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Messages - TheCrimsonKing

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Other Games / Re: Serial Killer Roguelike
« on: August 28, 2010, 05:59:05 pm »
Hey, while you are here, why did you go through all that bother when you could have spent that time watching pr0n and playing Counterstrike?

Because I can? Do trolls need legitimate reasons to do what they do? It was fun and I was bored.

I didn't use an existing game as a template and I made the videos using flash. Didn't take that long, maybe an hour for the first game play footage. Much less for the other one. The response was extremely positive though. Didn't expect that. I figured I'd run with it anyway, throwing out possible game play elements. Why not?

Other Games / Re: Serial Killer Roguelike
« on: August 28, 2010, 05:52:08 pm »
"Can you do me one favor then?

Go to the threads you've started and, under the name you've made, tell people that you were fucking with us."

I was fucking with you. I'm a troll, I know. All the threads and accounts I used will be locked\deleted\whatever so I'm not going anywhere else.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 07:01:05 pm »
I'd love to play as a sniper in this, but I don't know how that'd work...

Well, the current line of sight code is woefully inadequate. I'd definitely like to add them once I fix it though.

Another thing, the severity of the psych trait penalties will depend on your need to kill. After a kill, you will be able to sometimes go days without having any kind of episode. As your need to kill rises, so do the penalties. It's a rudimentary way to simulate the "mask of sanity".

Gonna take a break for a day or two, been working on this a bit too much since I announced it.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:43:04 pm »
While I do like this standard of thinking, I also like operating within certain boundaries on occasion.  Personally, I think the best method would be to include both as separate game modes.   One where you need to pick and choose traits to create a balanced character, and the other to go hog wild with whatever weirdness you wanted to put together.  That way you could free-play until you wanted to run things by a predefined standard, and then you could fight the points system for kicks.

Well, in any case the alpha will not contain any limits on the kind of character you create. A few of the stats will be useless though -- charisma and attractiveness, for example. You won't be able to use those until you can actually talk to people.

I think the psychological traits should be tweaked a bit. Er, naturally, the game is in its infancy, and the developer probably knows that there's going to be balance issues, but maybe in a very long time, when it's a bit further along, the traits could be made so that even the ones that would turn out to be annoying as hell once the novelty wore off (obsessive compulsive, anxiety, panic attacks) could have bonuses associated with them. For example, an obsessive compulsive criminal might effectively get an extra chance to see if they've left evidence behind, since they're very attuned to small details, and an anxious character might get a sort of gut instinct about a victim or an enemy and be able to estimate their skill or their strength, and a character with panic attacks might Maybe since they have panic attacks, they would conceivably have easier access to prescribed anti-anxiety medications at a hospital, and could use those to drug victims? Sedate them and stuff?

Anyhow, it looks great as is. Awesome, and thanks for posting the vid.

Good ideas all round.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:32:39 pm »
find ways to make the game hard even for uber characters

Yes, but a perfect character would be insanely strong, able to beat down NPC's with one or two hits. They'll also be as agile as a ghost, to the point where they'll be able to sneak up on anyone and they'll be able to spot all the evidence they accidentally dropped and so on.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:26:50 pm »
No. I think the idea of creating a super-human out-of-this-world monster or one of the most fragile and weak individuals on the planet is a wonderful design choice; it lets you finely tune your difficulty level and play style without limitations.

Very, very good point. One approach would be to allow complete customization of your characters skills, but still try and find ways to make the game hard even for uber characters. Don't know what I'll do yet, frankly. Something to think on.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:20:59 pm »
"Hellmoo, the single-player experience."

But seriously: It has to be handled properly within the context of the game.
Like when in the video the player got spotted the police officer; at what point does the police officer shoot the player?
It'd be amusing to play a character that eventually gets shot by a vigilante as you walk out of the courtroom. 8)

The cops, at the moment, will only shoot you if you fire a weapon. It doesn't matter where you fire it, if they see you, they shoot you. They have no melee attacks (at the moment), so they simply run at you unless you provoke them with a gun. That's one of the reasons I recorded the video more than once. I might try and fix that over the coming weeks

Love the new options, perhaps adding spendable points for the more advanced options so someone cant create a Super Fast, Endurable, Sexy ass characteter , ya know what I mean? But I knew this was going to be an epic game.

Keep up the good work

Points for the stats will be added once I overhaul the shoddy stat system I'm currently using. I have to work out how to balance them all, and stop the random NPC gib explosions.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:08:37 pm »
I've uploaded a video of the Chargen interface here. Make sure you read the description though.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:11:58 am »
Will it be moddable to an extent?

Depends on what I make available for modifying. Like I said, I might include an editor so you can change the attributes of items, NPC's and some of the interactions. The application itself is protected against decompiling but it wouldn't surprise me if someone managed to do just that and added whatever the hell they wanted to.

Alpha version will be released when I'm done with it, and, like I said before, will not take any longer than a month or two. Shesh, the first version of DF was released years after its first announcement. Be patient.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 05:55:06 am »
Do you plan on accepting donations during the development? I'm sure there's at least a handful of people who would donate once you get a release out the door (myself being one of them).

What about the source code -- when you're 'finished', would you consider releasing it to the public?

Appreciated, but no. I'd feel uncomfortable receiving any money for the game. It's something I make in my spare time anyway, and donations would probably drive me to spend more time working on it than I want to.

The game is coded in Java. I might include another application that will allow you modify the code for weapons, NPC's and interactions so you can attempt to come up with your own stuff. That'll probably help greatly with development as well with the custom content that people will make.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 05:09:08 am »
You should be able to hear this sometime. Perhaps as you've become more infamous, cops respond to calls for service Hollywood style. The sound of sirens is one of those primordial things criminals react to, don't just blanketly get rid of it.

It'll be removed for the initial alpha version because there are no vehicles, hence no cop cars. The mental image I get at the moment, with that message, is of swarms of cops arriving on foot, vocally imitating the sounds of sirens. Rather disturbing, like something you'd see in Twin Peaks.


Maybe they just park off map.

Good point. Okay, I'll leave it in.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 04:45:37 am »
I've got no issues with adding child NPC's to the game once I've got some kind of family relationship system and proper schedules set up, so it'll be up to you whether you want to hurt them or not. I draw the line, for the time being, at sexual crimes. Everything else is permissible. If I ever do add sexual crimes, I can guarantee you that you won't be able to perform them on children. That's something I definitely don't want to touch.

Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 04:33:43 am »
Okay, to clarify : the initial release version will only have the features that you see in the video, as well as a few extra's that will be added over the next month or so. It will take place in a small test district with five or six houses, including your own. There won't be a day and night cycle : it will always be night. The NPC's will only have simple schedules. They will either sit and watch TV, wander around their house or sleep. The cops will behave exactly as they do in the video. No jail : the game will end if you surrender to them. Each NPC's scream or struggle will create a random chance of the cops arriving. The "You hear sirens!" prompt will be removed so you won't know when they arrive. You will have a simple character creation system, where you can choose your name, appearance and basic stats. The preset characters based on real serial killers have already been removed. There will be basic weapons : blunt weapons and slashing weapons, as well as pistols and shotguns. I'll also try to make it so that you can use severed limbs as weapons.

It will get boring after awhile due to it's initial simplicity. Your enthusiasm is awesome and it will definitely go towards me adding features and tweaking the game based on your ideas, but don't think all the awesome shit being talked about will be available from the get go. There will probably be a substantial delay after the first release, with months passing before new versions are posted. I've got a wife and a full time job, and this is merely a fun little toy that I build and play around with every now and then.

In conclusion, most of the things being discussed will not be available for some time and I have not set any of the future features in stone, so some might be scrapped or changed as time passes. I'm not a professional game designer. I'm an intermediate programmer with messy coding habits and this is my first attempt at any sort of game with actual structure and purpose. I'm used to coding applications.

That said...

You mentioned the decomposition of corpses, and how this could be masked or accelerated in order to allay suspicion or just get rid of the corpse.  What about preserving a corpse, turning it into a longer-lasting trophy that you can keep around to decorate the place and fulfill your psychopathic needs?  The skill could also double as a profession and source of tools.  And, hey, have you ever met a taxidermist who wasn't creepy?

I'm thinking that corpse decomposition should work as such :

Decomposing NPC's will have a circular radius created around them. Let's call it the zone of decay (like Miasma in DF). The zone of decay will expand outwards as time passes. Things like walls, chemicals and other things should slow or stop the radius from expanding further. If another NPC passes over a tile that has the zone of decay trigger on it, they will become suspicious. This will set off another trigger that will make the police automatically seek out the center of the zone. Then they will find the source. This concept can be applied to individual severed limbs as well.

Of course, the problem with that is that I have not decided on map creation and how to divide the map itself. I've thought about random generation and I don't want it. The replayability of the game will be in the world interactions and the large amount of distinct characters that can be created. So the ideal way to go about it is to hand craft different districts with as much detail as possible. But the problem with districts is that I'd have to simulate the one's that you aren't present in, which makes the idea I posted above a challenge to implement.

Other Games / Re: Serial Killer Roguelike
« on: August 24, 2010, 08:23:31 am »
no idea if this has been said yet in these 20 something pages, but: needs cooking skill, no way I am eating raw human flesh..

I haven't got around to adding an actual hunger stat, but cooking will be in there when I do.

I've got the basics down for nailing limbs to walls and objects. Haven't got the time to code it now, but you'll eventually be able to nail/sew/attach limbs (or any objects I guess) to anything, including other NPC's. Hell, sew together thousands of limbs and make a giant pissed off limb monster that cavorts through your dreams feeding on stray hobos. Or cut your own hand off and sew on a butchers knife or hook or something.

That's it for today, got work.

Other Games / Re: Serial Killer Roguelike
« on: August 24, 2010, 07:15:16 am »
Jesus, 23 pages. I think I underestimated the potential fan base.

Somebody suggested being able to nail limbs to the wall. Intriguing idea that I'm going to try and code before I go to work.

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