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PiggyPlus Mod Concept - Interactivity, Exploration, Monsters!
Ideka Offline
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Posts: 16
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Joined: Jul 2011
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#27
RE: PiggyPlus Mod Concept - Interactivity, Exploration, Monsters!

Aight, a couple things.

(09-16-2013, 09:38 AM)wretch Wrote: Interactivity: You'll be able to carry a lot more objects, just like good old The Dark Descent!
Last worked on: Not started
Honestly kind of pointless, but OK.

(09-16-2013, 09:38 AM)wretch Wrote: Exploration: Most of the locked doors are now unlocked and open for exploration.
Last worked on: Not started
Probably not a good thing. Have you seen youtube gameplays of the game? People get lost enough as it is. Adding a bunch of pointless rooms will only make the game harder, and it will make it easier to get stuck, and thus pulled away from the atmosphere.

(09-16-2013, 09:38 AM)wretch Wrote: More Pig! More Pig!: There will be a few extra monster encounters throughout the game.
Last worked on: Not started
OK I guess...

(09-16-2013, 09:38 AM)wretch Wrote: Extra Creepy: The beefed up monster encounters will usually place you into a terrifying situation with a dark, creepy atmosphere. The atmosphere will also gain significant changes outside the monster encounters.
Last worked on: Not started
Sounds good, but I'm willing to bet you don't know the first thing about designing a creepy atmosphere. It probably isn't as easy as you may think. Still, go ahead if you want to give it a shot. You may end up surprising me.

(09-16-2013, 09:38 AM)wretch Wrote: More Danger: The pig monster stats will be porked up exponentially, increasing the terror as the monsters now pose a very serious threat. Mandus will no longer regenerate health, relying on an alternate method of healing.
Last worked on: Not started
No. No no no no no. Don't do that. You may think a stronger monster equals a scarier monster, but that is simply not true. The player doesn't know how strong the monster is to begin with. Worse: players usually jump not when they die, but when they are hit. Being hit is scary, dying is not. If the monster is too strong, the player would die too quickly. Plus you risk making the game too hard, maybe even frustrating, completely destroying the atmosphere.
If you ask me, the best you could do is detect if the player is making an effort to survive, and make him immortal if he is. Otherwise let him die. Probably not easy to do though.

(09-16-2013, 09:38 AM)wretch Wrote: Bug fixes: I will fix whatever bug I am capable of fixing. Expect no more getting stuck or falling out of map Special thanks to everybody who contributes to the "Pigs and the Bugs" topic.
Last worked on: Not started
OK.

(09-16-2013, 09:38 AM)wretch Wrote: A few surprises: There will be 2 very special surprises. Maybe even 3! Super vague hint: One of them has something do with inventory. Let's just say I have this "something to do with the inventory" feature completely figured out already.
Last worked on: Not started
An inventory? Seriously? Truth is, since Penumbra, the inventory has been progresively becoming less and less relevant. If you ask me, it was only natural that it went away.
Even if you disagree with that, what the hell do you plan on having an inventory for, if I may ask? The game has no items for the player to store anyway.

(09-16-2013, 09:38 AM)wretch Wrote: Countless of minor changes: One of the many is the old chase theme from ATDD returning, as the new one is silent and does not induce the terror the old one did.
Last worked on: 2013.09.16
Doesn't sound bad, though I must say I liked how the game managed to have scary chases even without resorting to scary music.
09-17-2013, 08:07 AM
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Messages In This Thread
RE: PiggyPlus Mod Concept - by PutraenusAlivius - 09-16-2013, 09:41 AM
RE: PiggyPlus Mod Concept - by wretch - 09-16-2013, 09:45 AM
RE: PiggyPlus Mod Concept - by Unearthlybrutal - 09-16-2013, 10:28 AM
RE: PiggyPlus Mod Concept - Interactivity, Exploration, Monsters! - by Ideka - 09-17-2013, 08:07 AM



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