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Post by MERRY CROMBMAS! on May 29, 2013 23:38:44 GMT
Hello,
This is a message brought from the developers looking to recreate Impossible Creatures.
Malon – Head Developer Ritysayo – Developer
The current status of the recreation is very brief. Malon was able to figure out what is needed to be done in order to host the Impossible Creature’s server. The server has a very odd setup. In order to get the server running properly, Malon needs some time because this is not his complete focus. This is just a side project which is also being used to teach me about certain processes in game development. We have a lot of future plans the game in order to completely restore it. The following will be some ideas we have decided upon.
• Major Graphic Upgrades • More animals created • Rankings [ Wins – Losses – Ratio ] • More buildings [ Need some ideas ] • Different game modes • More maps • More technologies • Allow more players per game [ Means bigger maps will be created ] • Player Profiles • Hall of Fame [ This will be a section for dedicated members over the years ]
There are also some other ideas floating around, but we are really looking for huge updates that can be developed in the future. I am asking the community to pitch us ideas, give us reasoning behind the ideas, and flaws that may be seen if certain ideas would be created. This will help us create a better Impossible Creatures and will prevent glitches/problems.
This website is not exactly professional. I am not looking to offend anyone because I know how much work it took to keep a forum alive for this game over the years. The website has changed multiple times, getting worse and worse. In the future we will be purchasing a website/forum combination which I am hoping you all will be willing to move over to.
This recreated ICO will be advertised intensely in hopes that new players will arrive. There will be tutorials created for new players to become very interested in the game. Videos will also be created to encourage players to join the game. If any of you in the community wants to contribute with guide creations, video creations or anything else; let us know.
Thank you for all of the support over the years! We are hoping this changes things for the future and revives the game you all have dedicated so much time to!
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Post by Sawslig Steve. And William. on May 30, 2013 7:05:13 GMT
Eheh, yeah. Can't argue with that. Give me and Matt a couple days to sit down and dig out our lists of old ideas. Can you tell us what you're going to be capable of implementing? How much are you intending to alter the code, for example? Also some screenshots of new models would be so very appreciated, when you get the chance .
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Post by MERRY CROMBMAS! on May 30, 2013 7:15:41 GMT
The sky can be your limit. We will take every idea under consideration. Basically we can implement anything, but certain things take a lot more time to work out. The hope is that this will be the Impossible Creatures 2 that you all have always wanted. The future updates of the game will probably surprise a lot of you.
Once Malon begins changing the graphics, I will give a few previews on what to expect.
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Post by thedoktor on May 30, 2013 15:12:24 GMT
off the top of my head... something like a Jeep for henchmen to drive around in with 4 or 5 of them. (5 if it's upgraded with the gunner seat) also a Boat version for water-levels, Because just having a huge line of henchmen marching from place to place without any offensive capabilities is just asking to get decimated. A sniper tower for henchmen to garrison themselves as well as have some offensive capabilties, like a soundbeam tower but has henchmen in it and is direct instead of Sonic. A wider variety of triggered abilities for creatures. Specifically, awhile back I had tried to edit Quill Burst to also be Poisonous, a sort of AoE (area of effect) Poison Burst when I was trying to make a Pufferfish. So something like that. Whales should have a triggerable AoE Tail Slap attack where they smack the ground to attack enemies if they get surrounded.
Branding, Colours, and Costumes: Make a logo for your armies which will be "branded" onto each unit, as well as Flags that can be built in-game, units close to the flags get a "home-field" bonus to AC. More Team Colours (perhaps able to make costume ones) Costumes: assorted cosmetics like hats or something that can be put on creatures.
Customisation: Colouring Creatures: to truly make sure every army is unique, a good option would be to have the ability to colour units, and adjust how the creatures are fused. Example: if a Hippo head is on a chameleon body, the option to make the Hippo's skin look like a Chameleon's or have a Chameleon's Eyes.
Abilties: A lifesteal abiltiy, for parasitic creatures, heal themselves by having a triggerable Biting attack (Mosquitoes) or Latching on to Drain enemies. (Leeches)
Stampeding, herd animals group together and bull rush in a given direction on a given path, trampling anything in their way. Speed Burst: possibly only good for Cheetah, but something like Frenzy but only uses up Endurance to increase speed for a short time, has no attack bonus or defence penalties. Shelter: Shelled animals like the Turtle have triggered ability to go into their shells, making them immobile but have increases to AC.
Riding and Carrying: Certain creatures should be able to be ridden or carried. Kangaroos and Pelicans could hold units in their pouches and bills. Smaller units can ride larger ones, Larger ones can carry smaller ones.
Beavers: can create dams and landmasses in water, allowing henchmen to build structures on top of them as if it were land.
Ladders, Walkways, Bridges: Henchmen should be able to be more versatile in their maneuvers, Building structures to help them get place to place. Themes: Allows players to choose the look and feel of their henchmen and structures from different Theme Sets, each is independent for a freestyle them. Such as steampunk, medieval, cyberpunk, Pre-Historic, Jungle, Egyptian, , Asian.
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Post by MERRY CROMBMAS! on May 31, 2013 5:38:23 GMT
Thanks for your ideas Spiral.
The contribution from the community helps out a lot. If anyone else has more ideas, go ahead and post them here.
I really want to get a nice and long list going. The reasoning is, the more ideas we have allows us to create a better and precise plan for the future.
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Post by thedoktor on May 31, 2013 6:53:15 GMT
I'm a fan of Utility. Perhaps something like a Pillbug similar to the Turtle, can roll up in a ball, and roll like a boulder, bowling over groups of enemies and breaking ranks. Anti-Crowd Control maneuvers. Flying units being able to land and take off as alternate modes. Medic: an extra for Lifesteal units, animals with behaviour of going back to a nest and feeding others, such as the Mosquito, can drain life from enemies and heal allies with the stolen lifeforce. Strength and Dexterity: Land and Sea units should not be sitting ducks against flying units, the ability to jump and pounce pamphlets, or jump out of the water onto higher ledges (certain smaller amphibious units with say...Leap Attack legs and Dolphin body, making an agile unit that can leap out of the water large distance and get on land without having to get to a beachhead) Obviously whales and size/weight/power is an issue, can't have all amphibious units jumping all over the place. I would limit this to smaller units like the Dolphin or Sharks, not sure but some balancing is key. Food and Health: Predatory animals could get bonuses by eating fallen enemies. If only to regain health. Herbivores can graze on flora, perhaps a structure? A garden that is built as an aid station for herbivores? they go in and eat until they're healed and get out. Similar to Garrisoning.
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Post by BARRY MANILOW on May 31, 2013 8:05:09 GMT
I think Puglin and I were talking about a climbing unit like a Koala ages ago. It could climb cliffs (because why not) and trees (to hide) and things. Also, to extend the flying units being able to land that Dok brought up, being able to land them in trees to hide them would be cool.
I'm a fan of things that make the map topology and styling more relevant to the gameplay than just "you can walk here, but not here". So things like cover aiding creature defense, high ground buffs to sight radius, marshy ground (like I think CC had?) slowing huge units, being able to hide units in trees. That sort of thing.
Also more gyrocopters. A henchman transport would be interesting as well.
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Post by Sawslig Steve. And William. on May 31, 2013 12:01:07 GMT
I'm going to start off by saying that any list with desired features needs to be carefully reviewed-- let's not forget that this community rarely ever agrees on anything. Some people are going to want some things, other people are going to think those things are silly. We need to be careful to preserve the atmosphere and general sentiment of the game, because that's why IC has somehow managed to not go extinct.
Del, marsh was introduced in Insect Invasion, which is the Relic provided mod. Sadly, people seem to hate marshy terrain specifically because later in the game all of the creatures are large, and thus everything moves terribly slowly.
Best way to get around this in my opinion is to make smaller creatures relevant towards the end of the game-- possibly by introducing the possibility that small creatures can still do considerable amounts of damage, or else have some sort of advantage over large creatures.
Which brings me to one significant point-- I think we need to use more of the attributes of the stock animals in IC. For instance, the defense stat supposedly caters for both toughness (i.e. turtle shell) and ability to dodge. However, this was awkward to manage, so it basically accounts solely for toughness nowadays. To fix this, I'd suggest an agility stat, which defines a creature's ability to avoid attacks altogether (also potentially increasing speed/attack speed/range of abilities like leap attack?). Of course, there'd probably have to be a counter to this; fast reaction speeds, intelligence, intimidation, something like that, to counter agility the way horns counters defense.
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Post by thedoktor on May 31, 2013 17:19:50 GMT
in Dungeons and Dragons and similar games a character's overall Armour Class is determined by your Armour, Shield, as well as Dexterity, How hard it is for an enemy to land a solid hit on you. Could this Dexterity/Agility thing be implemented as part of Defence? Instead of splitting them up? Since the overal Defence/Armour Class would be determined by a combination of ANY Defence oriented abilities to avoid damage, including toughness and dodge potential.
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Post by MERRY CROMBMAS! on Jun 1, 2013 4:05:26 GMT
So far, I am liking a lot of ideas. They also create new ideas in my own head.
@steve - Yes, I fully understand the differences in opinions. This is a delemia that every gaming company has. When a new update comes out, 9/10 people will normally threaten to quit the game if they ever get an update they dislike. The truth is, they will not quit it. They will develop a tolerance to it in order to have fun with the other 90 million reasons they loved in the first place. Keeping the game the way it is, is not an option. Changing it is the only way to create an environment where new players want to come. This process will be extremely thought out.
We want to keep everyone happy, but we also need to determine what would be the best to do with each creation. If we decide that we want to separate certain aspects into different mods, in order for the community to choose which they want to play, then we will. Don't worry about us too much. This is not my first development and certainly is not Malon's first either.
Just keep posting ideas, and debate with each other against the ideas. We WANT the debates to go through between you all.
Thanks, once again, for all of your support.
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Post by thedoktor on Jun 1, 2013 4:12:37 GMT
What are your credentials? Do you have work you or Malon have done in the past that you could exhibit?
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Post by MERRY CROMBMAS! on Jun 1, 2013 4:28:46 GMT
Malon has had 9 years of 3D experience. He is a freelancer who is hired by many major companies. He doesn't really want to release the games he has worked on because he does not want to be harassed by people about them. He does allow me to say he worked on French Rayman, and I gave a screenshot of his current work on skype chat the other day.
Myself, I was a developer on ariagaming.com. It is a private server for Forsaken World. I met Malon through some means of work and he is currently my mentor. I am in college for Graphic and multimedia design with a lot programming type courses. But I won't start actually learning anything useful in college until a year or two from now. So, Malon is teaching me 3D Design programs through the entire summer.
This is basically a starting point for me. I did a LOT of work on aria but, Malon will teach me a load of new things while developing this new Impossible Creatures. We have many more projects, this is not our total focus. He also freelances for the major companies so that is why we need time to implement a lot of this.
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Post by Sawslig Steve. And William. on Jun 1, 2013 5:34:48 GMT
No. Well. As I said, it supposedly already was part of defense. However, think about it-- say you have a mountain lion, which is very agile, and a turtle, which has a tough shell. If both attributes go towards increasing defense, then they'd end up with a similar amount of defense, everything considered. Firstly, people would look at that and go, "What? Why has a mountain lion got that much defense?", because the word itself has connotations of toughness rather than dodgery, and secondly, nobody would ever use turtles again; they'd be outcompeted by the big cats (as bizarre as that seems).
Furthermore, if agility was properly folded into defense, then a counter to agility would be horns. You see the problem with that.
If it's a separate stat, it opens up considerable opportunities in terms of development and gameplay, and allows new counter abilities.
Right, but what exactly are you wanting to change, here? I ask this because I have to implore you to try to resist changing certain aspects of the game (i.e. the atmosphere, the quirkiness and the general whimsical undertones). Turning this into (for example) a gritty remake purely for mass appeal would result in an entirely different game-- in which case it's not so much bringing hordes of new players back to IC, it's starting an altogether new game based on a similar principle.
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DanTastic
Fiesty
Unarmed, unarmored, undaunted.
Posts: 230
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Post by DanTastic on Jun 1, 2013 6:21:20 GMT
Following up on Will's (Steve's?) point about changing the game, I'd be concerned about changing anything too drastically in the hopes of garnering a new audience. Granted, I'm as far from an IC expert as one can be, but surely the game's age is a stumbling block for new players as much, if not considerably more so than it's content. Going over the top with changes could be a potential turn-off to the players who stuck around while not bringing in a sufficient number or replacements, who feel that IC is "old news" and not worth their time.
By the same token, I could be completely wrong. But still. A point worth considering.
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Post by Sawslig Steve. And William. on Jun 1, 2013 6:47:35 GMT
^
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