exelaratore
Rookie
ALAS, I am awoken from my slumber!
Posts: 47
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Post by exelaratore on Mar 22, 2014 3:55:09 GMT 1
Hey Everyone! I love to think of the potential KoGaMa has and all the neat things it brings us. Its fun to imagine the future of KoGaMa, what do you think KoGaMa will be in the future? or what would you love to see or think would be an awesome addition to the game?
Me personally, I'd love to see this sword in the game!! (Maybe have a special fire/burn attribute?)
What do you think??
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Post by Jatsu on Mar 22, 2014 4:50:30 GMT 1
Here's a small list of simple ideas that wouldn't take long to develop, but have huge impact on the game: - Add a "Settings" option to checkpoints to enable the ability to name a checkpoint.
- Examples: "Player reached [Blocky Village]", "Player reached [Level 17]", "Player reached [PVP ARENA]"
- It's one step lower than using UI to tell a player where they are, but it would be an easy way to allow players to name areas of their game. Custom checkpoint names can be indicated with brackets, colors, or anything else. And checkpoints that aren't named can use the default "Player reached a new checkpoint".
- Add another option in model enabler's "Setting" that toggles collision when hidden.
- By default it would be "off", obviously. But if you let players toggle collision to be "on" while the green outline is active, then you just created a really easy way to create glass for players - without having to map a transparent texture to a material. Even if the green outline was toggled "off" too, it would enable invisible walls, which are used in pretty much any platform game ever. Not to mention how much easier this would be to use than spawning God knows how many invisible pressure pads!
- Add a failsafe to water plane logic, where if the player tries to spawn a second one it pops up a message "You already have a waterplane in the project. Do you want to replace it? [Yes] [No]".
- This just helps players whenever they lose or forget where they placed a water box that they later want to modify or move. Plus it's a redundancy measure so a player realizes "Oh, I can't add 2 waterplanes, how silly of me," because the second one by design doesn't function anyway! This would be an appropriate thing to update a waterplane with until better controllable water is released in the game.
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Post by Codrew on Mar 22, 2014 11:00:58 GMT 1
I mostly just want to see all the little things that when added up, make a game unique and are still provided as standard. Things like gravity controllers, Customization for weapons, forced (team) skins, clans (clan-specific spawns.), the ability to carry more than one item (inventory), customizable cars (not hovercrafts), NPCs, score givers/takers, and anything else that would add to the nitty gritty of game creation.
On a more realistic note, I can see the DEVs adding in more things to give KGM some variety such as CTF and something less needed or asked for (such as parachutes) which would add to the game type variants even though we aren't asking for them.
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Post by Jatsu on Mar 24, 2014 18:18:02 GMT 1
I agree. There's a lot of potential to be had here by developing smaller things. Just like 100 small bugs can make a game horrible to play, 100 small features could make a game really sell. I think improving how the building editor works and how it affects the game will lead Kogama to success - and part of this is expanding on top the things we already have, not independently of them.
Game modes will be a blessing when they finally arrive, because it will give content creators the choice of which type of gameplay to build with. Up to this point, content creators have only had the ability edit and design a game's level, but not so much the game's gameplay. We may place text signs or use logic to direct players into simulating a type of gameplay, but we could never fully achieve it because we don't have access to UI tools, global sounds and queues, and player specific controls. So game modes really are just expanding on what we currently have: they're providing UI options and a few more controls to define a game's gameplay.
It's saddening to think the devs underestimate us so much that they feel it necessary to do everything for us, but I really hope they eventually look forward to teaching us and providing us the tools to create more complex things ourselves. It really is more worthwhile to teach someone to do something, than to do it for them.
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Post by GodCreator on Mar 24, 2014 18:59:53 GMT 1
I would love to see.... -Animations, EXs: :High Five: (where if two players are close enough they will high five! :Wave: (the player will wave to the closest player they are facing) :scare: (Your player will approach the nearest player they are facing and "scare them" by jumping up behind them) -Block sounds, EX: When a player walks on a certain block you can reach foot steps of that texture, and for lava and poison you hear a "flowing sound" -Ammo Packs, EX: Be able to reload your gun Reason: This could help if you want certain players to only have certain weps when attacking then the other player -New Weps and pickups EX: Super Jump pickup Effect: Makes you jump higher but a certain amount of time New Wep: Pistol, Shoots bullets at a slower rate then the center gun Chat Emotes- These could be fun, like a "Hello Emote and Bye Emote" Where they wave or "Excited Emote" Where they jump around and flair their arms I Guess these could go with animations One more thing, have the ability to see messages above players avatars, (for me its really hard to keep up on the chat in the small box if 3 if more people are talking and its a hassle to use the stroll bar) That's all I have for now!
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Post by Linkky on Apr 7, 2014 0:59:36 GMT 1
Yes, that sword would be great in KGM. I would really like Blue Fire. It is a stronger type of fire.
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Post by swarm on Apr 11, 2014 20:42:41 GMT 1
I would love too see the mastersword!
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Post by Linkky on Apr 19, 2014 3:57:21 GMT 1
That would be a Nintendo Copyright interference Swarm.
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