Oni2:Slaves of War/Design: Difference between revisions

another couple pages
(the first couple pages of my design notes)
 
(another couple pages)
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'''Possible key features''':
'''Possible key features''':
*<u>Alternate pathing, exploration, and optional powers</u>. Allows player to make game their own. Optional equipment and AI allies change flow of level (e.g., an AI could get captured by the enemy and held hostage, and you have to rescue them or they actually die; this would not be scripted, but dynamic).
*<u>Alternate pathing, exploration, and optional powers</u>. Allows player to make game their own. Optional equipment and AI allies change flow of level (e.g., a character could get captured by the enemy and held hostage, and you have to rescue them or they actually die; this would not be scripted, but dynamic).
*<u>Realistic AI</u>. AIs are unpredictable and inventive, understand your intentions, and react to your situation in battle.
*<u>Realistic AI</u>. Enemies are unpredictable and inventive, understand your intentions, and react to your situation in battle.
*<u>Levels change with time of day</u>. Security in level differs, use of cover is altered; requires truly dynamic lighting.
*<u>Levels change with time of day</u>. Security in level differs, use of cover is altered; requires truly dynamic lighting.
*<u>Memorable boss fights</u>. Every fight is an event with stages, set pieces, and distinct style.
*<u>Memorable boss fights</u>. Every fight is an event with stages, set pieces, and distinct style.
*<u>Totally interactive (no non-interactive cutscenes)</u>. The trick here is thinking of everything the player can do and responding accordingly; lots of dialogue is needed. NPCs feel more real because nothing is strictly scripted and the same scene can play out differently based on player actions. Ally AIs talk to you in battle and protect you when you’re hurt.
*<u>Totally interactive (no non-interactive cutscenes)</u>. The trick here is thinking of everything the player can do and responding accordingly; lots of dialogue is needed. NPCs feel more real because nothing is strictly scripted and the same scene can play out differently based on player actions. AI allies talk to you in battle and protect you when you’re hurt.
*<u>Procedural outlying world</u>. This would allow us to avoid worrying about invisible walls or real walls which only serve to pen in the player.<br />
*<u>Procedural outlying world</u>. This would allow us to avoid worrying about invisible walls or real walls which only serve to pen in the player.<br />
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Allow '''veteran players''' to do more or find more stuff in a level. Allow players who train more to unlock moves earlier. See [http://www.gamasutra.com/view/feature/6583/examining_subjective_difficulty_.php this article] for reference points.<br />
Allow '''veteran players''' to do more or find more stuff in a level. Allow players who train more to unlock moves earlier. See [http://www.gamasutra.com/view/feature/6583/examining_subjective_difficulty_.php this article] for reference points.<br />
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The '''training level''' can start with the ABCs from Oni, perhaps even the same level, and if the player plays it, he hears Mai reminiscing about Shinatama. But he can also skip straight to later “lessons”; these lessons can be taken in-between any mission. If there is a voice guiding Mai and instructing the player how to throw, it would be a great moment if they tell the player that you cannot throw someone who is facing you unless you knock them off-balance first, and then the player is instructed to try it, just to see that it’s not possible. Mai then successfully throws the person, surprising the voice in your ear. She’s strong enough to do this, but the average character class used in MP cannot (see “throw spamming” notes below). Shapeshifter should be allowed in VR training. The premise can be that Mai can see through the eyes of her opponents to better understand how they fight. A message can be displayed at the bottom of the screen saying “Shapeshifter enabled. Press F6 to cycle back, F8 to cycle forward, and F7 to return to Mai.” Later on, we only have to say “Shapeshifter enabled" to remind the player that they can do this.<br />
The '''training level''' can start with the ABCs from Oni, perhaps even the same level, and if the player plays it, she hears Mai reminiscing about Shinatama. But she can also skip straight to later “lessons”; these lessons can be taken in-between any mission. If there is a voice guiding Mai and instructing the player how to throw, it would be a great moment if they tell the player that you cannot throw someone who is facing you unless you knock them off-balance first, and then the player is instructed to try it, just to see that it’s not possible. Mai then successfully throws the person, surprising the voice in your ear. She’s strong enough to do this, but the average character class used in MP cannot (see “throw spamming” notes below). Shapeshifter should be allowed in VR training. The premise can be that Mai can see through the eyes of her opponents to better understand how they fight. A message can be displayed at the bottom of the screen saying “Shapeshifter enabled. Press F6 to cycle back, F8 to cycle forward, and F7 to return to Mai.” Later on, we only have to say “Shapeshifter enabled" to remind the player that they can do this.<br />
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'''Difficulty should oscillate''' - An enemy gets easier as the player's ability or Mai's power progresses, then you introduce harder enemies, then the player gradually gets better and those enemies become easier.... This allows the player to sometimes feel powerful and sometimes feel challenged.<br />
'''Difficulty should oscillate''' - An enemy gets easier as the player's ability or Mai's power progresses, then you introduce harder enemies, then the player gradually gets better and those enemies become easier.... This allows the player to sometimes feel powerful and sometimes feel challenged.<br />
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Don’t forget that Oni made a point of putting Konoko in '''different outfits'''. It would be a glaring oversight not to do the same in Oni 2. Perhaps the costume changes can be more justifiable this time around. Maybe armor actually ''armors'' her this time around?<br />
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'''Music''' can add a tremendous amount of mood to the setting, and speak some of the emotion for the characters. Introduce unique scores when they are most effective, such as boss fights.<br />
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'''Expressiveness''' - VG characters that are supposed to look real simply don’t — the technology isn’t there yet — but realistic characters always look their worst when they’re in cutscenes, because (1) there are close-ups, and (2) they are supposed to be “acting”, and it brings out the uncanny valley. Let’s find a way to make characters expressive in a way that feels real even if it’s not realistic.<br />
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'''Motion''' should be our emphasis. Comic books are great for depicting framed poses and also detailed art. Live-action is great for depicting actors’ nuanced expressions. Third-person video games can’t do those things because they have to control fluidly (so poses are a hindrance) and they’re mostly shot from far away (no close-ups to show off detail or expressions). So rather than focus on rich textures and detailed characters, why not go for stylized, simple designs and focus on really smooth and interesting animations instead? One example would be to have differing styles of walking and running depending on whether the player is in attack mode, is alert, is relaxed, etc.<br />
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One of the biggest problems with video games is interaction with soft bodies. Hugging is practically impossible to depict decently; even if you have two mo-capped actors, the animations will require fine-tuning, and you’ll still see either a little clipping or a case of “hover hands”. Showing someone putting on a coat seemingly requires a multi-million dollar budget. The result is that the default state of a VG char. is to stand still and move his head around and hope the VA’s emotion makes the char. feel lifelike. And yet those kinds of '''interactive and lifelike motions''' can add so much life to a char. if we can figure out how to do them. Maybe animated cutscenes are the most practical way, but if they happen in realtime (like Konoko’s yawn), they can be so much more effective.<br />
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Can we figure out a way to smoothly change a '''character’s speed''' without the use of extra keys or double-tapping? Player should be able to walk, run and dash freely according to how she is feeling about the space she is in. The analog thumbstick, when accurate, is a good example of superior speed control. The scroll-wheel can probably substitute for that on PC (see Intel Mac build, where this is an optional feature).<br />
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When movement is mapped to ESDF or RDFG '''instead of WASD''', it gives us more keys to the left (in addition to those on the right) for the player to use. It may feel foreign to a WASD gamer at first, but the tactile bump usually found on the ‘F’ key can be used as an anchor. Of course, controls will be customizable, unlike a certain other game….<br />
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Remember to '''vary the tone''', pace, and mood of a level.<br />
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One way to emphasize the usefulness of a group is to have them move together in coordinated ways, and perhaps create '''combination attacks with Mai''' that make the player feel like she is glad to be part of a group.<br />
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Your allies can show personality, especially the named characters, by the '''AI showing initiative''' -- attacking the enemy proactively, recommending a plan, laying their hand on Mai’s shoulder, etc.<br />
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Getting to know your allies so you can choose them for missions requires having an '''off-mission space''' where you can freely interact with the NPCs, like in Deus Ex, but better. [https://i1.wp.com/metro.co.uk/wp-content/uploads/2014/07/artwork_1404833897.jpg This picture] is a great reference for changing to a fixed POV that allows you to better see the NPCs while off-mission. It might be a good idea to give a player a reason to choose an ally that has to do with that character’s interests (they want to go on that mission for personal reasons, they need to get away from the base for a while to do a secret errand, etc.). That opens up the player’s ability to grow attached to the characters.<br />
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Taking along allies should make the mission easier, but could also come with a warning that the enemy is '''more likely to detect a group''' and respond accordingly, whereas going solo will allow stealth play.


[[Category:Oni 2]]
[[Category:Oni 2]]