Gashadokuro wrote:They would require time to implement and delay the game even more.
Gashadokuro wrote:Also little point in adding features if the game doesn't center around them.
Gashadokuro wrote:A game is good because of its core gameplay and elements, people won't play it because you can crawl and have limited ammo.
LazyRain wrote:Plazma Burst is a shooter. Which comes with level editor. Sandbox really helped the game to stay afloat. In a way. Singleplayer and Custom Maps both makes PB2 the game we know. But they are two different worlds and they suppose to be separated. Would you like to have stryde-snipers into PB3's Campaign? Or get thrown out of Usurp station for being too sus? Or maybe you want to date Avre? Is that what you want to see?
Nozzle wrote:didn't expect for Version 2 tho, also, you're really smart
Gashadokuro wrote:1 - A campaign with more than one head developer would be weird, since it wouldn't be streamlined. I'm not sure where you got your repetitive / predictable complaint from. Eric will probably take suggestions anyways, since his polls ended 50/50.
2 - Not necessarily bad, extra endings can be a fun extra. I doubt Eric would make extra levels for an alternate story though. Also, bold of you to assume this alone would warrant "fame, a great game" and "money" for Eric, but who knows.
3 - You can press E. From all the possible examples, why would you write about listening to a drunk npc.
4 - There's cars, mechas, playing as Noir Lime, as androids, etc. In custom levels you can also drive helicopters, drones, etc. PB2 has parkour maps, saws, zombies, team vs team, roleplay maps, etc. There's little to worry about here.
5 - It's a 2D game so these won't be as epic as in your 3D games.
curiosity wrote:Gashadokuro wrote:1 - A campaign with more than one head developer would be weird, since it wouldn't be streamlined. I'm not sure where you got your repetitive / predictable complaint from. Eric will probably take suggestions anyways, since his polls ended 50/50.
2 - Not necessarily bad, extra endings can be a fun extra. I doubt Eric would make extra levels for an alternate story though. Also, bold of you to assume this alone would warrant "fame, a great game" and "money" for Eric, but who knows.
3 - You can press E. From all the possible examples, why would you write about listening to a drunk npc.
4 - There's cars, mechas, playing as Noir Lime, as androids, etc. In custom levels you can also drive helicopters, drones, etc. PB2 has parkour maps, saws, zombies, team vs team, roleplay maps, etc. There's little to worry about here.
5 - It's a 2D game so these won't be as epic as in your 3D games.
1 - Eric will lead the development and say his yes or no to each map layout. The development team will also communicate with each other to avoid mistakes. So the difference between levels design won't be too big.
When some level developer makes series of maps, if you look closely enough to notice - the style and elements are very similar and predictable. Sometimes to the point when you lose wish to play them all since they are very alike. Good examples would be Nehil and Krutz. Check them and study this issue - you'll understand, maybe.
2 - Extra levels would be a sign of quality.
Great campaign is not something that will warrant anything but people from outside of this community will most likely judge the game by the campaign. Many PB2 players played campaign first and then decided if they want or not want to join multiplayer and stay in the community. What makes you think the situation in PB3 will be different?
3 - For better understanding of diverse gameplay. Maybe I should have used other example.
4 - If we are talking about PB2 campaign, it's not important whenever you are on your feet, in a mech or playing as Proxy - you do the same thing: running from Room A to Room B shooting left and right. That's what I mean by lack of deversity.
How can diversity actually work:
Level 1. You are coming to the past and discuss your next steps with the guys (Noir Lime and Proxy) where you can choose different dialogue options while talking. Depending on your choice the next level would be either one location or another.
Level 2. You do your typical pew-pew stuff. Game teaches you basic mechanics.
Level 3. Something is broken in your secret bunker where you're hiding- there is no electricity. You need to fix it.
Level 4. You've found some new gun. How about you test it out in a shooting range in the basement so the game teaches you how to use different attachments (scopes, stocks, silencers) to it and how you need to sit down to aim better.
Level 5. Stealth mission in a huge CS base. Be careful - if you raise the alarm, 200 CS soldiers will r*pe you.
Level 6. Pew-pew escape level with explosions and epic sh*t.
Level 7. During escape you got your armor broken. How about you go to some Noir Lime's old pal and choose yourself a new one and learn to upgrade it?
...
Level 99. (Think of something yourself).
5. It will be epic. You just don't understand.
curiosity wrote:This is continuation of my previous topic (better plot and levels design) - https://plazmaburst2.com/forum/viewtopi ... 48&t=25775
[very long text]
Gashadokuro wrote:1 - It sounds more like you want some disjointed Frankenstein map which won't be preditactable or make much sense. You made a claim about PB levels being repetitive / predictable, I asked for examples, and you replied with nothing besides "check x and study them".
2 - What prompted people to join the community was the game, its mechanics and the options its engine offers to players, as showcased by the campaign - not necessarily its plot, or your plot with choices. Again, bold claim.
3 -
4 - This reads as you wanting to turn a shooting platformer into an RPG with tutorials most people will skip, along trivial tasks such as your bunker's power issues. You should watch some game design videos, not everything has to be explicit.
5 - A 2D game will be more limited in terms of movement and space than a 3D game, and if anything gun choices will be more interesting than their possible modifications, not that the latter would be bad or anything. An example of this is Tactical Weapon Pack, the guns are what is interesting, not necessarily their modifications, which are but a mere bonus.
"I don't understand" -> I perfectly understand that you're getting hung up on minor additions, and treat them as revolutionary, which you shouldn't.
Nozzle wrote:Dude, you're smart x2 how do you even add some ideas, suggestions? since my brain is stoopeed, i couldn't wrote those, also ur thinking really smart, and nice.
LazyRain wrote:2 - Plot can be made well but there's really no point to have some actions which influence on how the game will end. Why do we need make choices during the game? It's a shooter. We just kill things or do some parkour or both. That's how this genre of games works. People doesn't plays them for the ending.
3 - Sure. Like additional buttons and terminals which you don't neccessary have to push. Or some additional boxes, furniture and other things you can grab or kick around. Or some walls you don't need to destroy to proceed a level. Other than that? Why?
4 - Keep in mind, that PB2 is more than 10 years old flash game. Back then it was nice. Levels aren't really the same. Lack of different "materials" is in the game due to bad flash optimization. Eric tried to make levels different as much as possible. You could notice that if you played at least fttp.
5 - Guns attachemets are possible but I don't remember if Eric said anything about that. Also there could be a feature where guns looks differently after upgrades like in fttp. However there's an issue with too many sprites for both cases. Because there won't be just 10 assault rifles for the entire game and Eric for sure will not want to flood his game with bunch of files for just 1 gun.
P.S. You need to check Eric's posts in Twitter since the beginnig and read them carefully. You would know much more (including infinite ammo question) and would not write long unnecessary texts.
curiosity wrote:2 - It's going to be boring sh*t. For you maybe it's not.
curiosity wrote:4 - I know why PB2 campaign was like that. This topic is a suggestion to PB3 one. Also PB2 campaign levels are very similar.
curiosity wrote:5 - Eric can decide how many guns and sprites he wants to include himself. Adding a silencer or laser pointer png to a gun is not a big deal imo. They may look similar afterall. Some guns can just be unmodifiable. In short - there are ways to deal with all this.
curiosity wrote:Show me what tweets are you talking about. Or are you like Blake going to point me to Twitter and expect me to find something you want me to find? As far as I understand Eric did not decide the ammo question yet. He even responded to my other topic ("Why did half of you voted for Eric to design the campaign?") and said he'd test it both ways, therefore I added that point to the OP to help him make up his mind (read second post after OP, there is more info).
LazyRain wrote:Well, if you like games full of plot twists with three different colored endings, you won't find all that here. Eric is not gonna do anything complex to the plot, but unlike in PB2 it will exist. Maximum that could happen is two endings.
LazyRain wrote:But it sounds like you think that Eric didn't learn anything new besides Falsh after 14 years since fttp. And you forcefully takes PB2 as an example like it's PB3 already.
LazyRain wrote:Also there are a lot of different guns besides those that can have a silencer or laser pointer.
LazyRain wrote:No and no. Eric decided what he gonna do with ammo back in 2016 if not earlier. Just ask Google. You will find answer on your qustion about ammo in 5 minutes.
Eric Gurt wrote:All you say is making sense.
Ammo could be questionable in my opinion but it is still something to test both ways once campaign will be more or less complete (though, to be honest, I don't see random supply crates/pickups that give player what he needs or expected to need the most would make much sense as well).
curiosity wrote:I didn't ask for lots of plot twists nor did I specify how many endings should it have.
curiosity wrote:2. Action choices and dialogue choices and their consequences in the plot. There are games out there with freedom of choice where your character can become good or evil, help or not help somebody. It creates the immersion and makes player feel like he is actually responsible for things he said and choices he made. That's what makes some games great. Some people just don't feel like they think the same way as the plot writer does and want them to think. They want to create their own story.
LazyRain wrote:Yeah? What is this then?
LazyRain wrote:As for consiquences of player's action. They dont have to be deep.
LazyRain wrote:And if players want to create their own story, they can create their own campaigns.
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