Some of you may know that I enjoy things that are action packed, but silly at the same time, which is why I ADORE things like God Hand and Pooty Tang.
So I was thinking of another of my imaginary games, and I just thought I'd write down this idea of mine. Nothing specific though, specifics don't matter, I just want to share the general idea of the mechanics of my imaginary game. I know these things will probably never be made, but I want to write them down. To note, the game is a satire of generic action movies, and thus many things are intentionally unoriginal.
First, to explain, there's three different main characters, which the game switches between as the story demands:
A rambo-esque all-around weapons specialist that is happy to use anything and everything at his disposal to kill his enemies.A hardened martial artist trained in a monastery hidden in the mountains of an obscure country. Has been trained since birth in the deadliest martial arts the world has to offer, and refuses to use any weapon other than his fist as a result. A pilot to a single giant mecha designed by a crazy professor which acts as the last line of defense against the invading army of bad guys.
All the characters have only two meters for their health and 'adrenalin' or 'special' gauge, along with a counter for money, which consumes no space. There's no inventory or other collectables. The health meter serves the obvious purpose, and the special meter is different for each character. There would be no health-ups or similar items, but how health is refilled is different for each character.
All the characters would start out as strong as they can possibly be, there would be no building up or leveling involved, just kicking as much ass as possible. To facilitate this ass kicking, the game revolves around a 'special gauge' that each character has, and each serves a different function.
For the weapon's specialist, or Action Hero, think of the doom guy from the doom comic, violent and enthusiastic about his job. He's a generic action hero in every sense of the word, and he knows it. Can use any weapon from guns to melee weapons to his bare hands. His special gauge is an adrenalin meter that slowly depletes, but refills as he damages/kills enemies, blows things up, kisses beautiful women, gets damaged, and performs awesome stunts. When his gauge is completely full, he enters 'adrenalin rush' mode where his health is refilled, he does more damage with his attacks, has unlimited ammo, takes less damage, jumps further, and moves faster. This mode doesn't last for long, but it facilitates the very aggressive mindset that the game is trying to nudge the player into. The speed to which the adrenalin gauge is filled differs depending on what weapon your using at the moment, so for example, it fills normally for most guns, twice as fast for using melee weapons, and four times as fast for using your bare fists. Entering adrenalin rush mode is the only way for the Action Hero to fill his health meter. While not a true inventory, he can carry two weapon Halo-style, which can both be dropped or switched at will. He can use his money to purchase weapons from merchants placed throughout the game.
For the Martial Artist, think of a weird combination of Gene from God Hand and Bruce Lee. He's violent, but has inner calmness and so will never revel in his violence. Due to this calmness however, he doesn't have an adrenalin meter nor can he enter adrenalin rush mode, but he DOES have a special meter, which fills similarly to the Weapon Specialist's, by damaging enemies and fighting excellently, but his does not deplete over time, but does deplete when he's damaged. His gauge actually has ten different levels to it, and the gauge goes up one level whenever it's completely full. The use for the gauge is simple, by pressing a button, time would stop and you'd enter a God Hand-esque menu with a list of powerful techniques with a 'price' attached to them. The price in question is how many levels of the gauge you have to sacrifice in order to use that move. Of course, they'd all be very powerful in order to make using them worth it. However, since he doesn't have an adrenalin rush mode, he can't refill his Health, however, this would be compensated for by explaining that since the Martial Artist has obtained Zen, he has complete control over his body, and can heal from wounds through sheer force of will. This would be represented by his health slowly refilling as you play. To facilitate the aggressive mindset the game would ideally nudge the player towards, the special gauge would fill many times faster depending on how much health the Martial Artist had remaining. So, for example, if he was at 1/2 health, then his special gauge would fill four times as fast, if he were at 1/4 health, then it would fill eight times as fast, at 1/8 health then sixteen times faster, and so on and so forth. To clarify, the Martial items would never use other other weapons except his fists, and his control scheme would be very different than that of the Action Hero. Well, I suppose ideally he'd also use melee weapons, but with a proficiency much greater than that of the Action Hero. He can use his money to purchase melee weapons and/or new clothing possibly.
Then the Mecha Pilot operates a generic Voltron-esque giant mecha by the name of Super Awesome Robo. It would be explained that this robot runs on personal determination and drive to win, which is why the Mecha Pilot character is the only person fit to pilot it, since he's the type of character that's mindlessly determined to the point of idiocy. This function would be represented in the game with a "Drive Meter". The Drive Meter, unlike the other two meters before it, is very large and would span the entire width of the screen, whereas the other two would only span a third. The Drive Meter is special in that it has an 'average point' which the drive meter will always be leaning towards. If you have less Drive than the average, then you'll regenerate until the average is restored, if you have more, the meter'll deplete until it hits average. The Drive meter would fuel all of the robots attacks, from super punches to laser eyes, but instead of a menu to select them from, all the attacks would be tied to the controller's buttons for easy use. To facilitate the aggressive mindset, the Drive Meter would also fill from attacking and killing enemies and wouldn't deplete from being attacked, and killing lots of enemies would give you more Drive than it would cost. Also, the performance of Super Awesome Robo would be directly proportional to how much Drive you had at the time. For example, if you have a good deal below the average point, SAR would be slower and weaker, but with if he had more than the average, then SAR would be faster and stronger and able to use more of his attacks in succession. Super Awesome Robo's health meter would be very large, also spanning the width of the screen, but it would be much more difficult to refill than the other two characters. Tying in with the aggressive mindset idea, the only way to refill his health would be to get MORE than the maximum amount of drive. SAR essentially being a magic robot, if he his drive meter is full, in spite of it constantly depleting, then any Drive that they gain that can't be used to used to further fill the meter will be used to replenish a portion of Super Awesome Robo's health. SAR can't collect and has no use for money.
Ideally, the game would be very hard and fast paced, with more than enough enemies to satiate the special meter system. Also, the enemies for each character's sequences would be matched for that character's specialty. So there'd be alot of gun-wielding enemies for the Action Hero, alot of unarmed/melee type enemies for the martial artist, and alot of giant-sized enemies for Super Awesome Robo and the Mecha Pilot.
The game's story itself would be intentionally generic, with the enemies literally referred to as 'bad guys', and the game wouldn't take itself seriously at all. There'd be bits of humor and references galore, but that's harder to describe effectively. It's that it's a parody, is what I'm trying to get at.
All that's been bothering my imagination lately, and I just wanted to write it down. I feel bad though that I wasted all my time writing this instead of the ending of my Redhounds short story. I have to go to bed now.