Repo!: The Genetic... Video Game?

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MadPumpkin
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Repo!: The Genetic... Video Game?

Post by MadPumpkin »

Alright this is technically copied from another forum, I actually posted this on my MPE Dev thread but imma delete it on there and put a link to this page...
I bolded the things that are actually... IMPORTANT because NO ONE wants to read all that.

Repo!: The Genetic Opera website: http://www.Repoopera.com/
Terrance Zdunich's official website: http://www.terrancezdunich.com/
MadPumpkin wrote:As you all might know there is no Repo video game. In fact, my friend and I nearly died when we realized this. Us being hard core gamers, we were in extensive pain at this thought. So bad one day that we decided we should make one. A Repo FAN game. We were thinking about starting with a simple Repo man arcade game where you will run throughout the dark streets seeking your victims you have been hired to kill, whether your job is to de-spine them or just to (a timeless classic) "rip the still beating heart from their chest", you will be given the tools to do so. However in order to add skill to this game we are needing some way to make this game actually take effort... Let's face it, Anthony Stewart Head is just way to bad ass for his own good. We need enemies, of some sort, however kills will also be timed so that it will increase the difficulty still.

We want YOUR feedback on this subject! We ask that after your feedback you answer these questions, if you do not want to, then don't plain and simple.

Our questions that we wish for you to answer following your replies are as follows:

1. What do you think about this idea? (Constructive feedback is not required just preferred.)
2. What should we do to add difficulty to this game? (e.g. add enemies that Nathan also has to kill. e.g. make obstacles harder to maneuver. If so what enemies and what type of obstacles e.g. rebels, building hopping, etc.)
3. What do you think this game should have in order for it to be something that you, as a player would enjoy doing?




1st person advantages:

1. Organ and limb targeting: You will see a visual point code (a screen view like terminator or iron man) that shows you the different organs and limbs that you can directly target and strike to remove from your targets body.
2. More accurate camera: You will be able to turn your character to face points for a 50% precision increase. (Changing view in a first person game, generally done with mouse, and usually for a gun or weapon).
3. Other options: Your character will be able to preform certain tasks that you cannot in 3rd person view, such as:
* Search: You can loot objects such as corpses, chests, etc.
* Examine: You will be able to closely view objects and receive data about the object to help you through the game.
* Different attacks: You will have options for using your weapons differently than in 3rd person.



3rd person advantages:

1. Item uses increased: You will be able to use more items that you have (e.g. fiber wire grapple, short blade (as apposed to knife), bladed/brass knuckles, any other item that I feel like adding to make the game more interesting)
2. Wider camera view: You will better be able to eye ball certain areas of the game, say for things like roof hopping, grappling objects, using larger weapons and items, etc.
3. Other options: Your character will be able to preform certain tasks that you cannot in 1st person view, such as:
* Vital strikes: You can use different attacks and hits than you use 1st person that may cause a one hit kill, or a vital wound
* You can target more enemies at a time than in 1st person
* Etc.
~~~~~~~~~~
~~~End~~~~
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Re: Repo!: The Genetic... Video Game?

Post by davidthefat »

I didnt enjoy the movie, but the idea is cool.

I say 1st person view if you are the harvester, but 3rd person if you are the victim
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Re: Repo!: The Genetic... Video Game?

Post by MadPumpkin »

davidthefat wrote:I didnt enjoy the movie, but the idea is cool.

I say 1st person view if you are the harvester, but 3rd person if you are the victim
Most people don't honestly, but even they agree that it was an epic idea, and an awesome concept FOR a movie.

Well actually this was going to be an RPG the stuff about arcade mode and what not was just until the engine is fully workable and what not. THEN we well be adding storymode and scripting plugins and what not. So rather than making the code very... Specific to one game mode I'd rather just make it like the regular game, only not quite.... FINISH the game I guess you could say..

And also we have classes! They're not finished however, CLEARLY we have Repo Men, Grave Robbers and Zydrate Junkies, but... Maybe you guys can suggest some more? Because I don't really know what else to put. Their are THREE subclasses in everyclass by the way, we have 3 subclasses for all 3 of those classes too.
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Re: Repo!: The Genetic... Video Game?

Post by MadPumpkin »

Alright, so I honestly haven't worked on the game AT ALLL... since the last time I posted, lots of crap happening, vacation, troubles with girls and friends and what not... Alright so me and my friend Taylor often sit and talk about concepts... For video games... Movies... Music, anything really. Media related mainly, and mostly video games.

We've come to the conclusion that the class list should go as follows:

Repo men: Repo men repossess organs from victims for Rotti Largo at GeneCo. Using different weapons and tools you can repossess organs quite easily, targets get harder in time and as your level increases new challenges will be made.
-Surgeon: Repo Surgeons are able to use light tools. They are blade specialists and are skilled in speed and anatomy. Medium defense.
-Hunter: Repo hunters are able to use medium tools. They are crossbow, small and medium blade specialists, and are skilled in stealth, and accuracy. Light defense.
-Berserk: Repo Berserks are able to use heavy tools. They are blunt weapon specialists, and are skilled in destruction. Heavy defense.

Grave Robbers: Grave Robbers loot corpses found on the street and in graves for things like tools, weapons, organs and items, but most of all, Zydrate. By using tools that other classes can't, you can remove Zydrate from human corpses.
-Pusher: Pusher Grave Robbers remove Zydrate from corpses to sell on the streets illegally to Z junkies. They can produce higher quality Z than the other Grave Robber classes.
-Jewler:
-Tailor:

Junkies:
-Bruiser:
-Charger:
-Cavalier:

BUUT I'll finish typing the rest later, something important just came up. So I need to be not focusing on typing here.
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Re: Repo!: The Genetic... Video Game?

Post by MadPumpkin »

So it's now clear to me, that the people on THIS forum, don't really care that much about the history of Repo and shit like that. Only on the Repo forum that that is this ones twin. So from now on I will be posting all of the progress, questions, and actual development on here. And NOT the development on the twin, because they don't care about THAT part.
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Re: Repo!: The Genetic... Video Game?

Post by eatcomics »

HA, that's funny, but looking forward to updates :D
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Re: Repo!: The Genetic Opera (OH! And in other news!)

Post by MadPumpkin »

eatcomics wrote:HA, that's funny, but looking forward to updates :D
Yup! Two different types of nerds man! Haha.

EDIT: (In other news)
I've decided, skrew the engine. I'm going to start learning Unity3D and use that instead.
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Re: Repo!: The Genetic... Video Game?

Post by MadPumpkin »

Indeed... I quite like the Unity3D engine, in fact I'm thoroughly enjoying learning more and more scripting to use with it. I may use it to make another game I had thought up some time ago as well. But not until I get a real, single player engine in will I be adding ANY multiplayer capabilities. I'm hoping to make the code pretty reusable so I can just reuse it to make other games, and add/remove/edit scripts as needed.

Right now I have no progress to show on this game! Anyone who is familiar with Unity, what would be the best way to make my buildings?
I was thinking about just having a stretched out box, for buildings, and then throw on parts to make it look like a building in the editor. However it will be different for buildings that you can enter... I will make rooms of preset sizes, with specific door locations but empty and whatnot, and connect the different smaller buildings together, and then throw crap on the outside to make them look pretty.

This will also allow for me to decide whether I want a building to be 1, 2 or even 3 stories tall, without having to model everysingle house.
If anyone has a better method, express said method, if you so desire.
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