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Re: Brainstorming from the Community [unofficial]

Posted: Fri Aug 23, 2013 8:43 am
by DeDy
Yes, I agree that primarily should Almost Human to do single player. Then they could work and make as DLC co-op multiplayer. I am willing to pay for something like that. Why? The one who played the Hired Guns in 4 people knew what it was incredible fun. And also how the Hired Guns had a tactical fight.

Although there is a lot of co-op games, but few match the Hired Guns. Probably the most I enjoyed with friends by the Alien Swarm. It's just a shooter, but the great difficulty is that much of a tactical game.

At the moment, probably the most me looking up at game Frontiers (fantasy RPG), release January 2014. Be careful not to confuse with space simulator from the nineties.
http://www.kickstarter.com/projects/rai ... er-survive

EDIT: It's really so few people played the Hired Guns in more people? Sad. :(

EDIT 2: Music from the Hired Guns, very nostalgic :shock:
http://downloads.khinsider.com/game-sou ... music-.mp3

Re: Brainstorming from the Community [unofficial]

Posted: Fri Aug 23, 2013 9:55 am
by thomson
No multiplayer, please. Rebalancing the whole game for multiplayers would take a lot of time and would completely change the focus of the whole game. Right now it is atmosphere driven. It should be kept that way.

Note to AH: If you really want to enable multiplayer and like experiments, you may consider including luasocket or something similar in LOG2. If we have access to TCP and UDP sockets, one of us will implement mulitplayer :) But I would recommend against it. The beauty of LOG comes from the immersion, the atmosphere and exploration. "Let's slaughter tons of skeletons together" is just not right.

Re: Brainstorming from the Community [unofficial]

Posted: Fri Aug 23, 2013 10:04 am
by WarBaby2
Hey there,

Been some time since I last posted here, but I still kept an eye on the games progress... good stuff so far!

Fist off: No direct Multiplayer, please... that's just not the type of game for it, and I imagine it'd be very hard to implement in any useful way. What I can think of is a kind of indirect MP, but more about that later.

Now on to my ideas:
- Setup of the Game: For me, the logical step up from the base concept of the first game would be a game with multiple dungeons, connected by an overword. Further, I'd like to see some kind of central hub, like a village or small city. That would open the game up for some of the other concepts I have thought of.
- The Central Hub: Heart of this "save zone" should be some kind of Tavern or Guild, where the group receives quests, hires NPCs, rests up, etc.
- Quests and changing dungeons: Quests taken in the hub will send the group into the various dungeons (and the overworld), who keep their basic layouts, but are fittet with different monsters, NPCs and items, depending on the mission at hand.
- NPCs and hirelings: The concept of NPCs that can be added to the party was first introduced in games like Eye of the Beholder and Dungeons Master, and is pretty much self explanatory... they should either be hireable or be found while exploring and be full members of the party while they are there.
- Shops, Artisans and Tempel: The concept of a cnetral town also opens up the possibility of shopping for equipment and consumables, the crafting of gear and the services of a temple (healing, resurrection). Especially the latter should really be considered - while the crytsals in LoG1 where a nice touch, they felt a tad too "convenient" for a hardcore RPG. ;)
- Indirect Multiplayer: If MP should really be added, it should be more along the lines of Dark Souls... with other games indirectly influencing the own game... be it thru hints, items or NPCs created and placed by other players, or some such.

I'm sure I can think of some more stuff, but that's it for now, I guess.

WB2

Re: Brainstorming from the Community [unofficial]

Posted: Fri Aug 23, 2013 11:58 am
by petri
I can confirm that LOG2 will be pure single player goodness, there will be no multiplayer mode. MP just doesn't fit into the game we have in mind.

Re: Brainstorming from the Community [unofficial]

Posted: Fri Aug 23, 2013 12:08 pm
by Komag
DeDy wrote:At the moment, probably the most me looking up at game Frontiers (fantasy RPG), release January 2014. Be careful not to confuse with space simulator from the nineties.
http://www.kickstarter.com/projects/rai ... er-survive
Wow, that looks really cool, I look forward to it!

Re: Brainstorming from the Community [unofficial]

Posted: Fri Aug 23, 2013 12:36 pm
by DeDy
petri wrote:I can confirm that LOG2 will be pure single player goodness, there will be no multiplayer mode. MP just doesn't fit into the game we have in mind.
That I fully understand. Game design is not simple. And I am sure that LoG 2 is an amazing game. Tell me, who else could fulfill a dream than just those!? The dream of a return to the Dungeon Master has already met, now that the Hired Guns ;)

Re: Brainstorming from the Community [unofficial]

Posted: Sat Aug 24, 2013 9:16 am
by eLPuSHeR
petri wrote:I can confirm that LOG2 will be pure single player goodness, there will be no multiplayer mode. MP just doesn't fit into the game we have in mind.
What a great relief! :mrgreen:

Re: Brainstorming from the Community [unofficial]

Posted: Sat Aug 24, 2013 9:31 am
by WarBaby2
Agreed... MP would have been... akward, to say the least. ;)

But my other ideas still stand!

Re: Brainstorming from the Community [unofficial]

Posted: Sat Aug 24, 2013 4:01 pm
by badhabit
WarBaby2 wrote:- Setup of the Game: For me, the logical step up from the base concept of the first game would be a game with multiple dungeons, connected by an overword. Further, I'd like to see some kind of central hub, like a village or small city. That would open the game up for some of the other concepts I have thought of.
+1 (like Dungeon Master 2's tavern/shop/overworld? ;) )
WarBaby2 wrote: - The Central Hub: Heart of this "save zone" should be some kind of Tavern or Guild, where the group receives quests, hires NPCs, rests up, etc.
+1 (sounds again like DM2 or a little like CSB's junction of the ways)
WarBaby2 wrote: - Quests and changing dungeons: Quests taken in the hub will send the group into the various dungeons (and the overworld), who keep their basic layouts, but are fittet with different monsters, NPCs and items, depending on the mission at hand.
+1 for randomization of dungeon for replayability (position and kind of stuff, like CSB ... +randomize the graphics, especially the secret buttons textures!)
WarBaby2 wrote: - Shops, Artisans and Tempel: The concept of a cnetral town also opens up the possibility of shopping for equipment and consumables, the crafting of gear and the services of a temple (healing, resurrection). Especially the latter should really be considered - while the crytsals in LoG1 where a nice touch, they felt a tad too "convenient" for a hardcore RPG. ;)
+1 (infact, I'm mabye one of 5 guys in the world wo actually loved the bartering, mone ysystem in DM2 (but the axe selling exploit was stupid))

damned... sorry for associating everything with pre-existing DM design ;)
petri wrote:I can confirm that LOG2 will be pure single player goodness, there will be no multiplayer mode. MP just doesn't fit into the game we have in mind.
+1 thanks petri! :)

Re: Brainstorming from the Community [unofficial]

Posted: Sat Aug 24, 2013 4:23 pm
by eLPuSHeR
badhabit wrote:
WarBaby2 wrote: +1 for randomization of dungeon for replayability (position and kind of stuff, like CSB ... +randomize the graphics, especially the secret buttons textures!)
That reminds me of SSI's Dungeon Hack. I don't know if it's easily coded or not. And I am not sure if I want it either (specially if done cheaply).