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AE talk:Training: Difference between revisions

too much on my mind, sorry
(sigh)
(too much on my mind, sorry)
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::Another problem with the "rushing in" is the improbable, sealed-off layout of the training rooms, the magical appearance of items in the shooting range, and of course Karen and the droids also appear out of nowhere. Cyberspace is present in Oni, so it helps to think of the whole thing as a virtual or semi-virtual environment. The more people are shown using it as an actual facility, the less abstract the whole thing is, and the more thought/work should be put into the overall presentation: are we looking at cyber-avatars, or cyber-training with physical feedback from actual droids in actual rooms, or real people who use concealed doors, or (least likely of all) teleporters? There are reasonable "physical" solutions, like concealed elevators being lowered from the ceiling, but then again the whole level is very un-serious, and I think it'd be scope-creepy to mod it in radical ways. It just doesn't deserve it, and it can work even if it's wacky. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)
::Another problem with the "rushing in" is the improbable, sealed-off layout of the training rooms, the magical appearance of items in the shooting range, and of course Karen and the droids also appear out of nowhere. Cyberspace is present in Oni, so it helps to think of the whole thing as a virtual or semi-virtual environment. The more people are shown using it as an actual facility, the less abstract the whole thing is, and the more thought/work should be put into the overall presentation: are we looking at cyber-avatars, or cyber-training with physical feedback from actual droids in actual rooms, or real people who use concealed doors, or (least likely of all) teleporters? There are reasonable "physical" solutions, like concealed elevators being lowered from the ceiling, but then again the whole level is very un-serious, and I think it'd be scope-creepy to mod it in radical ways. It just doesn't deserve it, and it can work even if it's wacky. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)
:"My main thought was that having someone to fight against in the actual level would be nice. Maybe at >90 percent the fight gets a bit harder" Sorry, Gumby, but I don't get what that means: try not to "think aloud"... Does "actual level" mean the warehouse, or the training course? Is >90% the "rating" obtained in training, or the progress through the training course, or the progress through a given fight? Please explain. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)
:"My main thought was that having someone to fight against in the actual level would be nice. Maybe at >90 percent the fight gets a bit harder" Sorry, Gumby, but I don't get what that means: try not to "think aloud"... Does "actual level" mean the warehouse, or the training course? Is >90% the "rating" obtained in training, or the progress through the training course, or the progress through a given fight? Please explain. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)
:"unless you think it's too much difficulty for the opening level." Veterans, as you put it, won't mind fighting overpowered cameos. I already said what I thought of new rooms and complex management of fighting stats: realism and simplicity are our best friends - if you don't think in terms of , the best project leader in the. Here is a simple yet effective way to handle a "Demoniac" difficulty upgrade: unlock harder challenges throughout Oni if the "killed Griffin" flag is set; there can be 3 flavors of harder challenges, one for every difficulty level, so basically you have 6 difficulty levels, which is more than enough to accomodate the skill of every gamer. Of course, the lack of a stats system makes the thing easier to script, but someone will still have to sit down and script the supposed challenging encounters. And if I'm the only one who can do the job, none of this will ever happen. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)
:"unless you think it's too much difficulty for the opening level." Veterans, as you put it, won't mind fighting overpowered cameos. I already said what I thought of new rooms and complex management of fighting stats: realism and simplicity are our best friends - if you don't think in terms of time frames and actual output, the best project leader in the world won't help you. --[[User:Geyser|geyser]] 22:58, 16 November 2008 (CET)
:Here is a simple yet effective way to handle a "Demoniac" difficulty upgrade: unlock harder challenges throughout Oni if the "killed Griffin" flag is set; there can be 3 flavors of harder challenges, one for every difficulty level, so basically you have 6 difficulty levels, which is more than enough to accomodate the skill of every gamer. Of course, the lack of a stats system makes the thing easier to script, but someone will still have to sit down and script the supposed challenging encounters. And if I'm the only one who can do the job, none of this will ever happen. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)
:"Voice acting isn't feasible, is it?" Depends on what approach you take. Shinatame has a lot of quotes, from which you can piece a lot of new lines together - if you're creative. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)
:"Voice acting isn't feasible, is it?" Depends on what approach you take. Shinatame has a lot of quotes, from which you can piece a lot of new lines together - if you're creative. --[[User:Geyser|geyser]] 22:48, 16 November 2008 (CET)