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  #17  
04-17-2002, 05:44 AM
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Lampion
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: Apr 2001
: Brazil
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By Danny: I thought I'd point out that HOO has been described as having "No Heroes, No Battles, No Revolutions, just the day-to-day life of Oddworld." Therefore, it would be wrong to describe it as a military strategy game the way most of you seem to be doing.
I think that what you're describing here is the former planned habitales series, Danny, from which HOO is not explicitly part of. As Mudokon101 said, battles, heroes and revolutions are likely to happen when you have military characters, like armored sligs and mudokon warriors. However, the day-to-day life is something I'd like to see in a game like HOO. The best word to define it would be "simulation", rather than "strategy" game.

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By Xavier: Lampion you have a lot of good ideas, but I don't want a too complex game
Well, I expect to see a very complex game, Xav, a big and as Oddworldish as it can be. However, I expect a very simple gameplay, with a very intuitive and natural interface, so that the player can't be never confused.

With MO, the interface with the player was enhanced a little, to give the player more information. I'm talking about the halo, the number and the birds above Abe and Munch's head. This could be enhanced a little more, with a set of icons representing the character behavior or actions. We could set the mood of the character, by cycling through several icons, for instance, and that could be expanded to allow more flexibilty in the playable characters' features. that would directly influence the way they would interact with the NPCs. The icons could represent the thoughts of the characters, and we would switch from one to another until we found the right one, which would trigger a particular behavior.
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