Hi, Lucas. Here are my thoughts on this project.
1.  The blocking system could be similar to the one in both Deadly Alliance 
and Deception. Pressing the block button on its own will block high attacks, 
while pressing the block button plus the down arrow must be used to block 
low attacks such as sweep kicks and ground projectiles. A classic example 
would be Frost's freeze, which moves along the ground rather than in the 
air.
2:  I would be absolutely delighted to do a few voices for this game. I'm 
always trying to put myself out there for this very reason, and this looks 
like a great opportunity. I'd even go as far as to do dialogue for this here 
story mode you're considering.
3:  Perhaps this wasn't explained clearly enough, but I must ask. What 
exactly is the point in unlocking new costumes in an audio game? If it were 
me, I would make sure these new costumes gave the character a few new 
properties. For example, in MK4, switching to Johny Cage's alternate 
costume, which was a 007 suit, caused his weapon to become, yes, a gun. 
Haha. Things like that would make it worth it. Besides that, sounds like 
you've got a pretty good idea here, with some things that aren't even in 
Deadly Alliance. Yay!
Sincerely,
Brandon
----- Original Message ----- 
From: "Neo" <[EMAIL PROTECTED]>
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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