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Envisioning the future of zOMG! 

Tags: zOMG!, Idea, Discussion, z!magine 

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Human Rope

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Atrash the Squidmonger
Vice Captain

PostPosted: Wed Feb 16, 2011 12:57 pm


You know those scenes in movies where someone just barely grabs on to the rope (perhaps itself hanging onto a balloon), and then the next person grabs onto the feet of the first person, and so on, until they are all clinging to each other to try keep connected to the rope?

What if there was some mechanic like that in zOMG, for a particular instance or area (or multiple ones)? There's something to grab on to, slowly floating off the screen [perhaps the spikes on a waterwheel or a ferris wheel, perhaps a flying animated, perhaps some kind of balloon]. One person in the crew grabs on to the object (typical clicking on it with the gears icon - although alternatively, it could just grab onto the first person in the crew, and the others would be grabbing on so that that one person wouldn't have to face the enemy alone), and then the next people have the gears icon option to grab on to that person (and so on and so on).

Graphically, it would be a challenge. It might have to be explained away with a Ghi bond connecting people, glue, magnets, or something like that (because it would be hard to animate everyone holding on to each other).

Sometimes, the chain might break if too many people go on it (or just not work), forcing a team to split up and decide who goes separately). Sometimes the chain might move really fast. Sometimes it might just be an easy way to bypass a long climbing section.
PostPosted: Mon Feb 21, 2011 2:00 pm


I like the last part about spliting up the most. Two paths with switches that help the other path isn't unheard of, and could be cool. But I'm sure that can be considered apart from the general idea of this, as a different suggestion as a whole.

Now this... This is indeed a huge graphical challenge. And coding too, probably.
So, if we're talking about people ignoring pathing and being placed in pre-set spots, where their movement is ignored and are moved along something else. Oh yes, seems possible. We're already "skidded" along a path when affected by knockback, so why not something like this? It'd be far, far more controlled of course, and it'd have lots of specific positions where people would land... DAMN, this sounds like just... so much work just thinking about it. I wouldn't say no to using the idea on other games, but on zOMG!, I'd be very, very amazed to suddenly see it happen.

DrQuint
Vice Captain

Girl-Crazy Ladykiller

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Technical (Mechanics, Interface)

 
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