OneZero Details Announced

Discussion in 'General Gaming' started by mairsil, Oct 18, 2006.

  1. mairsil

    mairsil Officer at Arms

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    I am pleased to formally announce the second project for PouncingKitten Games:

    [​IMG]

    What is OneZero?

    OneZero is a revolutionary new game set in the style of classic vertical shooters. Currently set for release in the second half of 2007, more information will be made available as development progresses. What makes OneZero so revolutionary? Read on to find out...



    Welcome to a New Level of Control

    Unlike ordinary shooting games, players control two ships (1 and 0) simulatenously. Controlling two ships at once provides new opportunities as well as new challenges. Keep both ships together and concentrate your firepower, or spread out and cause massive destruction? The choice is yours.



    Weapon-Link System

    The innovative Weapon-Link system allows players to temporarily combine the powers of both ships to unleash powerful attacks (see figure below). Not only does the strength of the combined attack increase, but the weapons themselves are merged. With over 10 different weapon combinations to choose from, just about any style of play is possible.

    [​IMG]


    Watch the PouncingKitten Games website (http://onezero.pouncingkitten.com) for more details as they emerge. As always, I am interested in any comments or questions that anyone has, so please feel free to ask.

    NEW: (Click here) for a Flash demo of the basic game mechanic
     
    Last edited: Aug 12, 2008
  2. kammedo

    kammedo and the lost N64 Hardware Docs

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    Sounds complicated....Love it already! :lol:
     
  3. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    write some code, port to 360, sell on XBLA. enough said ;)
     
  4. mairsil

    mairsil Officer at Arms

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    Heh, that is actually the plan if MS will let me. The game is going to built on the Torque Game Builder platform. GarageGames (makers of TGB) recently announced support for XNA, so it should be almost nothing to port it over when they release it.
     
  5. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    Knowing quite a few things about game design myself, I d say you have an Ace in your hand. If MS accepted Cloning Clyde, you ll be admitted no questions asked.

    You don't even need flashy graphics, only the proper Art Direction, and lots of HD blow-ups going on. Your concept seems as addictive as crack if implemented properly.

    Just make a demo and go all-out, I m fully confident in the concept.
     
  6. madhatter256

    madhatter256 Illustrious Member

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    This would make a great addition to XLA library. Good luck on commercial success!
     
  7. g_sepp

    g_sepp Dauntless Member

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    Very neat i watn to play it.. and you should sell it on live.
     
  8. mairsil

    mairsil Officer at Arms

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    Now if I can just license "Danger Zone" for the background music, and the complimentary "Take My Breath Away" for player death, I will be all set.

    (Note, there is pretty much no chance in hell of getting these licenses):noooo:
     
    Last edited: Oct 18, 2006
  9. lwizardl

    lwizardl Living The Dream

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    kinda reminds me of radiant silvergun
     
  10. mairsil

    mairsil Officer at Arms

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    If I could get that kind of following, I would be very happy... :nod:
     
  11. kammedo

    kammedo and the lost N64 Hardware Docs

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    How about coding & run it on some emulator?
     
  12. mairsil

    mairsil Officer at Arms

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    Which emulator? Most emulated systems do not have a controller with dual analog sticks for control, which is necessitated by the game design.
     
    Last edited: Oct 20, 2006
  13. Pikkon

    Pikkon "Moving in Stereo"

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    Hey mairsil,if you need some original music for your game just let me know,I should be able to help you out if needed.
     
  14. Yakumo

    Yakumo Pillar of the Community *****

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    You better watch Nihon Bussan don't try and sue you because their Terracresta game is quite similar in a few ways. Maybe check their game out first to make sure the ideas don't collide.

    Yakumo
     
  15. mairsil

    mairsil Officer at Arms

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    I think that I see the similarity that you are talking about. The concept that I am planning on implementing is different than what is used in TerraCresta (I forgot how hard that game was). While you can separate the ship components in TC, you have no individual control over how the ships move; they only move together as a single group. While I do intend to have a positional link (which many games have used for secondary ships and "options") for novice players or advanced formation control, the whole point of the game is about being able to fly two ships simultaneously and independently.

    I have tried to get ahold of as many shooters (vertical and non-vertical) as I can get for comparisons, but with your ungodly amount of Saturn games, I would appreciate it if there are any other games that you could point out.
     
  16. kammedo

    kammedo and the lost N64 Hardware Docs

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    Last edited: Oct 20, 2006
  17. mairsil

    mairsil Officer at Arms

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    4 player mode would have 8 ships on the screen at once. Even I am not THAT mean to players. Though, there is a 99% chance of the game being 2 players (4 ships).
     
  18. Yakumo

    Yakumo Pillar of the Community *****

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    Will do. If I come across anything close to your idea I'll let you know.

    Yakumo
     
  19. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    I m imagining Uncle Yakumo swimming through his Saturn games, in the same way Uncle Scrooge swam thru his money in the vault:lol:
     
  20. kammedo

    kammedo and the lost N64 Hardware Docs

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    Maybe with the right colors it wouldnt be that hard to recognize your ship(s).
    On the other side, how many enemies do you have to put on screen to face the fire power of 8 ships? Alot I fear. But the neat thing about the 8 ships (or less as well of course) could be to extend the possibility to "cross" ships between different players as well.
    THAT would be confusing ^^ (and neat tho) - and surely fun!
     
    Last edited: Oct 21, 2006
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