a fight between two players. The “murderer” is one who gets the frag, the “victim” is one who is killed. According to the difference between the murderer and the victim’s REPMR, the value of a frag will vary. ->1° Thus, if both fighters have exactly the same REPMR, then the killer will get +1 his frag points. The victim will receive + 1 in his death points. ->2° If the murderer’s REPMR is much higher than the victim’s REPMR, then the value of the frags will be much lower ( + 0.1 in his frag points). Similarly, the value of the victim’s death is reduced (+0.1 in his death points) Example: A mob king kills a newbie. The mob king gains nearly nothing, but the Newbie doesn’t lose much ->3° Based on the same idea, if the murderer’s REPMR is much lower than that of the victim, the value of the frag is much higher (+ 10 frag points ), as well as the value of the victim’s death ( +10 in in his death points). Example: A newbie miraculously kills a mob king. The newbie gains a lot, and the mob king, humiliated, loses a lot. -> Conclusion: The players who have a high REPMR will quickly become the target of all the players with a lower REPMR, since killing these high reputation characters gives a lot of points. NB: Killing an “enemy” Klan member (c.f. report to “Mafia hierarchy chapter”) gives a 1.5 multiplier to the frag/death point system mentioned above. (TBT) Psychopath Reputation (REPSY): "You wanna hear the story of 1001 Scalps Billy?" The psychopath reputation will vary depending on several factors: 1)Total number of people murdered (divided by) duration in time "Oh my god! I heard he killed over 50 people in a minute!" The more people a player will kill in a reduced time, the more his REPSY is going to grow. Possibly apply a combo system (!!! Chain Murder Combo !!!) 2) The celebrity (CEL) of people killedAlthough nobody knew him, Oswald ,President Kennedy’s assassin, became instantly one of the biggest murderers in history after his attack. If you manage to kill an old junkie though, nobody cares. If the player kills a character with a high CELEB level, it gives him a great load of REPSY points. 3) The diversity of people killedBecause of instant regeneration, death has become a common unmournful thing in the Retrotronics universe. A psychopath who keeps hunting down the same person is simply seen as a pervert, and his reputation as a true psycho is quickly forgotten. Therefore, to be a known psychopath, it’s better to kill many different people, not always the same. This attracts more attention, and makes better stuff in the tabloids... A murderer wins the maximum REPSY points the first time he kills a victim. If, immediately after, he kills the same victim again, he wins less. This work as an exponential multiplier that reaches to 0. Example (a little too extreme, to be balanced): 1st time: max points. 2nd time: max-2%. 3rd time: max - 4% 4th time: max - 8% Etc.. Note: this “point reduction counter” for the number of times you kill the same victim is reset after a while if you don’t kill the same victim. This feature is put to prevent cheaters from repeatedly killing the same consenting player again and again. 4) Different victims’ similar Social Genre (REPGEN)"This psychopath has got some sort of pattern.." Once a player has reached a certain REPSY level, he can choose to persist killing characters of one particular social genre (REPGEN). This will eventually lead in getting a permanent REPSY bonus (that will disappear if the player stops killing that particular genre) [Edited by - illison terry on January 25, 2010 10:54:49 AM]
Sorry, but this just sounds gross. That may be why you're not getting any responses.
As a person, the idea is definitely just too "visually graphical." That is to say, it's a little too "bloody" for people to not feel emotional.
As a designer, I will say the idea is thoroughly laid out. The top level First Person Shooter Players will be able to enjoy this game, but the level of graphics may be just too much realistic. You need to have a certain element of unrealistic in this game so that players will have a signal within their mind to keep themselves sane and not do these things in real life.
As a designer, I will say the idea is thoroughly laid out. The top level First Person Shooter Players will be able to enjoy this game, but the level of graphics may be just too much realistic. You need to have a certain element of unrealistic in this game so that players will have a signal within their mind to keep themselves sane and not do these things in real life.
I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:
- move
- mask
- shift
- move
- mask
- shift
- or
So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
"Gross"... too "bloody"... Im quite surprised.Im only describing some rules... It doesnt seem half as bad as VERY popular games like GTA where you can run over people for fun or Bioshock where you chose between saving or killing little girls.. Could you explain why these "criminal/psycho rules are so shocking?
Nevertheless, I do agree that I left out some important introduction points before showing the rules:
1) The Retrotronics "adult" universe is an unrealistic sci-fi humour/irony based futuristic world (like Fallout or the comic "Heavy Metal")
2)Dying in this universe isnt a big issue. You can get instanly regenerated and come back to life. Thats why major uncontrolable psychos are more like prime time entertainement than anything else: "Who's 1001 Scalps Billy going to kill next?" is the big question everyone's asking about. In this crazy universe (just like most video games): Killing is fun !! (batteries not included
3) As for the "unrealistic element": the game will be a 2D ismoetric pixelized shooter. Nothing too realistic about that :-)
Ill try to make these essential points clear next time I post this sort of content. I wouldnt want anyone to get grossed out or think Im a psycho! (this "ironic humour universe" is mentionned in the first part of the post though )
So questions: -knowing all this, is it still completely gross ?
- you mentionned that only "top level First Person Shooter Players will be able to enjoy this game". Do you think only a very small community of players would appreciate these "realistic" rules, even if the game is retro, cartoony, and fun? What should I change? Should I simplify things?
- Finally, a part from the violence, is this a good example for a "rules creation" example in my portfolio?
(thx for your advice by the way ;-) )
Nevertheless, I do agree that I left out some important introduction points before showing the rules:
1) The Retrotronics "adult" universe is an unrealistic sci-fi humour/irony based futuristic world (like Fallout or the comic "Heavy Metal")
2)Dying in this universe isnt a big issue. You can get instanly regenerated and come back to life. Thats why major uncontrolable psychos are more like prime time entertainement than anything else: "Who's 1001 Scalps Billy going to kill next?" is the big question everyone's asking about. In this crazy universe (just like most video games): Killing is fun !! (batteries not included
3) As for the "unrealistic element": the game will be a 2D ismoetric pixelized shooter. Nothing too realistic about that :-)
Ill try to make these essential points clear next time I post this sort of content. I wouldnt want anyone to get grossed out or think Im a psycho! (this "ironic humour universe" is mentionned in the first part of the post though )
So questions: -knowing all this, is it still completely gross ?
- you mentionned that only "top level First Person Shooter Players will be able to enjoy this game". Do you think only a very small community of players would appreciate these "realistic" rules, even if the game is retro, cartoony, and fun? What should I change? Should I simplify things?
- Finally, a part from the violence, is this a good example for a "rules creation" example in my portfolio?
(thx for your advice by the way ;-) )
Well, people always have two perspective. One, the humanity perspective, and in this perspective, we want to have a certain degree of respect. The reason why this world is so problematic is because the people in power are maintaining this problem. Two, as game designers, we should use logical and not our emotions. So to answer your post, you have made a thorough method of reputations that can dynamically interact with the actions of the players, and therefore, the idea is complete.
Though you can create the "time" limit for your psychopath reputation further, that is to say, you have not created a time variable limit to when killing again will take penalty. You have to survey your player's short term memory and long term memory. The time limit for when the penalty is over should be after the short term memory fades away. If the penalty fades earlier than that, then the weaker players will continuously recognize that a certain player is killing them and therefore will lose some ego.
Personally, some of us are not people who like griever type games. Remember that human are not 100% logical. They have emotions too, so your game design may be well, there will only be so much players (a few hundred thousands world wide maybe?) that will play your game. But then, we have to remember to remove our emotions and bring out our logic.
Though you can create the "time" limit for your psychopath reputation further, that is to say, you have not created a time variable limit to when killing again will take penalty. You have to survey your player's short term memory and long term memory. The time limit for when the penalty is over should be after the short term memory fades away. If the penalty fades earlier than that, then the weaker players will continuously recognize that a certain player is killing them and therefore will lose some ego.
Personally, some of us are not people who like griever type games. Remember that human are not 100% logical. They have emotions too, so your game design may be well, there will only be so much players (a few hundred thousands world wide maybe?) that will play your game. But then, we have to remember to remove our emotions and bring out our logic.
I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:
- move
- mask
- shift
- move
- mask
- shift
- or
So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
Age of Conan is very similar to this. Its' focus is PvP, with grieving being a significant part of gameplay. I haven't played it for about a year and they change the rules often, but last time I played they had a penalty system for killing low-level characters.
In that game, level determines victory; a player who is 7+ levels higher than their opponant wins. So a penalty is attached that killing a player that is 7+ levels lower brands you as a criminal for a while. Repeated killings result in a murderer status. Players branded murderer can be killed by players 7+ levels higher, and the killer is not considered a criminal.
IMO, the philosophy behind the rule is logically inconsistent: The game is murder, and winning is determined mostly by level difference, but the rules imply that level difference is 'bad'.
In that game, level determines victory; a player who is 7+ levels higher than their opponant wins. So a penalty is attached that killing a player that is 7+ levels lower brands you as a criminal for a while. Repeated killings result in a murderer status. Players branded murderer can be killed by players 7+ levels higher, and the killer is not considered a criminal.
IMO, the philosophy behind the rule is logically inconsistent: The game is murder, and winning is determined mostly by level difference, but the rules imply that level difference is 'bad'.
--"I'm not at home right now, but" = lights on, but no ones home
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement