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Author Topic: Let's Dev! t(w)oo  (Read 2880 times)

ottottott

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Re: Let's Dev! t(w)oo
« Reply #15 on: June 04, 2011, 10:00:18 am »

Oh gawd... You do know that I asked for not weird ideas? Are you doing this to me on purpose? =I Also, did you notice me saying that there will be no graphics? Or are you expecting me to describe this with words? (That would be a fun experience.)
As long as my parents are home, I don't have quite as much time to use the computer. I have higher priorities than this, so on days where I don't have much time, I won't have any time for this. Expect me to be productive from Monday to Friday.
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Max White

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Re: Let's Dev! t(w)oo
« Reply #16 on: June 04, 2011, 10:17:13 am »

Are you doing this to me on purpose?

Well, no. Because weird ideas aren't weird, they are games. I mean look at the fun and insanity that is liberal crime squad. Or hay, if even that is too weird, how about a kid in a green tunic who can time travel by inserting and removing a sword from a temple? Or a plumber who jump on walking mushrooms? Or a bear with a bird strapped to it's back, both seemly named after instruments. Video games live off weird ideas, and the more out there, the better.
tl;dr: Yes, we are.

Neonivek

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Re: Let's Dev! t(w)oo
« Reply #17 on: June 04, 2011, 10:34:08 am »

I was just looking for a way to represent the character's insular reality as a tangible concept within the construct of the game as well as reflecting a character's personal strength as their true strength in both story and through the mechanics.

Similar systems would be insanity systems from Call of Cthulhu type games as well as the "Arcana" force from Persona 3 and 4.

It is weird because essentially you are stepping away from swords, armor, and rings as ways that your character improves and instead steps into the psychological with resolve, virtue, and kindness as their true weapons in which they forge through the story.

Transforming the "Story" into the "Mechanics". For example in Pokemon they attribute your victories to your love of pokemon and how you treat them... however the reality is that you simply had stronger pokemon. What if it really was these other factors that bore fruit?

That is the concept. It is weird though and perhaps a bit too artistic to attempt.
« Last Edit: June 04, 2011, 10:36:42 am by Neonivek »
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Max White

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Re: Let's Dev! t(w)oo
« Reply #18 on: June 04, 2011, 07:42:09 pm »

It is weird because essentially you are stepping away from swords, armor, and rings as ways that your character improves and instead steps into the psychological with resolve, virtue, and kindness as their true weapons in which they forge through the story.


So what, after Opera quit tv, she killed Neonivek and took he's bay12 account?  :P
But no, seriously, it is an interesting idea. I think I remember playing something like that, a long time ago, but can't remember any details, but the concept sounds very, very familiar. Still, I like the idea and I might will have to steal it from you one day...

Bdthemag

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Re: Let's Dev! t(w)oo
« Reply #19 on: June 04, 2011, 08:23:26 pm »

Supehero's could be either mini-bosses or bosses. The normal enemies could be people like Policemen, Swat Teams, and other things like that.

For powers you choose a certain kind of category to start with. They could be Attack, Defence, Control, and Buffing. Attack would be powers based on well doing the most damage. Defence would be powers based on taking less damage. Control would be powers based on controlling your enemies. Buffing would be powers based on raising the power of your abilities and your allies.

There could be a few powers in each category. Attack could have Fire Powers and other powers like that.

After you choose your powers in character creation you choose what weapon you specialize in. You would choose Melee or Ranged, then you choose from a list of weapons. The different weapons would mainly just be for flavor, because i'd imagine making them all different would be annoying.

Battle system would be turn based, you choose your attack then your enemy chooses his.



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qwertyuiopas

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Re: Let's Dev! t(w)oo
« Reply #20 on: June 04, 2011, 11:14:51 pm »

There must be at least one mobile, enterable, blue box that is bigger on the inside. Time travel and teleportation optional, though.
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ottottott

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Re: Let's Dev! t(w)oo
« Reply #21 on: June 05, 2011, 01:50:46 am »

I should start writing down stuff that I have already made, so people wouldn't suggest new things about something I already have.
Checklist added.
Also, I'm tossing away the weird house ideas. They would be in conflict with the other game ideas and too hard to make. Describing that stuff in words and everything. Sorry!
Battle system's gonna be using turns, so none of that spacebar mashing stuff.
Tell me if there's something that I didn't put in the checklist and didn't refuse doing. I won't be remaking anything unless really many want me to. It's hard because I wouldn't only have to change the thing I'm going to alter, but also everything else that uses even the tiniest bit of the remade thing.
« Last Edit: June 05, 2011, 06:15:29 am by ottottott »
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Neonivek

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Re: Let's Dev! t(w)oo
« Reply #22 on: June 05, 2011, 07:28:14 pm »

I have a suggestion!

How about any character you get has absolutely NO powers whatsoever from the getgo. Your attributes are also low average.

You get powers by experimenting with several devices laying around the city. From a magical vortex, to a nuclear power plant, from a chemistry plant, a alien research lab, and even a ninja academy all with random effects you don't know about until you see it happen. It also determines their attribute array (or rather your true archtype). It should be random enough that you can get all the true archtypes from every location but with a different feel.
-Personally I'd love you to be able to mix and match origins... but that would be a stretch. Though I guess if there were Double or triple origin types, it wouldn't be so bad... except a strain on the programmer.

You can also get additional powers through random mutations and learning to use your current powers in new ways. These powers show up in battle based upon your attribute array.

Also

Spoiler (click to show/hide)

I really should think smaller.

THOUGH to admit... I kinda wanted to suggest a sort of Monster Rancher or Princess maker type deal with super heros... but feel that this isn't exactly the type of game for it. A game where you play a Super Hero trainer who is attempting to create the greatest paragon of justice the world has ever known. However HP/MP and items are not exactly condusive.
« Last Edit: June 05, 2011, 08:02:00 pm by Neonivek »
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GlyphGryph

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Re: Let's Dev! t(w)oo
« Reply #23 on: June 05, 2011, 10:51:58 pm »

Going with the house idea...

Maybe not have the house be the character, but give him a house as a home base.

He starts quite powerful, and the as the game progresses you steadily lose powers to a variety of causes - you sacrifice parts of yourself to achieve some end. As your character makes these sacrifices (not even necessarily stats or equipment, but friends and companions and loved ones!), you house visually degrades along with your potential and abilities.

Heck, maybe you are the house, a haunted house, and as you make sacrifices you lose abilities to devour the people inside you as you grow weaker and weaker, but all that effort is spent pushing you into becoming a real person, until eventually you are no longer a house at all, but just a small, weak, naked person, but finally able to go out into the world at large.

I did play has a house in an RPG once, it was actually pretty fun.

Also, I know it looks like we are going for the superhero thing but I think the house idea has real merit!
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breadbocks

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Re: Let's Dev! t(w)oo
« Reply #24 on: June 06, 2011, 12:19:52 am »

Every time you level up, you can add onto your house, Civ 1 style.
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ottottott

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Re: Let's Dev! t(w)oo
« Reply #25 on: June 06, 2011, 01:22:38 am »

Well, Neon, you give quite the complicated ideas. I'll tell you what I've been currently thinking.
There are 3 different... let's call them skills. Element magic, close combat, ranged combat.
For each skill, there are 4 different powers. Powers decide what your normal attack, defense, spell and perhaps other stuff are.
Normal attacks take no MP, but aren't all that strong. While defending, you take less damage and regain more MP. Spells are powerful, but also take MP.
You start by choosing a skill and a power from it. During the game, you can eventually learn the other 3 powers from it.
If you have three powers, for example, then you can use the attacks, defenses and spells of each separate one, of two of them combined, or of all three of them combined.
So there's a total of 45 different attacks, defenses and spells. During a game you can learn 15 different.
I haven't however thought of what all of those are and what they do. Three quarters of the time I'm making this, goes into thinking up what to make, not making it.
So I'll take some of your ideas into thought and probably use them. =)
GlyphGryph, I know that sounds real interesting and deep and such. But, like I said, it's conflicting with the other ideas and would be really difficult to make. I'm sorry everyone, but don't keep offering it. I'll make a house as your home, where you can do different stuff or something...
Also, seems like there was some confusion. You play as the supervillain, not the superhero.
I was also slightly amazed that not one person suggested me not making a game and some... I don't know... simulation or thingy instead. (I did offer to make multiple programs simultaneously.)
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Neonivek

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Re: Let's Dev! t(w)oo
« Reply #26 on: June 06, 2011, 01:27:50 am »

I didn't know there was an option to make you make a simulation instead.

Which I know what kind of game I'd like (it is trainer type deal a lot like Monster Rancher) you to make.

They are complicated and yet simple.

If you want me to expound what it is in full I could expound something.
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breadbocks

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Re: Let's Dev! t(w)oo
« Reply #27 on: June 06, 2011, 02:13:56 am »

There must be at least one mobile, enterable, blue box that is bigger on the inside. Time travel and teleportation optional, though.
I think this would work best if it just appears every now and then as a prop.
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ottottott

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Re: Let's Dev! t(w)oo
« Reply #28 on: June 06, 2011, 03:30:31 am »

Sure... Go ahead! Tell me more Neon.
Also, I was thinking that development would go much faster if I wouldn't have to keep thinking up all the details of the game. I don't exactly know what details I would need before I have to make them. So it would be helpful to be able to say what I need and get an instant (Compared to the forum speed.) reply. IRC would allow that, but you're not all online at once and so the development would go heavily in the favor of that one person who's assisting me with the details. Any ideas on this?
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breadbocks

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Re: Let's Dev! t(w)oo
« Reply #29 on: June 06, 2011, 05:03:18 am »

I think getting the basics hashed out first, like what genre it will be would be, and then you can work on an engine that could do what you need while the rest of us figure out what will be in it.
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