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Work in Progress / Organized Crime | A 4-Player Hotseat Game

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tha_rami
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Posted: 7th Dec 2007 08:18 Edited at: 23rd Jan 2008 02:19

Click to visit the website (includes video-log of progress - click the Archive).

Plot Synopsis
My last idea is called Orgazined Crime (OC). It revolves around the criminal unrest in the 1930's in America, focussing on an alternate outcome to the Castellammarese War - in which the five families did not end up working together, instead, the five families fought eachother out of power. The Great Depression struck in 1929 and bootlegging is still a happily extorted source of income.

It is the April 1931 as the Castellammarese War ends with the death of Giuseppe "Joe The Boss" Masseria. The story starts off almost a year later, when the families have lost their power. It is time for a new generation... of organized crime.

Inspiration
The game takes it's main inspiration from Monopoly and game titles as Mafia, Grand Theft Auto, Advance Wars, Fallout 3 and the old Might & Magic series. Combined, this became a rather special system. Friends then pointed me that a similar game already existed, from which I drew further inspiration to change the concept from two to four players and expand on the possibilities and reputation system. I must admit that Gil Galvanti came with the idea to play the game during the 1920's till 30's, and that I was immediately in love with the idea of making a game that plays before the birth of (I assume) all of us.

Gameplay
The game will be a hotseat, up-to-four-players game. Each player will have a turn to play, consisting out of an amount of action points. During this turn, the player can explore, rob, blackmail, wage a vendetta, steal and recruit as seen fit. The whole game will be played from a firstperson view on a grid. Combat, will be turnbased FPS.

Character development
The game uses a skills system I call BIS, for Brutality, Intelligence and Strength. Each of the gangsters (including the player himself) has skills that are value between 0 and 100 percent, with 0 being the lowest and 100 being the highest value.
Brutality tells how brutal and convincing a gangster looks. Brutality will increase the odds of pulling of robberies and the like.
Intelligence is of importance for the success of blackmailing, pick pocketing, thefts and similar.
Strength includes the ability to wield certain weapons and how fast a gangsters HP restores.
Both can be trained at the local Arms dealer by following training. At start, these skills are set to a random value – which means a player can actually start at three 90+ skills. The drawback is that the higher the skills, the lower starting money is.

Goal
The goal of the game is to become the Capo di tutti capi, or easier said: the boss of the underworld (actually of all bosses, but for simplicity). To do this, the player will have to outsmart the other players and ally, betray and cooperate as necessary. The police isn't going to make the job much easier.

Progress and creation
Initialisation
Load Map from external file.
Arrays laid out.
Support for four players.

Main Engine
Movement/Orientation
Gangster Hiring/Selection
Basic HUD
Turn System
Action Points and Money
Reputation and Notority
BIS-system
Combat mode
Jail
Loot mode

Miscellaneous
Cars
Weapons

Buildings
Bank
Pub
Car Dealer
Hotel
Grocery Store
Shopping Center
Arms dealer
Motel
Subway
Playground
Fuel Station
Theather, Station, Police Station, Governmental Building, Commercial building, Industrial building, Docks, Casino, House/Villa, Counterfeit Joe, Loan Shark.

Actions / Crimes
Hands-up Robbery
Kidnapping
Vault Cracking minigame
Car Theft
Blackmailing
Pickpocket
Smuggling reciever, Looting.
Escape
Vendetta

Multiplayer
Connecting
Game Initialisation
Turn switching
Combat

In any case, progress has been well. I hope to be updating everyone soon.


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Digital Awakening
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Posted: 7th Dec 2007 10:47
Another one by Tha Rami. I wonder if this is some kind of record?

Sounds a bit like Chaos Control, but that is played more like a board game where the players take control over buildings in a city to get money, research new weapons etc. A bit of a strategy game where you have a growing number of units to control.

The FPS perspective sounds a bit odd for this type of game and I would like to point out that most people doesn't like that players randomly start with different amounts. For fairness it would be better if players could somehow chose what they want (say to be good in 1 of 3) and that all players starts with the same total.

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tha_rami
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Posted: 7th Dec 2007 10:56 Edited at: 7th Dec 2007 10:57
You still kind of start with the same amount. If you have very low statistics, you will start off with more money. If you have high stats, you'll have little money. I've gotten it to a rather balanced point.

Then again, it does ensure each game and round of Organized Crime is totally unique and that no one can develop a preset strategy.

The FPS perspective is kind of odd for the genre, indeed, and I have added an optional birds-eye perspective to the game. The FPS view, however, quickly grows on you while playing it. I plan to keep it as main viewing mode, and the birds-eye perspective as secondary (overview) mode.

This is the 5th large project I'm currently working on. Currently, my working list includes a paid dragster game, TGC Heroes, Seadome, Wartorn: Battlefields and Organized Crime. I've taken on some minor graphical responsibilities for some other games as well. So, if it is a record, I'd love to have the prize money sent by money wire.


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Seppuku Arts
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Posted: 7th Dec 2007 16:48
You know we told Jordan off for multiple projects, sorry Rami, I'm not making doing an special treatment because you live in Holland. *Slap's Rami on the wrists* Now go off and thing about what you've done.


Sounds interesting, we all have loads of ideas and want to get them done, I would suggest doing so many projects side by side - hence my goal now is 'just complete a damn project' - the good thing by completing a project you can get through the following ones a bit quicker as you have many features, methods and problems fixed.

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tha_rami
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Posted: 7th Dec 2007 16:51
Hehe, believe me, every single one of my projects is progressing rapidly and in a while, I'll suddenly be releasing or being a part of the release of a high number of projects. Everything is under control.

Do mind that I only have 2 single-man projects. Organized Crime currently has my priority of those two.


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Gil Galvanti
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Posted: 7th Dec 2007 19:05
This looks great, as I've told you . The new videos are looking good too, my only suggestion is to find a higher quality recorder so you can actually read the text, or just make the text larger . Looking forward to seeing more of this. Oh, and I caught that comment, "I'm playing Gil, so he won't do much of anything anyways", lol .


Alquerian
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Posted: 7th Dec 2007 22:59
I like your concept here, pretty interesting. I liked your video also. In my opinion this is a very unique game style, and looks promising.

Your action point system sounds pretty cool, I could see it as adding a bit of strategy and planning to gameplay. Very nice

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Digital Awakening
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Posted: 7th Dec 2007 23:13 Edited at: 7th Dec 2007 23:15
Here's another thought on the random stats: In some board games the players are randomly given one of many races/houses/characters, they are all balanced (somewhat) against each other to give as fair a game as possible every time, some games even have dedicated seating around the board depending on what you get. In "A game of thrones" this get's a little too extreme as most games look very similar.

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Zombie 20
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Posted: 7th Dec 2007 23:39
Yes its up;!!!!!


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tha_rami
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Posted: 8th Dec 2007 04:29
@Gil:
The recorder is high-quality, it's YouTube that screws the clarity. I'll just read everything on screen, though.

@Digital Awakening:
While I appreciate your concern, the design document is final on the distribution of game-start skill points: Random, compensating any lack with money.

@Alquerian & Zombie20:
Thanks, both of you.

No updates for today, haven't slept for 48 hours, planning on doing so right now. Will work on adding yet another new building tomorrow, and starting on that one skill to rule them all: pickpocketing!


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Zombie 20
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Posted: 8th Dec 2007 11:07
aha so you do sleep,


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tha_rami
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Posted: 8th Dec 2007 17:13
Sleep? Not really. Who needs sleep at 19 years old?


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Seppuku Arts
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Posted: 8th Dec 2007 19:50
Narcoleptics?

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Bizar Guy
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Posted: 8th Dec 2007 21:06 Edited at: 8th Dec 2007 21:07
Coolz! It's in teh WIP now.

And having a bunch of projects isn't a big deal.

I'm finishing Dream, building a platform engine that is the combined work of all my previous platform engines, building up material for a web comic, and designing a graphic novel. And those are ALL one man jobs atm. Of course I'm not doing them all at the same time, I'm focusing on one or the other, depending on which ones are most prudent. Taking on a bunch of projects is easy if you manage them properly.

The problem is when you start a bunch of projects you're not certain you'll finish and try to do them all at the same time. rami is not trying to do everything for projects like TGC Heroes and Seadome, so he can manage it. And it seems he's focusing on this while having the card game on hold, so it works. And look at how fast he's progressing!! I think it's going to be fine. more of us here should be working on at least on project. I'd love to see the WIP area fill up. I'd like there to be enough projects coming out that the program announcements board is actually worth checking more than once every month or so.

edit
Quote: "Sleep? Not really. Who needs sleep at 19 years old?"

nooooooo, I've still got like 6 months.


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ozmoz
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Posted: 8th Dec 2007 23:26
This is nice idea . I like mafia games
tha_rami
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Posted: 9th Dec 2007 04:09
Bizar Guy is totally right there, and ozmoz, thanks for the reaction.

I've been adding a new building, the shopping mall - mostly because it requires only one new criminal action, and I like adding one thing at a time. So, expect a video update on pickpocketing in an hour or so.


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tha_rami
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Posted: 9th Dec 2007 09:13
The weirdest thing just happened: I was adding a fade code by SFSW, which I found on these forums, for the frontend. I then noticed loading time for the game decreased from an average 30 seconds to 4 seconds. Good stuff. No idea why, the code just made an object in front of everything else, inverse ghosted it and then faded it from 0 to 100 and back.

Aah well. In any case, this does mean that the intro sequence and the menu are fully functional. I've diverted from the trailer with the intro, as the menu screen pretty much covers the full story. I did not feel like doubling up and adding needless data, so I decided to go fading JPG's. It looks pretty cool.

In any case, I've got some music and revamped it to be short and small sized. It fits nicely but I've got absolutely no clue as to who or what made the music, so I'm not really sure if I should use it. For now, I'm proud of my 'shortening' the music without it sounding overly modified.

The main menu and new game menu both work now. It appears everything really is set up correctly and that I'll only need to add more buildings from now on. Expect more tomorrow.


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tha_rami
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Posted: 9th Dec 2007 20:10 Edited at: 9th Dec 2007 20:14
Added:
- Frontend
- Player Random Stat Generator
- Shopping Mall
- Pickpocketing
- Merchandise system (steal stuff and sell it)
- Blackmailing Shopping Malls

Video: http://www.ramiismail.com/crime


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Zombie 20
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Posted: 10th Dec 2007 03:18
Very well done, plus its cool to hear your voice, keep it up.


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tha_rami
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Posted: 11th Dec 2007 19:28
Pickpocketing was touched up. The code was a bit stupid laid out, but it's fixed now and a nice, clean function now that can be called from anywhere with a parameter to set the wealth level and police level of the current location.

I'm looking for someone to contact me through MSN or mail about multiplayer coding for this project. I need some assistance. The MP part won't be really hard for anyone good at it, I'll need to send over an array when each player turn ends and have the game wait until all players finish their turn until the next players' turn starts. If anyone can assist me by explaining how to do it, or giving me a few pushes in the right direction, it would be appreciated.


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Gil Galvanti
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Posted: 12th Dec 2007 04:04
Sounds good, I'm waiting anxiously for the next video update . Good luck with the multiplayer .


tha_rami
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Posted: 13th Dec 2007 05:23
The button flipped! Organized Crime is now at the first step of supporting multiplayer. Hope to update you soon!


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tha_rami
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Posted: 15th Dec 2007 21:14
While multiplayer is certainly moving forwards, it still does not work. If you know about multiplayer using Benjamins' multisync in either DBPro or DBC (they are completely similar), please check out the DBC thread "Sigh... Multiplayer Help". Would be much appreciated.

I optimized much of the other code, and have it improved overall. Loading time is now down to a few seconds and the EXE is about 14MB including media. Good stuff, in other words.

Sorry, no video updates until MP works.


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tha_rami
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Posted: 16th Dec 2007 19:14
Another 24 hours spend on trying to get ONE simple piece of code working. I'm getting kind of frustrated, not to say desperate from the fact that I can't get it to work and noone appears to know how to get a pre-game synchronizing code for two arrays or help me out.

I'm seriously considering dropping multiplayer support as a whole.


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zapakitul
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Posted: 16th Dec 2007 19:26
Rami work on the other parts of the game and let multiplayer for later

tha_rami
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Posted: 16th Dec 2007 19:43
It's a part of the design, now that I kinda understand it I refuse to give up over one stupid thing not working. There's a thread about my problem on the DBC boards.


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Darth Kiwi
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Posted: 17th Dec 2007 12:26
Quote: "Another 24 hours spend on trying to get ONE simple piece of code working."


Ah, the joys of coding... I'm afraid I can't help since I've never touched MP. Though there was somebody in the text adventure competition who made a text MUD (and no, I can't remember what MUD stands for. Multi... user... uh. Nope.) If you end up shrieking at your pc in frustration, maybe you should ask him? In any case, though, there must be SOME tutorials out there, or something, since there are a fair number of MP darkbasic games. (Or, rather, unfinished WIPs but still.)

I'm not actually a Kiwi, I just randomly thought it up one day.
Dazzag
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Posted: 19th Dec 2007 12:25
Quote: "Though there was somebody in the text adventure competition who made a text MUD (and no, I can't remember what MUD stands for. Multi... user... uh. Nope"
That was me (DarkMUD), but never completed it for competition thanks to life becoming really interesting. Only John (Synergy bloke) has ever seen it running. Just want to try and get it working for editing your own locations (in your own adventure) and I'll probably release a WIP beta to gather how much interest there is (then probably dump it cos I'm guessing there isn't much). And MUD is either Multi User Dungeon or Multi User Domain, I don't think it was ever pinned down on which was correct.

Cheers

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Agent Dink
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Posted: 19th Dec 2007 15:47
This sounds really cool Rami! I look forward to trying it out!

tha_rami
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Posted: 22nd Dec 2007 03:51
That was harder than it seemed: Basic multiplayer framework is now implemented. Moving on to basic MP synchronizing. Due to Untitled 3, progress is somewhat slower than normal, but there's progress and I'm so glad that I'm coding multiplayer.

A recent closed test run failed due to timeouts, I guess some sort of router/firewall/IP thing. Will have a new closed test soon.


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tha_rami
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Posted: 22nd Dec 2007 20:20 Edited at: 22nd Dec 2007 20:23
Arm Dealer is now available. You can now buy weapons as well. Not worthy of a video (plus it seems there's no such thing as calmth in my living room nowadays to record it). Fourteen different weapons, ranging from fists to automatic rifles and from baseball bats till handgrenades. Thus... Screenshot!




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Darth Kiwi
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Posted: 23rd Dec 2007 14:53
Ah, very nice! Good work on the MP, too.

I'm not actually a Kiwi, I just randomly thought it up one day.
tha_rami
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Posted: 23rd Dec 2007 16:31
Thanks, Darth Kiwi. I'm nearing the combat part now - which I assume to be the hardest part of the game. The media requirements will be the highest for that too. In any case, I'm hoping to complete the engine first and then work on changing and adding media - I've already got a list ready for that. As usual, the graphics will make or break the attractiveness of the game - and I do want people to check out the (multiplayer!) fun in Organized Crime .


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Libervurto
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Posted: 23rd Dec 2007 17:30
@Rami
This looks very promising, you've done a lot of research
I was almost stunned to see the name Giuseppe "Joe The Boss" Masseria, he never gets mentioned in anything.
Haven't had a chance to read the whole thread but I look forward to seeing this project completed

tha_rami
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Posted: 23rd Dec 2007 18:44
The best part is that the names are generated on random based upon a large list of names - Guiseppe Masseria was among the names I inspired it on - research is a main part of creating a good game .


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tha_rami
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Posted: 24th Dec 2007 12:27
Lol. Found & fixed a bug that caused a gangster with more intelligence to have lower chances at pickpocketing.


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Bizar Guy
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Posted: 24th Dec 2007 17:43
That wouldn't have been good.


Anyways, progress seems really good, hope you can get the multiplayer to work. Of everything I can't code yet, multiplayer is the one I'm putting off the most.

And of all the reasons that progress might be slowed, I think yours is the best, especially since it means nothing is wrong.


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tha_rami
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Posted: 25th Dec 2007 16:32
Quick new video update available at the Organized Crime website. Discusses MP and Weapon buying.


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zapakitul
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Posted: 25th Dec 2007 21:34
Great video rami! Love the turn based sistem ! But wouldn't it be cool if you could enter the store and buy stuff instead of waiting outside? Just a thought

tha_rami
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Posted: 25th Dec 2007 21:39
That'd be an extreme case of polish. Not to mention that it would add a darn lot of media content. There will definitely be some combat environments: the Car Dealer, Docks, Super Market, Park and several others.


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tha_rami
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Posted: 27th Dec 2007 17:08
- Added training and blackmailing for arms dealers. Continuing to work on other buildings.


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Darth Kiwi
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Posted: 28th Dec 2007 11:45
Haha, lovely to see the Multiplayer working. Also, have you thought of putting in a mini overhead map? It's hard to know if it would help since we haven't played it, but it might be a welcome addition.

I'm not actually a Kiwi, I just randomly thought it up one day.
tha_rami
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Posted: 28th Dec 2007 14:13
Yup, there are plans for a minimap - it's in the polish checklist.


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Deathead
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Posted: 30th Dec 2007 23:14
I don't get it. It's Different I give you that but I just don't understand the whole change player method when you say...
Cars and Weapons how are you going to use the weapons if the other character disapeers? sorry for the stupid question.

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tha_rami
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Posted: 30th Dec 2007 23:41 Edited at: 30th Dec 2007 23:45
You play independently of each other. All you do is try to use your turns better than the other players. You'll get notified when a player reaches a new reputation level, and if someone reaches Boss of the Underworld the game is over. The only time that you'll really be playing against another is when you actually go into combat mode for a vendetta against another player. You can help eachother by bailing someone out of jail after he is caught.


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Deathead
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Posted: 30th Dec 2007 23:49
I see. Thanks for clearing that up. Like a 3d board game then?

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tha_rami
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Posted: 30th Dec 2007 23:56
Totally correct. Single player is exactly that. Multiplayer, is as if everyone plays simultaneously and waits for eachothers turn to finish before starting a new turn.


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tha_rami
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Posted: 3rd Jan 2008 02:46
Added playgrounds, which allows for kidnapping children and pickpocketing.


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Deathead
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Posted: 3rd Jan 2008 02:49
Uh tha_rami, its a tad horrible to include Pedophilia in a game. This got Manhunt 2 bad from our stores anyways.

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tha_rami
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Posted: 3rd Jan 2008 07:31
Hah, no way sexual themes are getting into this game. You can just kidnap 'em and demand ransom, or sell them as a child worker if you really want to get your notority to rapidly rise (which has both advantages and disadvantages).


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