Fan fiction and concept for the new gameplay type - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Community Creations (https://www.frictionalgames.com/forum/forum-45.html) +--- Forum: Digital (https://www.frictionalgames.com/forum/forum-47.html) +--- Thread: Fan fiction and concept for the new gameplay type (/thread-30489.html) |
Fan fiction and concept for the new gameplay type - Radiance - 09-01-2015 Fan fiction Consciousness network (Mandelbulb3d) SOMA logo(Blender) Hastur the kraken (Apophysis) https://dl.dropboxusercontent.com/u/13451287/Apo7X-150912-k.png I've watched some underwater gameplay and saw a encounter with something which had lights or LED lamps instead of eyes so inspired by that made some biomechanical sea creature(used Krita and Gimp). https://dl.dropboxusercontent.com/u/13451287/Untitled3.png Concept for the new gameplay type So, this is a suggestion/idea for additional gameplay mechanics for maybe SOMA DLC,mod or new Frictional IP because SOMA is content locked. But, I'll support whatever Frictional give us. Gameplay is sectioned in layers. It is the player's choice how will they play. If they want Amnesia experience, layer 1 ensures it. If they want more control, layer 2 gives them control. Layer 1: Good old Amnesia stealth type of run and hide gameplay we all know. If the player chooses that. Layer 2: Control type. This layer gives player more freedom how to tackle encounters. At his disposal there are throwable concotions and items based of SOMA lore. We'll call them "bombs". 1) Flask of inductance: this bomb has EMP effect on mechanical creatures to sttuter their bioelectronical circuits. It has blast radius when triggered. But, when creature is awake again, it is faster and angrier to get you. Be careful. You'll have to find cover and hide also. (made in Gimp) AOE effect https://www.youtube.com/watch?v=wCCX_HadmbY&feature=youtu.be (Blender) 2)Draught of the Flame: very rare to find this concoction, maybe one or two in the whole game.When thrown on enemy, it immobilizes it instantly. You'll have to solve some puzzle contraption to get it .It's very well hidden. It doesn't damage the gameplay experience if there will be more encounters. It has dissolving and kinda flame effect on creatures based on the lore. (made in Blender with particles) https://www.youtube.com/watch?v=OeHtvV2gWz0 It could be also a frost type bomb. We are underwater at last. 3)Phial of delirium: If there will be organical cretures in game world, this ensures they'll damage and occupy other creature in the room while you must quickly get out. If you get to close, you''re done becase it has wild AOE effect. (made in Blender) https://www.youtube.com/watch?v=6aET2XppLzQ 4)Soulfire: the erosion gun (Yes, actual gun it the game) It fires bullet with chemical components which dissolves on creature gradually and makes them walk slower for a moment. It does not kill them. Bullets are hard to find in the game world. It could have other ammo types. It has AOE effect because of chemical reaction. https://www.youtube.com/watch?v=NUUVa2RMK90 Other type of erosion effect (Blender particles) 5) Harpoon/crossbow: only for underwater areas. It can not damage creatures. It delivers, through the water, some of the philters. For example, if you attach on the projectile flask of inductance, it delivers it at high speed with AOE https://www.youtube.com/watch?v=nKQZF2T1-9Q&feature=youtu.be 6)Achievements: there could be online list of players who didn't use any of items(top rating), and also achievement if you found all rare items and solved all puzzles. Tell me what do you think of layer 2 or if you have other suggestions. Is there a way to make it more sci-fi/steampunk? Layer 2 has RPG components. It is not designed to ruin the game. It just adds more control to the player but with side effects. Plus, items are hard to get. You'll have to explore the environment and solve puzzles to get them and find out how to unlock doors. So, the gameplay could be balanced quite a lot. The game could have wider audience with RPG players but won't loose Amnesia athmosphere because of the layer 1. RE: Concept for new gameplay type - Googolplex - 09-01-2015 *edit Ah sorry originally I misunderstood your thread. I thought you still would like to have bombs and such fun-features in SOMA. Maybe someone will create a custom story with your suggestions. RE: Concept for new gameplay type - Radiance - 09-01-2015 (09-01-2015, 02:24 PM)Googolplex Wrote: Amnesia or SOMA are not the right games for fun-elements like that. It's OK. There are many types of audiences and their desires when playing the game. I just want to find a way to match theese two types of audiences so that everybody will be pleased of their expectations of the game. Also, it would give you the freedom to replay it in different ways. This was the reasoning for the two gameplay layers. RE: Concept for the new gameplay type - A.M Team - 09-02-2015 E - HEM. https://twitter.com/frictionalgames/status/637391711942131712 RE: Concept for the new gameplay type - jens - 09-02-2015 brus knows, he even says so in the post. He is coming with suggestions, and taking the time to visually demonstrate effects as well. That's nice! I had lots of fun with robots and EMPs in the original deus ex game This could definitely be something someone can create as a mod for SOMA, not us, but you know the tools will be there for anyone to have a go.. RE: Concept for the new gameplay type - Radiance - 09-02-2015 (09-02-2015, 07:07 AM)TheDoctorPoo Wrote: E - HEM.I know it's in content lock. Maybe for DLC or new IP. Face of Cthulhu (Apophysis) Lovecraftian dimension (Apophysis) Zeta site (Apophysis) Simon It seems to me as the story progress Simon is becoming more and more mechanical in outer shell. So, this is how I see merging his mind and soul with circuits. RE: Fan fiction and concept for the new gameplay type - Traggey - 09-06-2015 Don't doublepost, thanks. |