3089 -- Futuristic Action RPG

3089 -- Futuristic Action RPG

 This topic has been pinned, so it's probably important
♦Pieramyd Jul 13, 2015 @ 2:31pm
5089 Ideas and Suggestions
Hello, I have some ideas and suggestions for future installments of #0#9 games.
Perhaps you can leave a reply and share your ideas too! ;)


Ideas
  • Landmarking multiple areas you have been to before, allowing you to build a teleporter for something like a manual fast-travel network built manually by the player.
  • Land vehicles! Flying vehicles were pretty awesome, but back when I was playing 3079, I found myself always crashing into enemy fighter craft and dying instantly. Maybe there could be tanks?
  • Multiple quests! For quests that don't have harsh time constraints, I would like to be able to have a quest list.
  • Vents generated in buildings! I saw how 4089 had some sort of vent grate breaking system and thought of how cool it would be to have buildings in an open world environment with their own vent-to-building entrances. I'm thinking about having that kind of design in my game aswell, various methods of getting around.
  • Increased stealth effectiveness at night
  • Misc mission types! Like how in 3089 you could capture areas and have your faction start spawning in those areas. What else could be added?
  • :: MISC MISSION IDEA LIST START ::
  • Leader assassination - There were leaders marked with stars in 3079, maybe there could be one of those not-previously-activated kind of quests/missions like the plot capture, but you would get rewards for assassinating leaders, with bonuses for stealth, and have procedurally generated compounds that are like mini-dungeons!
  • Rescue mission - Maybe there could be hostage NPCs that spawn in certain places in enemy-controlled locations, and you can free them, then you would get rewarded for that.
  • Espionage - You could add a binoculars item that allows the player to build a map of a certain area, and you can submit your map information to your faction's intelligence office, and in code you could check if enemy buildings were generated and loaded on your map, maybe by putting them all in a "zone" volume or something like that, and you would walk around with your binoculars and if about half or 3/4 of the chunks load, it'll be submittable and you can get rewarded for that aswell.
  • :: MISC MISSION IDEA LIST END ::

Suggestions
  • Design buildings to be their own meshes! There is potential in procedural buildings made out of stretched cubes, but I think it would allow for more artistic and gameplay control if they all were made out of several series of 3d models, like first floor, second-to-X floor (Repeat multiple times for tall buildings), Top floor with roof.
  • Keep being awesome
  • Maybe pin this? :D
Last edited by ♦Pieramyd; Jul 13, 2015 @ 2:32pm
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Showing 1-15 of 29 comments
phr00t  [developer] Jul 18, 2015 @ 11:50am 
Thank you for the suggestions! I am working on 5089 now, and I love hearing ideas. I will pin this!
YetiChow Aug 11, 2015 @ 6:25am 
I can't help but revive an old idea (phr00t's own idea at that) from 3089 -- TRAINS. They would fit doubly well if the "tunnel game" aspect still has any play; and serve as a great alternative to flying. Especially since the tech to capture bases proved to be practical... I can imagine there being abandoned and enemy bases which "cut off" the train line, and by capturing and repairing them (activate a computer in the train station) you get the opportunity to use the network... even if it's just a kind of secondary teleporter that lets you fast-travel between stations.

Although finding rail carriages abandoned on the track which you can hijack would be beyond amazing...
phr00t  [developer] Aug 13, 2015 @ 5:43am 
Nice to hear from you, YetiChow! Ahh yes, trains!

Trains were an alternative to land vehicles, something that was often requested but would cause "player replacement" problems (e.g. hopping in a vehicle "replaces" you & all your customization, something I want to avoid). Trains were then something you would ride to certain destinations, but be exposed.

Hoverboards were the ultimately solution, though. They are something you ride, have control over & don't replace "you". That is why hoverboards were implemented in place of trains & other land vehicles.
YetiChow Aug 14, 2015 @ 12:30am 
Originally posted by phr00t:
Nice to hear from you, YetiChow! Ahh yes, trains!

Trains were an alternative to land vehicles, something that was often requested but would cause "player replacement" problems (e.g. hopping in a vehicle "replaces" you & all your customization, something I want to avoid). Trains were then something you would ride to certain destinations, but be exposed.

Hoverboards were the ultimately solution, though. They are something you ride, have control over & don't replace "you". That is why hoverboards were implemented in place of trains & other land vehicles.

In that case, what about "hoverboard tracks" as an alternative to roads? The roads in 3089 are so populated with enemies that riding past on a hoverboard is a guaranteed way to start a battle -- kind of the opposite to what you'd want to do as a fast, lightly armed and armoured player looking to travel a long distance. I'm imagining something like a giant half-pipe track designed to be easy and fun to navigate with a hover -- smooth banking turns (well, probably angles rather than curves but that would still work fine, as long as they are easy to navigate), long straight sections to build up speed, jumps to serve as on- and off-ramps...

Also, what about non-interactive (i.e. you can't ride them) trains running along the hover lanes as a kind of hazard to watch out for (possibly contact damaage or even instant destruction if they hit you)? So it's basically skateboarding along the train tracks -- risky, but rewarding in terms of travel speed. IDK if simulating the carriage would be practical, again, I'm dreaming big like I always do hehehe... but I wonder if rather than "boarding" the train like a vehicle, it might be easier just to have the train run along the set path with the player maaaaaaybe standing on the roof/runing boards, but ultimtely not using any kind of interface. I'd assume the train is only simulated when the player calls it up (like a misison boss); or alternatively it could spawn like an enemy and simply follow the track, despawning after a certain distance like normal robots would (at least, I presume that's what they do when you're not nearby to see them...)

The hoverboard is awesome, it's just that the roads always felt (to me, at least) like one of the worst possible places to use one. Sliding off the edges was a minor annoyance, but the really annoying thing was constantly running into groups of stationary enemies which were like "speed bumps". That's why I'd love to see a change to either make roads more hover-friendly, or make them a place normal enemies don't go and that the player uses in a risk/reward scenario.

Either way, I'm sure you'll come up with a solution to make roads have more impact. It just seems wierd to me that they're more the domain of tanky fighters than fast "hit and run" players.
♦Pieramyd Aug 16, 2015 @ 3:51am 
You could have the vehicle class have something like a "Controlled by player" boolean which if true would have the vehicle move based on the player's inputs, which could work if it was an RC vehicle, but you aren't exactly a driver pilot. However you could try setting the player's position to something like a driver seat of some kind, though you might need your engine to support Object Transforms and programmable ones at that (Programmable as in modifying position and rotation) and then have an exit point to set the player's position to after pressing something like an "Exit Vehicle" key.
All of this is theoretical, I am not aware of the limitations of Java, though I am experienced in programming with C# in Unity Engine. I tried all of this once, though a little differently, I had something like a "controller script" instead of booleans, which moves objects set as the controlled entity, not through boolean.
Through referencing what the controlled object is (even at runtime, allows for character switching like the Lego star wars games, great for a ghostly possession game too!) and calling player movement update methods with the inputs set as a 3d vector within the method parameters in the "EntityObject" script of the controlled object.

Anyways, looking forward to 5089!
Last edited by ♦Pieramyd; Aug 16, 2015 @ 3:51am
llammahed Sep 14, 2015 @ 4:28pm 
Steam broadcasting. So many of my friends and followers state that 3089 doesn't stream on broadcast; it just sits at Live Broadcast Please Stand By.

Many times I'll even hop into viewing a broadcast of a game I'm interested in buying just to see what the PC experience is like. I find this to be of cutting-edge-importance in reaching a new type of content-conscience audience.
phr00t  [developer] Sep 22, 2015 @ 1:49pm 
Originally posted by llammahed:
Steam broadcasting. So many of my friends and followers state that 3089 doesn't stream on broadcast; it just sits at Live Broadcast Please Stand By.

Many times I'll even hop into viewing a broadcast of a game I'm interested in buying just to see what the PC experience is like. I find this to be of cutting-edge-importance in reaching a new type of content-conscience audience.

It probably has something to do with Java & the Steam client not playing nice together. I've had to wrap a launcher to fix playtime & card drop problems, but I think it in turn broke the Steam overlay and perhaps Broadcasting. I will revisit this around the time 5089 comes out, hopefully things will play nice together better.
That0neBr075 Oct 25, 2015 @ 9:08pm 
will 5089 continue where 3089 left off? If so,how would that really work? The game sort of has mutiple endings.
phr00t  [developer] Oct 26, 2015 @ 7:35am 
Originally posted by ThatOneBro:
will 5089 continue where 3089 left off? If so,how would that really work? The game sort of has mutiple endings.

5089 does continue where 3089 left off, but 2000 years after... so which ending you experience in 3089 doesn't have much weight that far into the future.
Dark Meta Knight Nov 4, 2015 @ 7:03pm 
Reprogramming armor and weapons like you can with programs would be nice, also would make the "programmer" build more viable.
Artophwar Dec 20, 2015 @ 3:07pm 
Id like to see autorun in the control options for 5089. First thing I noticed when playing 3089 today is there is a lot of running around and autorun is a nice quality of life feature to have in games with lots of running. Havent played enough to offer more suggestions.

Looking forward for 5089. Keep up the awesome work.
Artophwar Dec 20, 2015 @ 8:07pm 
Another thing I would love to see in 5089 is a larger draw distance with smoother transistions.
Artophwar Dec 24, 2015 @ 1:06pm 
I thought of another thing I would like to see in 5089. Being able to change the color of our gear. Sometimes the color of the gear in 3089 clash with each other. It would be nice if there was like a terminal where you could color of your items to make them match.
Medieval or Ancient with mythological creatures, wizards, horsemen, and a bunch of stuff, like Conan the Barbarian.
weaf Dec 28, 2015 @ 5:07pm 
I hate to be that guy who brings this up because I like the game, but I think you'll hear this eventually anway and I'd rather it be stated politely: how about at least a slight drop in price of 5089 for us owners of 3089 since it (assumedly) is a continuation of the development (correct me if I'm wrong and you redo more of the core than I was led to believe)?

That out of the way, one thing that bothers me but isn't major is the shape of armor compared to the shape of the character. The chestpiece would get in the way of the eye and the headgear has nowhere to be put. Either the character should be shaped more like the other robots or the armor should fit the character.

More optional components for weapons would also be great because I really enjoy the weapon customization system but think it could be made better with more unique and mutually exclusive options. On the topic of customization, perhaps there could be another container (in addition to crates) with a slightly better chance of dropping high value parts for rewarding the player.

Maybe underground "Dungeon" areas would be interesting, but I don't know the limits of the engine.

Again, I hope my tone wasn't too abrasive. Thank you for being so involved with the community phr00t; keep up the good work!
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