by phoenix » Thu Jun 23, 2011 10:51 am
Hi Guys
Thanks for the the thorough feedback since I posted the ideas. After reading all your viewpoints I want to expound the features a little.
The criteria I think is valuable here is adapting the existing engine as little as possible to maintain compatibility with Cyan. Remember the key focus here is how a writer wants to direct his or her story. As a writer I want to involve the player, not to the point of ultra realism, but to an engaging gameplay.
Point in case:
1) If we had a compass in 1st person view, we would see the avi's hand holding it. Leave the KI as the KI. If I was an explorer I would take a backpack with lots of useful tools that I would need along the way. It would be cool to use a compass in 1st person while the avi holds it.
2) The health bar issue is quite useful in the following manner. If the avi gets to the point of total exhaustion, either he/she takes some food or drink out his backpack,(if it is that kind of level) and consumes it to replenish those energies or the avi gets so exhausted from exercise, but instead of dying, he/she could automatically portal back to Relto without the dying part (the dyying is already part of the engine if you fall off a cliff). (So No death!! - Yes, this is why I am still with URU, since it is non-violent) Also, if the avi walked too near to a fire, and burnt himself, he would lose some health. But on returning to his relto, he would be restored. (As a writer, I would prefer if he opened his closet on returning to relto, and used a medical aid kit).
3) Crawling would be very useful, because it would add the ability to create some really interesting puzzles with tunnel networks.
4) A flash light that he holds in his hand in 1st person view, would also be really useful like the fireflies in Eder Gira that you need in order to find the switches for the lights in the caves.
5) And the ability to create a camp fire or a fire-torch that the avi can carry would add a new level of ambience to the play. Imagine meeting some friends in uru around a camp fire for a chat, listening to the crackle and pop of a bonfire!
6) And this brings me to the one feature that our little avi really could use. THE USE OF HIS HANDS! Wow! He has used them already so much, but imagine picking up a basket in Eder Gira and placing it in the stream instead of kicking it around. The avi makes such good use of his hands when climbing and pulling levers, that it seems such a shame not to extend on this. Sure he can still kick things, but the player could choose if he wanted to kick or carry.
His hands could hold things, pick up, carry and drop things. Now imagine how intriguing your puzzles could become!
If you notice I am proposing to extend the player experience with little features that just add a little more depth without trying to make it super-real. These features are mostly avi based, since the engine is mostly perfect as it is, except for fire.
The player when he first starts in uru has to learn to be an explorer. Along his path he would collect various tools and equipment that will help him to become a master explorer. He would eventually learn how to make fire, he would find a torch that he can keep, he might find a head-lamp as well somewhere along the way, he would also eventually find a compass to help him solve puzzles, he may even one day find a box of matches that he can use, and he would learn to use his hands.
Looking forward to the conversation.
Phoenix