Pocket Creatures FINALLY Submitted!! (iPad, iPod/iPhone)

Discussion in 'Upcoming iOS Games' started by MacDaddy, Jun 5, 2009.

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  1. MacDaddy

    MacDaddy Well-Known Member

    May 4, 2009
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    Hi there - long time no see - but we are still hard at work on the game :) !

    We are throwing a crazy idea back and forth in the office, and we would like your feedback on it:

    Imagine that you as the player, could affect the creature’s relations to game objects. You could make the creature hate bananas, love the woodpecker and fear the coconut.

    The creature’s relation towards an object or critter is determined by association with the player’s actions while the creature is interacting with the object or critter. For example if the player slaps the creature while it is eating a melon, the creature will begin to fear melons. See the comic strip below:

    [​IMG]
    The creature is eating a melon and all is good in the world

    [​IMG]
    But alas, the evil player decides to slap the poor creature while it is enjoying its melon

    [​IMG]
    From now on the creature will associate melon with the painful slap and try to avoid melons at all costs

    What do you think? Tell us here or on our facebook page: http://bit.ly/quvZd
     
  2. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
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    I think your idea about creatures' reactions to object being influenced by the player is great. After all, that's the same thing that would happen in real life. I posted a comment on your Facebook page as well.
     
  3. MacDaddy

    MacDaddy Well-Known Member

    May 4, 2009
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    Yeah, we want the player to experience the creature having a life of its own - with likes and dislikes etc., and we want the player to be able to affect those preferences. It gives the creature personality - a personality the player can mess up in whatever way he or she likes it :D
     
  4. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
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    Nothing like psychologically screwing up an electronic creature :)
     
  5. Aurora

    Aurora Well-Known Member

    It looks like a 3D replica of that monkey with a hand on the tail from Pokemon. o_O
    I'm sure this thing will be controversial if it comes out, assuming it comes out.
     
  6. Mudkipz223

    Mudkipz223 Well-Known Member

    Sep 20, 2009
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    Atlantis
    I love the idea of being being able to make my creature paranoid of anything that around it, but I think it should be able to make a creature have a possibility to become enraged whenever it sees an object when you slap it with the object. Like if you hit it when it had the melon, it could either become scared of the melon or become angry whenever it sees it.
     
  7. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
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    Maybe different actions could elicit different emotions. For example, slapping a creature while it eats a melon will make the creature fear the melon because it fears getting slapped. However, poking the creature while it eats the melon will cause the creature to hate the melon, because it is annoyed when it gets poked. Of course, I don't want to make this too complicated for you guys :)
     
  8. d1

    d1 Well-Known Member

    Sep 19, 2009
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    Being able to alter the creature's feelings towards objects/other creatures would definitely be a cool feature, would add to the gameplay.
     
  9. MacDaddy

    MacDaddy Well-Known Member

    May 4, 2009
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    I agree, different actions (poke, slap, pet) while the creature is interacting with an object should cause different reactions afterward :)
     
  10. d1

    d1 Well-Known Member

    Sep 19, 2009
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    Yea that would be cool, the more options available, the better :)
     
  11. Devilishly Good

    Devilishly Good Well-Known Member

    May 1, 2009
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    The Underworld
    #231 Devilishly Good, Dec 7, 2009
    Last edited: Dec 7, 2009
    but you should be able to make a negative into a positive so you aren't stuck with one reaction...let us be able to change its attitude back to neutral or positive towards an object
     
  12. Mew2468

    Mew2468 Well-Known Member

    Oct 20, 2008
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    Yeah, you should be able to do lots of positive association to cancel out the negative association.
     
  13. Silverdraken

    Silverdraken Well-Known Member

    Sep 13, 2009
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    My stomach hurts. Why, you might ask.
    "Touch your creature in many different ways!" :rolleyes:
     
  14. MacDaddy

    MacDaddy Well-Known Member

    May 4, 2009
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    You have a good point here :) We are discussing design solutions - what about being able to "force feed" your creature so you can change its preferences back again? A bit cruel I know - but what do you think? :)
     
  15. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
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    This may be getting too complex, but what about taking something the creature likes and putting it on top of something it doesn't like. After a while it will start to associate the "bad" thing with the "good" thing and like the "bad" thing again.
     
  16. asbjoern

    asbjoern Well-Known Member

    Apr 30, 2009
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    Copenhagen
    Hehe, yeah a bit complex - how would you know which object would affect the other? :)
     
  17. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
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    Whichever one you put on top :rolleyes:
     
  18. MacDaddy

    MacDaddy Well-Known Member

    May 4, 2009
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    Haha, so you cheat the creature by showing it the nice pancake - but you have hidden the worm below :)
     
  19. d1

    d1 Well-Known Member

    Sep 19, 2009
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    Haha, you could evoke mixed emotions by doing that, give him a pancake, he's happy. He takes a bite, only to find a worm, not so happy [cue the lightning cloud above his head] :p
     
  20. Devilishly Good

    Devilishly Good Well-Known Member

    May 1, 2009
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    what if you can get the creature into a really positive/receptive mood and then you can offer him something he feels is negative and if you do this 2 or 3 times, he will take the negative object and this will decrease the negative feelings...keep doing that and the negative then becomes positive...vice versa for making him dislike something he just liked...I guess this is like the "force feeding" from above, but I envision that he refuses initially and then takes the object after 2 or 3 additional offerings so you have to continue interacting with him instead of "forcing" the change in one event.
     

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