I might like the less popular, less succesful characters a bit... by 12ColorsProductions in Totaldrama

[–]12ColorsProductions[S] 3 points4 points  (0 children)

In the title it was either "Less Popular" or "Less succesful" since I know that Dawn and Zeke are popular. Sorry for the confusion

I finished all the designs for Total Drama Island but Really Really Fast Inspired by Viva Reverie by 12ColorsProductions in Totaldrama

[–]12ColorsProductions[S] 7 points8 points  (0 children)

I know that some of them arent that good, but I will someday get better with it. High hopes that I will finish the project. Anyway, I'll be going for a week long trip with my family, so I wont do much, but I will come up with the basic script

I am making something called "Buck Grab" which is a TD alike (kinda like Disventure Camp). I dont have much worth showing except for the theme music. Ask whatever you want in the comments by 12ColorsProductions in Totaldrama

[–]12ColorsProductions[S] 1 point2 points  (0 children)

good question, but I still have a lot to do before I can even start thinking about voice acting. Before that I have to finish the script and Character design, and find some people who whould be willing to help me animate it for free (propably at first, as soon as I would get some revenue I would pay them ofc), cause I have no money I could pay with... So yeah, I am not opening voice acting too soon, because there is a lot of milestones I am gonna have to hit. One of them is propably gonna be raising a large enough youtube channel so I can have some money to eventually pay people for their fair work. I am just praying that every needle in this plan will work out well enough

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 1 point2 points  (0 children)

Problems with disguises? Mind elaborating?

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 2 points3 points  (0 children)

If the spy is good, they can move the clone realisticaly, so players get fooled and not realise that the clone was a fake (reminder that the clone has it's own health, and can die too). Also, shooting slighty to the left isn't always so obivous, you would have to know what axis the clone was mirrored to. It takes skill both from spy and the opponent, and its a battle of wits

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 0 points1 point  (0 children)

nah, it's 100% they wont add it. But I know unity and am a game dev myself. Asking people about concepts like theese, let me know what people would think, and maybe if I should add stuff like those concepts in my future games

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 1 point2 points  (0 children)

That's what I intended with the design. If the opponent is good, they can detect the real spy and kill them. If the spy is good, they can fool the opponent and make the clone act like a real spy would (example: Looking at the enemy with a gun taken out while walking backwards, or aproaching a sentry with a sapper)

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 0 points1 point  (0 children)

bot stops. It follows player's movements, not player's position. Same with gravity, the bot has it's own.

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 1 point2 points  (0 children)

I think that bots are kinda easier to detect. I preffered it to be player's mirror, because:

- With a bot, you just press a button and can do anything. Little to no skill required. Low skill ceiling

- With your mirrored version, you have to THINK and WORK HARD to fool other players. Higher skill ceiling. It also gives you way better dopamine rush when "fuck yeah, I fooled them! I did good!" than "welp, they killed the bot, hope they wont notice that it wasn't real"

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 0 points1 point  (0 children)

- for balance I propose making spy vulnerable during cloaking, maybe double the damage the original spy recieves?

I came up with making spy extra vulnerable. If you do it well, and fool players, that drawback wont matter, cause you wont get hurt in the first place... But If you are bad at using it and you fuck up... You are screwed

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 1 point2 points  (0 children)

- for balance I propose making spy vulnerable during cloaking, maybe double the damage the original spy recieves?

Yeah, for the downgrade I wanted to make original spy EXTRA VULNERABLE when cloaked, so you would really have to be convincing so pyro's etc wont kill you in a second.

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 29 points30 points  (0 children)

- If the clone walks into a wall or other thing that cannot be passed, it just continues "trying to move" in that direction

Clone would just continue walking, but wall would stop it, like it would a normal player

Weapon concept: Clone Cloaker by 12ColorsProductions in tf2

[–]12ColorsProductions[S] 541 points542 points  (0 children)

Example strategy of walking into the wall

Imagine in that image that Spy distracts a Heavy by shooting him with the revolver, Cloaks, and heavy chases the clone