I think the storyline thing is great, I've played MK from the very first 
one, up to the latest, I was always interested in the storyline of each 
character, it gives the player the sense of actually being that character, 
making the game more interesting..
----- 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
>
> [Non-text portions of this message have been removed]
>
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