sounds good neo.
When you put out for testers I will go with you for your stuff.
At 04:52 a.m. 25/02/2006, you wrote:
>Hi al Mortal Combat fans,
>I am starting to develop an audiogame of a similar genre called Lethal Force.
>HOwever, as I said earlier on this list, I won'T say anything specific or 
>decide for a representative name or anything like this until I have a website 
>to publish something that's already been ready. The reason I am letting you 
>all know is because i have a few questions and that I want to give anyone the 
>space for their wishes, as you can see further in this post.
>And I can assure you that it's gonna take a pretty long time for this project 
>or anything else to be finished. I still have to master my skills in 
>programming enough to be able to produce such a massive thing, but it's 
>probable that I will do a few small freebies during the time to practice what 
>I've learned, and these might become available as well. :-)
>I am already in the stage of having quite a few sounds and even some music 
>ready, and I have almost everything planned out well, so I can give a 
>description here (for those who do not exactly know what kind of game Mortal 
>Combat is but might be interested). Any projects I might have dreamed about in 
>here are shelved until Lethal Force is finished because this game is the one 
>that's most clear to me. :-)
>So it's gonna be a classic one on one fighting game. Your goal is to just beat 
>your opponent to death. However, this one is inspired by the Deadly Aliance 
>part of the series (I haven't had any experience with Deception personally), 
>so it's gonna have these unique features and lots more:
>* A profile manager, making it easily possible to have a virtually unlimited 
>number of different and unique player profiles stored on one computer, keeping 
>the record of the players' money, customizable setings (which are a standard, 
>as well as some default ones in case you just wanna play a quick simple 
>session without starting your own profile for future), and how many of the 
>secret characters, costumes and arenas he/she has already unlocked, for 
>example (explained below).
>* Several game play modes including:
>- Arcade mode (a classic tournament against a series of randomly generated 
>opponents)
>- Single match mode (will be used to play only one match against a desired 
>character for practise (in the PS2 version of Deadly Aliance, it's used for 
>two players to play against each other, one of the most addictive features of 
>the game, of course, but it won't be needed here, not to mention that it'd be 
>quite difficult to do or even to play))
>- Team battle mode (both you and the opponent make up a team of several 
>players and the goal is to defeat the other team, the more players of your 
>team remain alive at the end, the better the results)
>- Time attack mode (quite similar to arcade mode, except that your time is 
>tracked so you can try to beat your own records for extra prize)
>- Survival mode (another variation of the arcade mode. You can try to continue 
>and beat your opponents after losing a match in the normal arcade mode or in 
>time attack mode, but if you lose a match in survival, you're just gone. The 
>goal here is to try to stay alive for as long as possible, again, it's 
>possible to beat your own records for some prize.)
>- Practice mode (it's used to practice various punches, attacks, combos etc. 
>of a character you're currently learning against a character of your choice in 
>a desired arena, where the opponent will just let you beat him like a training 
>figure (optionally, you can let the computer generate the opponent or the 
>arena randomly for you))
>- Training quest (it's used to train the player to master his skills with a 
>particular character in detail and individually. You proceed from easy tasks 
>to the more difficult ones, learning everything your character can do.)
>- And, of course, I really want to implement multiplayer mode which would 
>support all game varieties described above. In fact, I've even thought about 
>some sort of group matches (say four players in one arena and only one 
>survives the match) but I'd like some feedback on this. It probably won't 
>appear in the final release because I'm afraid it'd be too difficult to 
>program or even to play, just like a single match of two players on one 
>computer, and it would be somewhat beyond the original scope of the game.
>* I would like the game to contain say ten default characters with two 
>costumes and maybe a few more arenas, immediately available to the player, and 
>at least the same amount of secret characters and a bit less costumes and 
>arenas that have to be unlocked when you proceed further in the game.
>* The entire arena thing is for environment interaction. Each match takes 
>place in a different arena, and let's say that (to give an explanatory 
>example) there is an acid spouter in the arena. Environment interaction means 
>that you could step into the acid yourself or force your opponent to go in it, 
>resulting in the unfortunate's energy to decrease radically.
>* Quite similar is bleeding. If you cause a serious wound, the opponent just 
>begins to bleed. So, for example, a way to defeat a difficult opponent would 
>be to manage this in some way and then just keep on running away from him till 
>he bleeds out. :-)
>* The fighting itself will be quite complex, as a character has two different 
>fighting styles and possibly a weapon as the third one, each with absolutely 
>different attacks and combos. There are also a few special moves that are 
>performed quite similarly for every character and that are always the same in 
>each of the two major fighting styles of acharacter. Optionally, if you win, 
>you can perform the so called fatality to blast your opponent to pieces in an 
>extremely brutal and bloody way. The optional and additional costumes mean a 
>different weapon and a different fatality. Maybe even special moves will be 
>different, this is not desired yet.
>* I have thought about implementing storyline, meaning that each character 
>would have his/her own unique story which would be a piece of the entire 
>game's story, so you would just put a piece of the puzzle into the right place 
>when playing this mode. You would probably earn some more special prize than 
>usual. HOwever, I don'T know whether or not to include this at all, because 
>I've also thought about support for new user-created add-on characters, 
>costumes and arenas. If I will implement this, then I haven'T discovered a way 
>to do storylines easy enough then.
>* You will earn some money for every success which will be later used to buy 
>the secret characters, costumes and arenas, as well as the fatalities and even 
>the cheat codes.
>- The buying will be done by a tomb containing rows of hundreds of coffins, 
>each one needs a different amound and even kind of money to be unlocked. Most 
>coffins will be empty, some might even steal even more money, some might give 
>you some, and the few wanted ones will give you a piece of the secret stuff. 
>To make accessing and using the tomb even more challenging, a password thing 
>will be implemented. Therefore, some of the coffins will even be able to 
>destroy your current profile password, making you earn a new one.
>* Statistics of every session will be kept for sharing with the others.
>* The game will feature an auto-updater which will periodically look for new 
>related stuff on the net.
>* Support for joysticks and gamepads with force feedback effects is an 
>obviosity.
>
>Again, the game is still in the earliest stage of development so no promises 
>yet. :-)
>But here comes what I ask you for: :-)
>1. I really wanna implement blocking into Lethal Force but I would like 
>feedback on how blocking is done in the newer Mortal Combat such as Deadly 
>Aliance or Deception. I've never learned how to block properly, so I don't 
>know how complicated way of blocking I shall come up with for LF. :-o
>2. I'd really appreciate volunteers for the character voiceovers. As you can 
>see, I want as many characters as possible, but this would mean quite a few 
>actors as well, because one person might act two or three characters if 
>necessary but I want to avoid this if possible because one of the ways to 
>differ between characters is based on them having different voices. For 
>example, a player of Deadly Aliance has no sound clue as to which character is 
>which (you can hear the announcer saying the names of the character as you 
>choose them, so you know who will take part in the match (except arcade), but 
>you often get lost during the match itself). It quite irritated me when there 
>were like 5 different voices for men but just one or two for the several woman 
>characters that were in the game, making it almost impossible to differ 
>between the fighters in certain situations.
>Your work would not be very difficult, although this depends on the point of 
>view too. :-)
>You'D just record several different screams and grunts, maybe a few taunts, 
>notes, remarks and so on (this may be a feature of the game as well, a few 
>short sayings between the rounds of the match where appropriate), and that's 
>all. :-)
>
>Thanks for your patience reading this, and I'd be grateful if you gave the 
>appropriate things a thought. I will appreciate any feedback on the way.
>Thanks in advance, and take care everyone,
>Lukas
>
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