January 2008
- no levels / temporary levels Timothy Dang
- no levels / temporary levels Sean Howard
- no levels / temporary levels Chris Laponsie
On 1/3/08, Sean Howard <squidi@squidi.net> wrote:
>
> I wrote up a system without levels (or identity or social aspects):
> http://www.squidi.net/three/entry.php?id0
>
Sorry, I'm new to mailing lists. I apologize since I'm pretty sure I
used incorrect formating for my last message. I'll try this again.
I read the design document for your communist zombie game... that
sounds killer! This type of game seems to me like it would be better
on a two-dimensional type graphical playing field where it could
benefit from different types of guns and whatnot though.
What if instead of playing a zombie being a 'filler' time between
dieing, you could also make advances in the zombie character? For
instance, you could have different archetypes of zombies become
available. Perhaps you could even get rid of npcs as zombies, and
zombies would all simply be players who died and must die again before
creating a new character. Obviously, this wouldn't work too well in a
mmpog, but on a small scale, it might work very well.
- no levels / temporary levels Chris Laponsie
- no levels / temporary levels cruise
- no levels / temporary levels Peter Harkins
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- Specialization Damion Schubert
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- Specialization Michael Hartman
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- Specialization Timothy Dang