Project Omega (WIP - Mature content - Chapter 1 done)

Cool concept. I’d thought about multiple levels for certain augmentations (or ones that stacked the same effect) but not combinations. The main thing that springs to mind is to keep them from being overpowered. I think these sort of things should be rare but when they happen have a real wow factor. Something I will definitely have a look into.

To avoid the triple post:
No real progress on the game this week, I’ve been away and then off work ill so not really had any free time where my head isn’t spinning. On the mend now and hoping to get back into it next week. So many ideas to implement! :smiley:

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Downside would be that the drug, when pumped through the body by the artificial heart, can cause the subject to become so enraged, they may perform certain actions unwillingly, such as attacking others they don’t mean to, even when resisting it.

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Choosing any choice at random? Could be interesting or could be annoying. I guess the tricky bit would be making it choose a relevant choice as well. For example if you go turbo and then the next choices are “punch, kick, hide” it wouldn’t make much sense for an enraged person to get so angry they hid. I’m intrigued by the idea of making choices against the players will but, personally, I’d find it too annoying to risk ever using it. I’m liking that the ideas coming forward have downsides to do with your choice options though, rather than just “taking extra damage” etc. Because the choice is the only thing that the player really has control over so to mess with that is an interesting concept… I likes it. :smiley:

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Progress is going well, although slower than I’d like given that I can’t shake this damned bug I picked up last week. All I want to do is sleep!

A quick question, I’m looking at letting the MC choose their clothes (if they want to - they can skip it if not) and wondered what types of clothes people would be interested in. Specifically I’m looking at splitting it into “tops” and “bottoms”. I don’t want to get into too many layers (no impact on outside appearance, laborious to choose etc) but if there are common ones that people suggest then I’ll put them into the default options. There will also be the option to specify something else if you want a particular look.

I have the fashion sense of a particularly dull rock so any input is appreciated.

Then it’s onto building the AI pets/companions! :smiley: and the stats screen :smiley:

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Err… my fashion sense is also as dull as a dull rock, so I guess I won’t be choosing any clothing anytime soon. :sweat_smile:

Unless you have a coat with roll-able long sleeve and normal T-shirt (Oh, and also a cap!), I’ll be taking those. :sunglasses:

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What about letting the MC choose which kind of crowd they’d blend in with? Tough street punks, casual home-makers, manual laborers, lower-level businesspersons (“office drones” or “desk jockeys” if you’d rather be a little less polite.) I suspect a choice like that would both be easier for you (less fashion sense required,) and better give players a sense of how their character fits into the setting or compares with those they’ll meet.

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Thought you were going for the nudism look for a moment, that could complicate some of the logic :wink:

Hats and coats are (probably) not going to be initially available but if enough demand is there I’ll see what I can do. It’s something that doesn’t appeal to me (choosing your own clothes in general) but I appreciate that it might to others.

My gut reaction liked this but then a few things sprang to mind.

  • one it feels limiting and “pidgeon holing”. You have the ability to customise your meatstack with augmentations that give you all sorts of powers but you’re limited to being an office drone, a punk or a manual labourer? Or i’ll need a LOT of combinations.
  • Secondly my idea of street punk might be completely different to someone else’s.
  • Thirdly what if someone wants to be a mix between punk and office worker (no idea what that would look like but why not?! :smiley:). Basically I’m trying to give people freedom to choose rather than forcing a choice on them. I’m sure I will regret it though! :smiley:
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I’m beginning to think less is more. I might give a few basic options but also the chance to specify something custom if you want. Any preferences are welcome though.

You raise some excellent points, and it may take a little effort to work around the potential problems… but I think it’ll be worth it. Especially since the fashion sense of the NPCs our MCs meet will likely be quite different than the fashion sense we as players have! A tee-shirt and jeans may be common casual wear for players, but in the far future of a sci-fi world, wearing that outfit may be like wearing a medieval cloak and tunic in the modern world. Terribly outdated!

Moving on to your specific thoughts…

it feels limiting and “pidgeon holing”.

I may have misunderstood where the plot is going, but right now it feels like we’re either a mercenary or career criminal, taking something of a forced vacation thanks to some nanovenom-coated weapons. Assuming I’ve guessed correctly, we’ll be going on “missions” at some point in the near future. Clearly, we should have an outfit for sitting in our apartment and/or lounging around whatever passes for our base… but we should also be choosing new “disguise” outfits at the start of each mission we accept.

And even if I’ve guessed wrong, giving us opportunities to change our outfits regularly helps expand our limits and relieve the pigeonholing.

my idea of street punk might be completely different to someone else’s.

Yes! Exactly! If you describe the outfit by which articles of clothing it actually contains, a player may wrongly assume it falls into a different category, then be surprised when NPCs don’t treat their MC the way they expected. For example, if black leather and chrome chains are haute couture in the future, an MC who wears them into a seedy dive bar not only will fail to blend in, they’ll attract all kinds of unwanted attention—perhaps even an attempted mugging or kidnapping! Likewise, if loosely-fitted cotton clothes in bright colors are street punk fashion in the future, trying to wear them somewhere classy will bring the security guards down on the MC’s head!

what if someone wants to be a mix between punk and office worker

It might be a little more difficult to code, but you could probably use concatenation to combine a primary and secondary choice into something like “office drone, but with a hint of punk”. Or, to make it simpler, maybe choose an outfit that falls into one category exclusively… but allow the player to choose an accessory or two from a different category.

I’m beginning to think less is more.

Sadly, this is probably true. As much fun as dress-up games can be, I don’t think it really fits what you’re aiming for to add a complete one here.

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Top - Prototype combat armor over an urban camo long sleeve shirt.
Bottom - Black cargo pants with knee guards, grey running shoes.

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Wow. Firstly AMAZING feedback. You kind of opened my eyes to a whole level of thought about it that, quite frankly, I hadn’t even considered. Different clothes for different situations, disguises, reactions to clothes… I’m completely split now whether to go down the rabbit hole or avoid it. I’m thinking it could be a massive amount of work with a payout for a percentage of the player base, whilst the other x% won’t even notice it. Gah… I dunno. I really dunno. I might concentrate on finishing the chapter first and then see how I feel.

Seriously though, some of the most eye opening feedback I’ve had in this thread. Thanks :slight_smile:

I can definitely see this on some of the meatstacks :smiley: thanks.

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A question about the games lore: when you transfer meatstacks, is it a copy of your consciousness or is it actually the mind of the person transferring bodies?

Did we die at the beginning and then pick up playing as a copy of the person we just were, or are we still the actual same consciousness in a new body?

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You can actually discuss this with the doctor at the beginning :slight_smile:

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Oh yeah I did see that, but I’m afraid it didn’t clear it up too much for me hahaha. The doctor both mentions ‘copying your binary based soul’ and then boils it down to “you go in one end and out the other”. Which I mean, I’d get why they wouldn’t want to tell you “well you are going to die but an identical mind copy of you will move on”

So unless I’m misinterpreting it, you die and then take over playing a ‘separate but equal’ version of the person you just were?

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The body is the same. The memory is the same. The mind is the same.

But does the soul is the same?

Boo~~

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I like the inversion and you make a good point about the possible shifting fashion sense of the future generations. Still given a choice most of my cute mc’s will go for the black leather and for this game since I get some Matrix-esque vibes from the fight scenes I want a badass black (leather) longcoat for my synth mc. Besides looking cool it should have quite a few pockets to put stuff in.
If you want to keep it basic just include an option for dark (leather) clothing and boots. Similar with the other styles and let our imaginations do the rest.

Take a look at @Snoe’s game, “Freak amidst the neon lights” which offers very good style choices for the mc, but doesn’t go into much detail about the specific pieces of clothing beyond some flavour text in the shopping scene in order to show what sort of things are generally considered to be part of each style…

Make that dark prototype combat armour over a long-sleeved black shirt or turtleneck for me. Urban camo is overrated, imho unless the city is as shot-up and devastated as the combat zones in the Middle-East.

Nothing wrong with black cargo pants, though I my preference would veer towards sturdy black (leather) motorcycle gear and black leather combat boots. Sneakers with no steel toe or sturdy soles don’t offer as much protection.

Well, i the mission requires a certain disguise then I guess that’s necessary, though I would argue for allowing the mc their own, idiosyncratic style outside of that.

The body is rather different and the mc here does have significant memory issues.

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Its for the looks, brohamski! (I’ll stop).

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Well everything is for the looks, unless its mission specific and outside of its looks urban camo is only effective in very specific situations.

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Ah, I guess you’re right. :thinking:

But dang, you ruined my poem! :sob:

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True. But, why turtle neck? Nothing says “I’m not a badass” more than wearing a Spongebob meme.

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