Hi everyone!
I'm working on an rpg/action game and have an idea that I would love some feedback on. I suppose you could say it's a slightly futuristic version of Baldurs gate 2, but in 3d and without the turns. A major difference is that this game is less focused on combat and more focused on questing.
Now, since the game is more focused on quests than combat, the character classes and skills are somewhat more varied and general. One of my character classes will probably be the hacker. The hacker will be able to interact with various devices. This is already present in many games, but is usually just a "hack device" skill which returns true or false, or some simple mini-game where the player has to click the right ip-address from a list within a certain amount of time or whatever.
My idea is to actually have devices that are built of components that are connected by cables. To hack a device, the player would then cut or reroute some cables and/or add/remove components. Devices include everything from keypads next to doors to bombs with timers. The player would also be able to build his own devices. There would (ofcourse) be premade devices to place in the editor and to buy in shops.
An important thing to note is that the player would never be required to "hack" a device, there would always be other solutions.
Do you think this is a good idea? Would it be fun or just annoying? Could I get into trouble for "teaching people how to make bombs" or something?
If you think it could be cool, what features of a such system would you like?
Devices and components in action game
That sounds really cool, I'd enjoy it I believe. You should make the components simple and fictitious, though.
Then you won't have to worry about training future terrorists, and players won't need to have engineering degrees to get the real good stuff in the game. Also, you'd have to offer something tutorial-ish to teach the player the different uses and quirks of the components; start off with something simple (connecting a power cell to a motor with a wire) and slowly add in new available components and new ways to use the existing ones.
Then you won't have to worry about training future terrorists, and players won't need to have engineering degrees to get the real good stuff in the game. Also, you'd have to offer something tutorial-ish to teach the player the different uses and quirks of the components; start off with something simple (connecting a power cell to a motor with a wire) and slowly add in new available components and new ways to use the existing ones.
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
It will be slightly simplified, but alot more advanced than that. It's a bit on the level where you connect a battery to a power-switch and a LED to create a flashlight.
This game will not be your average hold-the-player-in-his-hand type of game. I'm not sure it'll feature a quest-log for example.
The player will need some skills (as in engineering degree) in order to make the really cool stuff with it. Although, I might make an in-game school or something where the player can learn the basics.
This game will not be your average hold-the-player-in-his-hand type of game. I'm not sure it'll feature a quest-log for example.
The player will need some skills (as in engineering degree) in order to make the really cool stuff with it. Although, I might make an in-game school or something where the player can learn the basics.
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