So, I've had a game idea burbling and simmering for a while now (see bottom). I doubt it would ever see the light of day in my own hands alone, since it's a bit ambitious to start off making games with.
It's a sidescrolling, sometimes platforming (not crazy Mario blocks though) game about being a thief. As someone in a livestream channel so accurately put it, the basic concept is to "Run past the traps, grab the idol, and run out". You will proceed through the environment, and try to accomplish your objective unnoticed. I couldn't decide how much I wanted to mix the stealth/combat/platforming, so I decided you should play as three different characters, a modern cat thief (who is, yes, quite gentlemanly), a cold-war era spy, and a ninja. So you'll fight, evade traps, and try not to set off alarms. It would be a linear game, focused on good GMing, as it were, rather than open-worldedness. But before this gets too long, I'll just say that the below mostly-finished document does a decent job describing it, and I'll answer any questions. Is anyone interested in maybe taking this up?
THIEF GAME (working title)
The basic objective of each mission is to enter the base, get the treasure/fulfill the objective, and escape (sometimes unseen, sometimes just alive).
This takes place as a 2D sidescrolling platformer/puzzle. The player will have to perform acrobatics, go unseen, and possibly fight.
Think less 'Thief: Dark Project' and more 'Megaman' meets 'Sly Cooper' (not that I ever played Sly Cooper, Megaman or Thief: Dark project)
I: Starting a game
1: A save file is chosen
a: There are three save files
2: The mission room
a: View the briefing for your next mission. Missions proceed in a linear manner. Each mission is assigned a character
aa: Missions will be discussed more thoroughly later
b: Access multiplayer (not guaranteed to be in game) here
3: The Trophy Room
a: You can view a trophy from each mission here. These are on selectable pedestals.
b: When each pedestal is selected, you see:
i: The name of the mission
ii: The summary of the mission
iii: Your best time for this mission
c: Pressing it again will bring you to a copy of the mission room for that mission. If you beat your old time, it will be recorded.
d: If a mission has a bonus objective, it will be labeled as completed/uncompleted. Bonus objectives are not listed in the briefing room.
4: Multiplayer (optional- might not get in)
a: Competitive Co-op
i: Players try to get the treasure before other players
ii: Can players attack eachother?
b: Cooperative co-op
i: One player plays each character, or versions with different colors
ii: All character types will be needed
iii: Groups try to get the best time
c: Competitive
i: Deathmatch (?)
ii: Capture the flag
iii: Competitive escape
II: Graphics and Sound
Graphics should consist of 2D sprites against layered backgrounds. Items, for now, should be PNGs. More here later.
There will be sound effects for all weapons, some movement sound effects, alarm sounds, and a soundtrack for each character (or maybe level).
For now, we might get away with MIDI soundtracks. Use Anvil for this (google it).
As stated in the header, I'm thinking we should do something somewhat stylized- somewhere between Megaman and Fancy Pants Adventures/MSPaint Adventure. Bold, varied-weight lines will mostly cell-shading are my suggestion, but the whole topic is debatable.
III: Winning a mission
1: The player must fulfill the mission objectives
a: Being unseen when called for (a guard must not reach the alarm)
i: Alarms have various consequences, such as lost time, a time limit being created, or more enemies appearing, or doors closing
b: Fulfilling the time limit
c: Exiting the area with the treasure (for most missions) or after having completed the objective
i: There may be a getaway sequence after this point
d: Some missions include bonus objectives
IV: Losing a mission
A mission is lost on the following terms:
1: Time runs out (there will not always be a time limit)
2: Too many alarms are raised (amount varies by mission)
a: Enemy guards will turn on alarms if they see you
b: Some alarms may be deactivated by the player if they operate them or go unseen for an amount of time
3: The player has no health and dies
a: The player starts with five health points
b: These are lost when the player touches a trap or is subject to an attack
c: One health point may be regained with a bandage, or other theme-specific healing items
d: Some things kill you instantly (?)
4: The treasure is lost or destroyed
5: The player kills a guard (some missions only)
6: If the player dies, they go back to a checkpoint and lose a life.
a: The player only has three lives, after that the game is over
b: The timer is not turned back when the player dies
7: Some enemies can handcuff you while you are stunned, causing you to lose
a: I think the player should get a shot to evade this somehow, though I'm not sure how exactly that would be
V: Characters
1: Cat Burglar (AKA gentleman thief)
This dashing rogue relies on his acrobatics. He is a gentleman thief, and not a murderer. He is in various contemporary regions.
a: His missions usually don't give him killing weapons, and they do he's usually not allowed to kill
b: He has a lockpick that lets him pick locks. This takes an amount of time.
c: He wears civilian clothing and can move unseen in crowds
2: Spy
This character often uses disguises. He's not afraid to kill, but he usually has to hide the bodies. His missions take place in the cold war era.
a: Can disguise himself as any enemy he kills. Sometimes is disguised at the beginning of the mission or can pick up a disguise.
i: Disguise is lost if you are revealed by an Officer or security checkpoint.
3: Ninja
This character is a NINJA! His missions take place in the dark ages, usually oriental. I'm not above some history fibbing.
a: The ninja starts the level with a Katana and Shurikens
b: The Ninja may kill as he pleases, more alarm levels in ninja missions usually only result in more enemies
C: The Ninja is faster (?)
VI: Enemies
1: Actions
a: The player can disguise themself as an enemy if they're a spy, or move unnoticed in a crowd as the burglar.
b: Most enemies have two health points, and can be killed.
c: Enemies will attempt to activate alarms or gongs
2: Types
a: Grunts (more detail on each specifically to be added, as well as more types- this is a placeholder)
Civilian
Guard
Policeman
Swat
Peasant (oriental and eurpoean skins)
Samurai
Elite Samurai
Crusader
Soldier
Officer
Machinegunner
b: Rivals- These have all the abilities of their corresponding player characters, except when listed. They will try to beat you to the treasure or take it from you, depending on the mission.
Other Thief
Other Spy
Other Ninja
VII: Traps
1: Alarms
Alarm levels are raised when an alarm is tripped. Each level can cause a deduction in time, more enemies, script effects, or you to lose the mission
a: Alarm lever
i: Activated by enemies
ii: Can be turned off by player
iii: Enemies that hear firearms will activate an alarm
b: Gong
i: Activated by enemies
ii: Calls a samurai group
c: Lasers
i: Contacting a laser increases the alarm level and turns off the laser
ii: Lasers swing over a predictable path or are stationary.
iii: Sometimes they can be turned off, or start off only to be activated by an alarm.
d: Cameras
i: As per lasers, except they don't detect you if you're disguised or in a crowd
ii: Cameras cover an arc area which is not always obviously defined
e: Bodies
i: if a guard finds another guard dead or unconcious, the alarm level will raise
ii: You can drag bodies (they are a large item) to somewhere they won't be found
2: Harmful Traps
a: Spikes
i: These do four damage. In other words... don't fall on them. Not common.
b: Porticullis
i: It's a door that closes behind you... or on top of you.
c: Weapon-related traps might be triggered by lasers. Or something else.
d: Gas
i: This does one damage every five seconds or so.
Always room for more here...
IIX: Inventory management
1: The player has three inventory slots- one big slot, and two small slots.
a: The big slot is where most weapons or treasures go
b: The small slots can carry things such as keys and tools, although a couple weapons use a small slot
c: You cannot carry a small item in the big slot, because we live in zork land
d: Guards can see what you have in the big slot, but not the small slots
2: Controls:
a: The slots are connected to the 1, 2, and 3 buttons (may be changed. Pressing one of these while given the
option to pick something up will put it in that slot, dropping what was there already. Otherwise you will use it
if applicable.
b: Using an object takes priority over picking it, so you don't pick up a toothbrush when you try to stab someone. Pressing CTRL makes picking something up take priority.
3: Some items are 'free' items- like the paper with your mission objectives or your C4 detonator.
IX: Weapons
note: Each will have a reach value, in units yet undetermined. Uses big slot unless said otherwise. Unlimited ammo unless said otherwise. Stats very subject to change.
1: Knife
a: This weapon deals one damage
b: unlike most weapons, it takes up a small slot
2: Sword
a: This weapon deals two damage.
b: It has a reach a lot longer than the knife. It slashes a wide arc.
C: It's not as fast as the knife
d: Comes in broadsword and katana skins
3: Pistol
a: This weapon deals two damage.
b: It has a middling range.
c: Like most firearms, it makes noise. This could cause a guard to raise the alarm level (or just do it automatically)
d: It takes about .3 seconds to be ready to fire again
4: Snub Pistol
a: This weapon deals one damage
b: Its range is not as good as the regular pistol
c: Refire of .3 seconds
d: Takes up a small slot
5: Silenced Pistol
a: Just like the pistol, but it doesn't make noise
6: Shurikens
a: These deal one damage
b: They move somewhat slow, and have a refire of .1 seconds
c: The Ninja starts with these.
7: Garbage (skin varies)
a: Deals no damage, passing in front of enemies.
b: Makes a noise causing guards to face it, and maybe inspect it
c: This is a small item
8: Taser Dart Gun
a: This weapon deals two damage
b: This weapon has a fairly short range
c: Enemies are not killed, but knocked out- they get back up in 30 seconds
d: Quiet weapon
9: Stun Darts
a: This weapon deals two damage.
b: Like the taster gun, but enemies stay down until revived by other enemies
c: Quiet weapon
10: Shotgun
a: This weapon fires three bullets at different angles, each of which do one damage
b: Refire of .7ish seconds
11: Rifle
a: 3 damage
b: 1.5 second refire
c: Very accurate, long range
12: Rocket launcher
a: Does 3 damage in a splash area
b: Requires rockets (small item) to fire
c: Can damage some structures
d: Very long range (rocket doesn't disappear) but affected by gravity
13: Sub Machine Gun
a: Does one damage. Once you are hit, you cannot be damaged by it for another .3 seconds
b: Fires a bullet every .05 seconds
c: Middling range, innacurate
14: The Secret Weapon
a: Does two damage every .1 seconds
b: Spray field of bullets over long range
c: loud!
d: Treasure in one of the Spy missions
15: Shield
a: Small item slot
b: Blocks up to five damage of weapon (not trap) attacks before breaking, if you are facing the attack (press shield button and point like a gun, covers about 2/3 of your guy)
c: Comes in medieval (kite shield) and modern (swat shield) skins
16: Armor
a: free item slot
b: blocks up to two damage of weapon attacks before breaking (effectively, adding two hitpoints)
17: Fists
a: These do no damage, but can knock back an enemy for a moment. If they are hit while knocked back, they fall over for 5 seconds
b: Can hit about every .8 seconds
18: Mace Spray
a: Makes an enemy blinded and confused (effectively useless) for five seconds
b: Very short range
c: One spray lasts .8 seconds, 1 second refire rate
X: Missions (not sure what order these will be in, but I'm just lisiting ideas)
1: Train Heist
This is a Cat Burglar mission. You lose if you kill anyone. You start on top of a small office building in france. A train passes below, and then control passes to the player.
You must then run across the building tops as quickly as possible. If you fall out, you will lose, going back to the last checkpoint. After a while, you should reach an end to the layer of buildings you are jumping on.
The train passes under and you jump onto it (if you miss you will lose). You must then reach a hatch in the back of the train, jumping or ducking to evade passing signs/ bridges.
The inside of the train is two levels with occasional jumping opportunities. There are some guards armed with pistols or mace, they won't follow you from car to car. If an alarm is sounded they change their looking directions much more often.
At the last car before then engine, you automatically detach this car from the rest of the train. The treasure is a Giant Diamond (large treasure item). Outside, you will see your accomplice take a pump
museum
bank
submarine
Bunker (steal the codes)
samurai castle- steal the sword
samurai mansion- assassination
city- assassination (spy)
ancient temple (ninja)
prison break (Cat burglar)
templar sword (ninja)
missile disarm
XI: Engine
1: Movement
a: You may move with the arrow keys.
i: Left and right do their thing, up and down grab onto/climb and hang from/drop from ledges, respectively. Down will cause you to crouch if you are not close enough to a ledge.
ii: Moving while crouching makes you crawl.
b: Shift sprints
i: Sprinting is loud
ii: You move 1.5x normal speed
iii: Crouching while sprinting will cause your character to slide. If you are on a slick surface, you may go for some distance or even tackle slopes sonic-style, to some degree.
iv: It takes a short moment to stop sprinting (about .15 seconds)
c: Space jumps
i: Jumping while sprinting, and then crouching in the air, will cause you to lunge. Good for dodging things. You may lunge through glass windows and into enemies, knocking them down (loud, of course). Translation: Shift + Space + ↓ = LUNGE
ii: Jumping makes you grab ladders.
d: Mouse aims. Mostly for weapons, maybe also for camera control.
i: Left click attacks, right click blocks if applicable (more uses?)
XNA?
Level editor?