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Post by ndukauba on Apr 24, 2014 20:42:45 GMT
Also, since King of the Hill does sound a bit misleading, can we try calling it Dethrone the King?
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Post by ndukauba on Apr 24, 2014 20:54:09 GMT
ndukauba- I see. That is true, that it would be possible for say Player 3 to be picked 2 to 3 times during a 6 minute King of the Hill match with the setup I described yesterday. Yeahhh! I could see a more defined way like you mentioned with the character who knocks the "King" to his demise takes over for being the King. I wish that we had a large enough community to take a poll for what is desired most for "Game Modes", but we won't likely have a robust enough community until after the successful October Kickstarter where we demonstrate the actual "Alpha build". This time around instead of the proof of concept pre-alpha build we are currently showcasing. I understand how you feel. If it helps, I'll strive to at least list a game mode every week. There are so many game modes that exist today that can be implemented in to this game, as well as the possibility of creating a brand new mode. I personally have taken a responsibility to aid as much as possible to create a new game mode.
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Post by LIQUIDFGC on Apr 25, 2014 0:50:32 GMT
Here's another mode, one that was requested in PlayStation All-Stars Battle Royale, bit was never implemented Spectation! This is self-explanatory. If you are playing online, and you want to be in the match, but only watch, Spectation is perfect. That way, you can view any match without interfering. In the character select screen in Online Mode, you'd have the option of selecting a character, or spectating. If you select spectate, you are instantly brought to match making, so that you can sit, relax, and enjoy some fights. Another mode is one that was DESPERATELY desired for PlayStation All-Stars Battle Royale, but was also rejected. Online 1v1 Mode! Have you ever just wanted to go online and completely demolish people 1 on 1? Well now is your opportunity with Online 1v1 Mode! It's pretty self-explanatory. When online, you can select whether you want to play 1v1 Timed, the most common, 1v1 Stock, or a vast variety of other game modes, and test your strength and skill against another opponent. ^o3o^ yes.
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Post by bryant on Apr 26, 2014 1:48:45 GMT
So far we've only seen player vs player action. How about player vs NPC action? This mode would actually take a lot of work to implement, so it shouldn't be included in the game on a whim. Monster Horde/Onslaught Mode:- The objective of is to survive the repeated attacks and groups of enemy NPCs ("monsters"), or waves.
- Each wave will take a certain amount of time before starting. This does not prevent a wave from starting if the monsters from the previous wave have not been defeated.
- If a wave is defeated prematurely, the next wave will automatically begin in a certain amount of time.
- Several conditions end the game:
- All of the players have been defeated or knocked out
- If the game is untimed, all of the NPCs have been defeated
- If the game is timed, the time limit has been reached
- This mode utilizes either the Classic or Deathmatch damage system (see respective game modes)
- If a player is knocked out of the stage, then that player is immediately is placed on the location where he or she last touched the ground. That player then cannot do anything. Other players will have to "revive" that player by pressing a certain button or combination of buttons before that player will be able to do anything. If the player is not revived within the respawn time, that player will automatically respawn on the spot.
- There will be multiple options for this game mode, including but not limited to: Amount of waves, types of monsters per wave, amount of monsters per wave, AI difficulty, time per wave, wave delay
- Players are scored based on how well they meet the following criteria:
- Length of time survived
- Amount of enemies defeated
- Amount of players revived
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Post by LIQUIDFGC on Apr 26, 2014 12:46:19 GMT
So far we've only seen player vs player action. How about player vs NPC action? This mode would actually take a lot of work to implement, so it shouldn't be included in the game on a whim. Monster Horde/Onslaught Mode:- The objective of is to survive the repeated attacks and groups of enemy NPCs ("monsters"), or waves.
- Each wave will take a certain amount of time before starting. This does not prevent a wave from starting if the monsters from the previous wave have not been defeated.
- If a wave is defeated prematurely, the next wave will automatically begin in a certain amount of time.
- Several conditions end the game:
- All of the players have been defeated or knocked out
- If the game is untimed, all of the NPCs have been defeated
- If the game is timed, the time limit has been reached
- This mode utilizes either the Classic or Deathmatch damage system (see respective game modes)
- If a player is knocked out of the stage, then that player is immediately is placed on the location where he or she last touched the ground. That player then cannot do anything. Other players will have to "revive" that player by pressing a certain button or combination of buttons before that player will be able to do anything. If the player is not revived within the respawn time, that player will automatically respawn on the spot.
- There will be multiple options for this game mode, including but not limited to: Amount of waves, types of monsters per wave, amount of monsters per wave, AI difficulty, time per wave, wave delay
- Players are scored based on how well they meet the following criteria:
- Length of time survived
- Amount of enemies defeated
- Amount of players revived
Read: Horde Mode from Gears of War, Escalation from War/Fall of Cybertron, Firefight from Halo 3 ODST/Reach and it's successor Spartan Ops in Halo 4. Thats a nice nanme for it, though.
KNOW MY NAME AND FEAR IT I AM ONSLAUGHT KNOW MY PAIN AND ANGER
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Post by JaredG on May 2, 2014 2:45:08 GMT
@community! What about a "Balloon Battle" mode for Indie Assault? The team was discussing the possibility of this mode at Wednesday's team meeting. We agreed that it would be very difficult to implement with basic attacks, but what if we limited the ways to knock balloons off by only ensuring that the opponent has to unleash a fully charged smash attack into you or by using a weapon to knock a balloon off. Thoughts?! Conduit 2 did it below-> Best regards, Jared Gingerich
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Post by nitrohamster on May 2, 2014 3:00:19 GMT
How many attacks will each character have?
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Post by JaredG on May 2, 2014 4:16:32 GMT
nitrohamster- Please elaborate? Each character has 80+ animations thus far without special moves and without weapon specific animations.
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Post by LIQUIDFGC on May 2, 2014 14:59:27 GMT
@community! What about a "Balloon Battle" mode for Indie Assault? The team was discussing the possibility of this mode at Wednesday's team meeting. We agreed that it would be very difficult to implement with basic attacks, but what if we limited the ways to knock balloons off by only ensuring that the opponent has to unleash a fully charged smash attack into you or by using a weapon to knock a balloon off. Thoughts?! Conduit 2 did it below-> Best regards, Jared GingerichThat's quite hilarious.
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Post by JaredG on May 6, 2014 2:46:38 GMT
LIQUIDFGC- Honestly, it was a great mode for the game!!! Conduit 2 was awesome that it supported 4 player split-screen, but there was no AI for the multiplayer modes which was a bummer if you only had 1 friend over to play with. Though, the pinnacle of this title was having the Lead Protagonist voiced by Jon St. John (fame of Duke Nukem).
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Post by LIQUIDFGC on May 6, 2014 23:48:28 GMT
LIQUIDFGC- Honestly, it was a great mode for the game!!! Conduit 2 was awesome that it supported 4 player split-screen, but there was no AI for the multiplayer modes which was a bummer if you only had 1 friend over to play with. Though, the pinnacle of this title was having the Lead Protagonist voiced by Jon St. John (fame of Duke Nukem). I'm just curious about its implementation. COPY BALLOON FIGHT HUEHUEHUENah I'm jk lol, but I really am curious.
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Post by JaredG on May 7, 2014 0:38:24 GMT
The balloons would have to only detach on certain attacks (as in the team meeting last week!) the team decided that the fight(s) would be way to fast if you just needed to hit your opponent and they would lose a balloon.
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