


JVM wrote:^ More detail, less maps.
More maps, less detail.
It's a tough line to walk, my man.
Fiender wrote:I have a suggestion, not sure how much attention it'll draw.
Something I felt was missing from all of the games was ambiance in the cities. It felt like I was punching giant cardboard boxes, not buildings. And it felt too much like a giant city set from a Toho movie, not an actual city.
People running on the streets in giant crowds, cities gridlocked with cars trying to flee, buildings that are fun to destroy even if they aren't photo-realistic. At night (if you add that option), the buildings and streets should light up and give your monster the chance to make it all go dark >:)


Mr. Strange wrote:This is the direction we've been discussing - I think it's the best thematic fit for a Kaiju game - sort of like "battle overtime" - you might just lose when your health goes to zero, but you might come back in a stronger attack/weaker defense form to keep trying. Could lead to some epic battles.
Putting monster stats on the vs screen is tricky - because you have 1/4 or less of the screen to work with. Since we'll be starting on PC, a hover-over solution would probably work really well.
I really like numbers - they are nice and clear. I'm considering replacing the entire health bar with a defense # (sort of like Smash Bros) to really drive that sort of thing home. A number also helps fit 4 player HUDs on the screen - which is always a problem.
The idea behind GGPO, as described in that article, is exactly how Spigot already deals with networking. I felt really clever when I designed that system in 2004. I always thought StE had some of the best online combat ever.
We could be more creative here - why not allow unlocking for single-player, but let everything be available for multiplayer from the get-go? I also think non-critical unlocks, like visual flair on your monster, is a good thing to let players unlock for multiplayer modes - like portraits or titles or the like.
hammysammy59 wrote:Obviously time and money would have to go into little effects like tanks and stuff, but is it also an issue of scale? The monsters in the Pipeworks games were scaled up to meet the sizes of the Heisei monsters, right? The Showa series is by far my favorite, and likely the most famous... it also features significantly smaller monsters. While it might make the monsters a little less awe-inspiring, it makes them able to have much more meaningful interactions with humans, and human-sized vehicles. I'd love to see Showa size monsters in this game.

Lenbo wrote:
Yeah, or hold down left trigger or something to view stats of the monster you currently have selected.
It did have very good online combat... with 2 players. 3-4 player matches online had a tendency to get very choppy. We should strive to make it silky smooth no matter how many players there are. Mario Kart Wii for some reason had the most lag-free online mode I've ever seen. Or at least did the most amazing job hiding the lag. And that was with 12 players... on the Wii.
Rolling - I liked rolling gameplay-wise, but as a concept in the Godzilla universe I always thought it was a bit silly. I think Godzilla rolled maybe once or twice in the films, and never for extended periods of time. Visually, rolling looks ridiculous as well. I think perhaps not all monsters should roll, or when they do, have a different animation. Seeing monsters like King Ghidorah or Destoroyah roll seemed really odd. Not sure how other people feel about.
Goji wrote:Viewing the monsters stats doesn't need to be an option in-game. Having them viewable at the character select screen (like they always have been) is perfectly fine.
The online play was actually quit good..maybe you just had a bad experience with it *shrugs*. I played matches with four players all the time, and it was very rarely choppy. Two player matches were always spot on for me.
Comparing the online to play to a game that came out 4 years later on completely different hardware (Mario Kart Wii) seems like a pretty unfair fair comparison if you ask me.
Again, this is a video game, not a movie. The monsters are going to have certain actions that don't necessarily represent what they did in the films. Rolling is added for the sake of balance, because it allows you to escape what may otherwise be inescapable situations. It's been in Tekeen for decades for a reason.
Having only some monsters roll would be horrible unbalanced. I am highly against it.





Varan Bon Ziller wrote:....What ever happened to the innocence of monster banging others brains out...

Lenbo wrote: Well G:U was on Wii, and considering this new game will be using a similar version of the Spigot engine as G:U for Wii, I think it's a somewhat relevant comparison. The fact that it supported 12 players and managed to be smooth is quite remarkable regardless.
I even said that gameplay-wise I liked rolling. Rolling just thematically make much sense for Godzilla and friends to be doing all the time.
Why would it be unbalanced if only some monsters rolled? Megaguiras, Mothra, and Moguera already didn't roll in StE. Unleashed had no rolling in it at all.
Goji wrote:Some of you really need to give it a rest with these "it looks silly" or "they never did that in the movies", type of complaints. To make gameplay more interesting, small liberties need to be taken. I'm sorry, but this should be obvious to everyone..


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