Whose Idea Was That Anyway? GPW Ideas
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Post  Blaque Spyral Wed Dec 12, 2007 11:49 pm

So far all the idea's we've discussed use a third person perspective to separate itself from unreal, but first person is what Unreal was built to do.
If we use Unreal it may be beneficial to think about some ideas that would utilize first person perpective, and introduce a cool new gameplay mechanic.

Just something to think about.
king

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Post  adamM Thu Dec 13, 2007 5:13 am

Something in first person that plays almost like a shooter but doesn't involve shooting might be cool.

I like the idea of those Myst-style first person point and click adventure games but with free movement and less clicking.

I've had a loose idea in my head for a couple years about a first-person adventure game where you play as a scientist quarantined in some some sort of research facility. There are mutated people/creatures around but you don't really stand a chance against them.

The game would control like an FPS with clicking functioning as "use" rather than shoot. The gameplay would alternate between solving puzzles (using everyday objects to breach through walls, rigging traps for enemies, using cryptic clues to find out door passwords, etc.), and running from/evading enemies.
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Post  Murderoscopy Fri Dec 14, 2007 12:05 am

There were a couple of first person perp. style puzzle games simialer to what you said. Check out Dark Fall: The Journal, it's reasonably simple looking graphics wise, but triumphs in terms of gameplay, atmosphere and story. The creators of Dark Fall built another game that I played myself, and it was frigg'n amazing. Also you guys should check out Eternal Darkness (thanks Adam).
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Post  AGreen Mon Dec 17, 2007 5:36 am

I like the idea of a first person puzzler, kinda in the vein of Myst but darker, and with more action.

I was thinking that we should try to use UnrealEd's strengths to our advantage. it already does ranged combat well, so what if we tried to use that, have a character that throws energy balls or waves or psychic energy from his head, things like that.

I liked how in BioShock it pointed out the things you could interact with by highlighting them in gold, we could do something like that to keep away from any pixel-hunting puzzles and still allow our environments to have a lot of detail without making it more difficult for the player to discern what they can and cannot work with.
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Post  adamM Wed Dec 19, 2007 4:59 am

I just wrote a really long post about something then accidentally pressed backspace when my cursor wasn't in the text window and went back to the thread... so my post got lost. Here's a more streamlined version...

You're a miner or researcher or something trapped inside a large underground facility (or at least something without windows and lots of vertical shafts). You have three tools at your disposal (all names subject to change):

Bungee Cannon: Use this to fire a flexible cord that allows you to swing Tarzan style or launch yourself like a slingshot.

Force Cannon: Just like the shield gun in UT only it's more powerful and doesn't hurt you. You use it to blast away rubble, move objects, and (when you time it right) jump really high and bounce off walls (by shooting a wall as you approach it when you're in the air).

Ricochet Cannon: Fire big balls of plasma or something that bounce off flat surfaces to hit distant targets (maybe there's a switch you can see through a pane of glass but can't actually hit so you need to ricochet the balls off various surfaces to hit it).

This would play out in first person.

There is no great astounding innovation here, but I think this idea has a lot of strong points:

1. UT can do this. There is no question. UT does all of the things I described and does them pretty well.

2. It's simple, but it opens the door for great gameplay. If our level designs are strong enough there should be no reason for this not to be fun.

3. It's easy to get into. We can show this to industry people and they'll immediately get it.

4. All the cool kids are doing it. Successful GPW and other school projects (DAMN YOU DIGIPEN!) such as Introspect and what eventually became Portal basically turned shooters into puzzle games.

5. ??????

6. PROFIT!
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Post  MasterHeng Wed Dec 19, 2007 5:12 am

Can the camera go sideways and lock in position so its like a scroller but 3D in UT?
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Post  adamM Wed Dec 19, 2007 5:14 am

Yes, that is possible. I was thinking first person, but side scroller would work just as well if not better.
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Post  MasterHeng Wed Dec 19, 2007 6:59 am

Oh sweet, I was wondering if we could also make a game that works around perspective views in game play. But, that might be too big of a project so, I think I'll just hold it off but just a suggestion we could try and adopt to a game project we'll be working on.
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