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Here is an example of what is in my head.
If it's hard to read (I wrote in word), here is a paste bin of he same text: https://pastebin.com/2ZkgmHXC
imgur links are to my really(really) rough sketches of my idea.
I will try and fix it.
Scene 1: https://imgur.com/EG2R8gH
____• Sound:
________◦ helicopter blades wearing
____• Screen:
________◦ House centred in the middle with red and blue flashing out the front
________◦ Small dot of lashing blue and Red moving towards
____• Camera
________◦ zooming on house
____• Comment
________◦ Grey lines are all housing
Scene 2: https://imgur.com/w9eOi5d
____• Sound
________◦ Still helicopter
________◦ but can hear sirens and murmurs of police
________◦ wheels siding to a stop
____• Scene
________◦ Car Pulls into yard
____• Camera
________◦ pulls in front of the van just as it stops
Scene 3: https://imgur.com/3VKmsn1
____• sound
________◦ Helicopter sounds have faded to nothing
________◦ Footsteps as the guys get out
________◦ Police Officer mentioning that the guys are here
____• Scene
________◦ Swat moving out of the vehicle
________◦ Each of the solders has some sort of strip or colour on them representing the 4 player token colours
____• Camera
________◦ My original idea was to have them running straight over the Camera
____________▪ So it would look like the camera is on the ground point towards them
____• Comment
________◦ Due to my sucky drawing skills I haven’t drawn the guys
________◦ I hope this doesn’t ruin the vision I am going forward
Scene 4 https://imgur.com/44zhEzn
____• sound
________◦ Voice over is a police officer giving a report
____________▪ “You guys no the drill. John Peter has been held by some of his old mafia friends for ratting them out”
____________▪ “Getting everyone out of there as safely as you can and only use violence where necessarily
____________▪ Basically try and give a summary of the game as if it where an officer giving them a mission briefing
____________▪ Could either be
________________• as if they where outside being briefed before hand
____________________◦ This wold probably be best if there was a scene in between or an inside shot of them being told this in the van
________________• it could be as if it where coming through there ear piece
____• Scene
________◦ Unlocking door
________◦ light spilling out (like the torches in the game)
________◦ 2 walking through fanning out
____________▪ Other two going round the side
________◦ Split screen with the view with the game style perspective
____• Camera
________◦ Could be like security Camera from inside the house
____• Comment
Anyway I was reaching the end of my artistic skill but I do have more ideas if you would like them. When Drawing them I was picturing it in SFM but could be anything.
I may also have completely miss understood or just be to late to the party but let me know what you think.
Unfortunately - as the game itself looks good - I believe it won't just be "some players," it will be "most players."
How about the option to toggle between icons and animated sprites? You could still outline the sprites with color coding (option for that, too) and floating icons under them, etc.
The Token Units look at least makes it stand out in the Steam store. :) I stumbled onto this just now, had never heard of it. I'm reminded a bit of card game/RPG "Trials of Fire," although that game puts the character's face on each token instead.
Although given that Killhouse is moving on to Middle East modern combat for its sequel (instead of SWAT/special police units), this could maybe be the DK sequel some players preferred instead of moving on to a military units scenario.
Also, when you watch the video and see how the various icons animate, I think that better communicates the benefits of the icon design, rather than in static screenshots.
Anyway, the opening post explains that the game is good despite the icons and I'm sure it is. It's just that many (if not most) of us think that it would be better with actual characters.
The icons are an immersion breaker to me.
Or in other words... sticking to icons only will make you loose a lot of potential customers. That is for sure.
As you said, icons make enemy actions easy to read and I think replacing that with characters and then making their actions display well would be hard to do. If players will have a problem with reading that will get quickly irritated, which will be definitely much worse.
This isn't about "ease of use" or "accesibility". It's about "hey, I like how this looks", or "hey, I like the idea but I¨don't like how it looks".
If you wanted to take a deep dive into the sea of reasons that make people like or dislike something they see, the level of logic you'd need to analyze and properly dig into personal tastes is way beyond what most of us can apply.
This is why.
No.
One mechanic of the game is to observe direct threat, high ready vs low ready or when a weapon is pointed up or pointed down. I don't see how this can be shown effectively through a character model with a game that is top down. Use of icons is great way to display intent.
I'm sure "losing potential customers" is a thing but that is also personal opinion.
They convey way more information than a character sprite could in a top down game.
THE ANIMATIONS ARE SO ***CLEAN*** and convey things beautifully where a top down sprite or 3D model system might fail in some areas...i think it works very well.