Oni2:Slaves of War/Overview: Difference between revisions

→‎Gameplay: changed my mind; I don't see how this adds to gameplay or story
(adding Elements section)
(→‎Gameplay: changed my mind; I don't see how this adds to gameplay or story)
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*Power tree for Mai; how she uses her Chrysalis (that is, how the player plays as her) affects its development as she goes Imago.
*Power tree for Mai; how she uses her Chrysalis (that is, how the player plays as her) affects its development as she goes Imago.
*More communication between AIs, like what Bungie originally planned for Oni. Basically, I just want an AI to be able to call or run for help. No blithely walking past KOed allies when the area is supposedly secured.
*More communication between AIs, like what Bungie originally planned for Oni. Basically, I just want an AI to be able to call or run for help. No blithely walking past KOed allies when the area is supposedly secured.
*Affinity system for party members; this allows the player as Mai to build relationships with the other characters, which could have an effect on non-critical events in the game; [http://www.cavesofnarshe.com/ff7/dating.php Final Fantasy VII has this system], although it was originally intended to have a larger effect on the game, and was cut back in development; in the end, it only determines who you go on a date with one night. But it's still a good example. Making affinity have a large effect on the game would require writing a branching plot, which is too ambitious in my opinion, so I'm only suggesting that affinity determine which characters stay or go, or who changes their allegiance later, but the plot would remain the same (as with various RPGs where you can acquire optional party members, but the quest remains the same).
*Natural environments; this one could be a stumbling block for the Oni engine. We might need to re-write the 3D engine (or incorporate an open-source engine) in order to do complex outdoor scenery. If Mai and co. are supposed to be exploring the Wilderness, then this is an unavoidable issue. One specific concern I have is interactive flora. If you're in the middle of a bunch of bushes, do they actually quiver if you brush against them? Does the character push palm fronds out of their face as they walk? If the plants just sit there as static models, then we have a problem, especially because the Wilderness probably is a bit more lively than our everyday ferns and flowers and trees.
*Natural environments; this one could be a stumbling block for the Oni engine. We might need to re-write the 3D engine (or incorporate an open-source engine) in order to do complex outdoor scenery. If Mai and co. are supposed to be exploring the Wilderness, then this is an unavoidable issue. One specific concern I have is interactive flora. If you're in the middle of a bunch of bushes, do they actually quiver if you brush against them? Does the character push palm fronds out of their face as they walk? If the plants just sit there as static models, then we have a problem, especially because the Wilderness probably is a bit more lively than our everyday ferns and flowers and trees.
*Stealth; either the use of disguises, or else simply allowing Mai to sneak up to or around enemies, is a "must" in my opinion. I would like to allow players to do [http://tvtropes.org/pmwiki/pmwiki.php/Main/PacifistRun pacifist runs].
*Stealth; either the use of disguises, or else simply allowing Mai to sneak up to or around enemies, is a "must" in my opinion. I would like to allow players to do [http://tvtropes.org/pmwiki/pmwiki.php/Main/PacifistRun pacifist runs].