If the enemies were moving around in the from the start and you can survey them all, then the player can just monitor their movements for a few minutes to help predict the path to take. I think that would be better than giving the player control temporarily.
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Yes, I think it would be better to use the nodes you already have to avoid the enemies, i.e. jump over, slide under, etc. This sounds like a neat platforming idea, but I don't think actual combat would work here.
Also, you might consider making falling kill the player if the height is too high. I think it would add difficulty and a new dimension to the puzzle. Maybe add an 'open parachute' or 'rappel down' node. Or better yet, make different difficulty settings that add more elements to watch out for, i.e. more nodes to choose from.
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Yeah, though I'm thinking of having a frozen synapse style combat if the situation arises; the player chooses which direction they are aimed in and that would affect the reaction times of the player to shoot the enemy.
Yeah, I do plan to have that so the player would be forced to slide down a wall, or utilize objects around the level to descend like ropes and harnesses etc.
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I haven't played Frozen Synapse, but I had a feeling that was a little like this idea but from a top down view.
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Yeah, except this concept has a blocky building environment, flat roofs and walls etc. But other than that, with the ninja-esque character, it's quite alike. That one was concentrated on the mechanics and it's minimalist graphic style, but I wouldn't aim for minimalistic.
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I've released an early build of the engine with a simple tutorial image:
http://www.mediafire.com/file/f5h9p2ofo5e3mf5/NODE.exe
Although I missed out one important thing, right click changes the direction of the nodes (for direction and jump nodes)
Default resolution is 1366x768 so people with lower res than that will encounter issues.
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01/08/2012
"I've released an early build of the engine with a simple tutorial image:
Node.exe
Although I missed out one important thing, right click changes the direction of the nodes (for direction and jump nodes)
Default resolution is 1366x768 so people with lower res than that will encounter issues."
Here is the image
By the way If I go ahead with this and make it a full blown project, I'll keep posting and images to a twitter I just set up, if anyone's interested that much.
Just an idea I had for a game mechanic concept, and that's the engine for it so far.
The left is the nodes laid out, the right is the characters path taken .
(All the numbers are for debug purposes, just try to ignore them)
Basically, the player can survey a level before hand, and lay out their nodes. Though in some levels the amount of nodes one can place would be limited to actually add the challenge to the concept. When the player has finished laying nodes down, they can then send the character on its way.
So far there are: Jump nodes, climb nodes, run nodes and stop nodes. I plan to add more like sliding and diving, this concept will have a lot of focus on the parkour element; wall jumping, sliding under obstacles etc to navigate around levels quickly. There should be enemies, but I'm still thinking on how combat should be done, either having to predict their movements and adding shoot nodes down, or when an enemy comes into sight the player gains control of the characters weapon temporarily.
So what do you guys think of that as a game mechanic?
No giveaways hidden here, so you leeches can go away. I shall show you the way out.
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