Good luck in this endeavor. But a fair warning is to keep it simple at 
first. This has been really thought out but it may be too large of an 
undertaking to accomplish. start off easy and make revisions that upgrade 
this and that.
! It is nice to shoot for the moon but first you have to get off the ground!

Rich
  ----- Original Message ----- 
  From: Neo
  To: [email protected]
  Sent: Friday, February 24, 2006 7:52 AM
  Subject: audyssey: Lethal Force


  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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