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| Who Needs Direction? |
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Trezker
Member #1,739
December 2001
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Dungeon #1: Ruins of a civilization that's gone on some planet. Find the first piece of the puzzle, maybe along with some documents telling you what this thing that's now in three pieces is for. Ruins would be a good setting for low level opponents, scavengers, animals etc... You could also put in some areas with high level opponents so you can return here later, but that's bonus stuff. Dungeon #2: ? Dungeon #3: Infiltrate enemy base. Make up some story on how you get into the base and provide an extraction point. But you'll have all the time in the world to sneak around in the base and find the final piece. Dungeon #4: Profit... I put the ? in the wrong place now... |
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Neil Black
Member #7,867
October 2006
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I'm iffy on the infiltration idea. On the one hand, it can be really fun to sneak around an enemy base right under their noses. But on the other hand, it can detract from a game if you spend half of it blasting your way through every obstacle and suddenly you have to sneak around and move slow. I think it would work best if being caught didn't throw you back to the beginning of the area, but instead the guard tries to set off an alarm and you have to try to stop him before he does or else you have to fight off a large group of enemies.
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OnlineCop
Member #7,919
October 2006
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So then are we spaceships, little men INSIDE of space ships, aliens/astronauts with space-packs? Are we going to be in an inside setting, or outside? Like, will it be a Halo-style indoor setting as we run around our own (or others') ships, killing baddies with all the effects of gravity, or something like Asteroids and Arcanoid where monsters come to ram our "hurdling aimlessly" persons into black holes?
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Trezker
Member #1,739
December 2001
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Heh, I wonder if it would be a good idea to make ruins outdoors on planet, infiltration indoors and third "dungeon" in asteroid field flying around in a scout ship. If one where to make such diverse environments you can't make a level grind I think since you require completely different skills in each place. "You've leveled up your stamina a lot in the ruins so we're gonna give you a faster spaceship" As for the sneak vs fight on infiltration I imagine a GTA approach would be nice. You start a fight, guards chase you, fight more means more and more guards. Reset to anonymous by entering a repaint shop... Well, you get a new disguise. |
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Albin Engström
Member #8,110
December 2006
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Sounds interesting, define top-down, are we talking zelda, crimesonland or isometric style? In anyway, I'm definitly in if there are any positions open. |
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Trezker
Member #1,739
December 2001
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I keep seeing Zelda perspective in my mind... |
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alethiophile
Member #9,349
December 2007
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Opinions on some questions that have been asked: I prefer C to C++, and a Zelda-type, square-grid, top-down view sounds good (easier to move around in than a platformer). Also, if there is an "infiltration"-type level, than an alarm going off shouldn't just automatically lose you the level, but should bring more guards to the area--like it's handled in Lugaru, if anyone's played that game. -- |
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OnlineCop
Member #7,919
October 2006
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So are we all agreeing on the gametype/gameplay? Do we know who's in the group(s) yet? If not, here's just another game idea to throw into the ether: You have a grid of colored blocks on a playing field: The Tetris shapes on the right are the ones you can play with. You are shown their shape as well as the "after I have placed this on the grid" spin direction. You must align 3 of the same color in a straight line, or 4 of the same color in a 2x2 grid, in order to clear the pieces. When they clear, they leave a hole that the pieces on top of them fall into. New random pieces fill up at the top. After you drop the Tetris piece onto the grid (within the lighter-gray 4x7 grid), all the blocks under that piece are rotated in the specified direction. The reason for the outer dark-gray grid is so you can see what colors would be circulated into the play field if you drop the Tetris piece near the edge. It's probably not as fun or exciting as the idea everyone's coming up with right now, but if there comes to be two groups instead of one, someone could always use this idea...
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Mark Oates
Member #1,146
March 2001
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no no no... we're doing the zelda thing, that's pretty much decided. Lets keep focused -- |
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23yrold3yrold
Member #1,134
March 2001
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Quote: Are we going to be in an inside setting, or outside? Like, will it be a Halo-style indoor setting as we run around our own (or others') ships, killing baddies with all the effects of gravity, or something like Asteroids and Arcanoid where monsters come to ram our "hurdling aimlessly" persons into black holes? Think Metroid from a Zelda playstyle and perspective and you won't be far off. Quote: I'm iffy on the infiltration idea. On the one hand, it can be really fun to sneak around an enemy base right under their noses. But on the other hand, it can detract from a game if you spend half of it blasting your way through every obstacle and suddenly you have to sneak around and move slow. I think it would work best if being caught didn't throw you back to the beginning of the area, but instead the guard tries to set off an alarm and you have to try to stop him before he does or else you have to fight off a large group of enemies.
Seriously, we need to get on the story. I'll write one myself given a few days, but again, it defeats the "team" idea. -- |
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Thomas Fjellstrom
Member #476
June 2000
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Quote:
I'll write one myself given a few days, but again, it defeats the "team" idea. Not really. You need to start somewhere. if the entire team is in on it from the start, you'll never get anywhere. If you plan to do everything together you are all better off splitting up into 3 teams of 2 or 2 teams of 3, better chance of agreeing on things, and thus actually starting. Or just agree on a general outline, then let the leader go off and put things together in a format you can all then work on together. -- |
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23yrold3yrold
Member #1,134
March 2001
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Yeah, I'll probably end up writing the story in the end, but my point stands that half the stuff being suggested at this point would be scrapped if it doesn't fit the plot. -- |
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Albin Engström
Member #8,110
December 2006
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Puzzle games isn't teamwork projects :/. Anyway, I really hope something takes off, I was to sick to program during tins and now I really need to program. Question: Is this vision somewhat right: If this is right, Might i suggest multiplayer? sound like a typical coop-fun kind of game. I might be thinking larger than I should but I think at least hotseat should be included. |
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Trezker
Member #1,739
December 2001
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I think what we need answers to right now is, how does the game end and how does it start? Just so we know where the box is. |
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MiquelFire
Member #3,110
January 2003
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Why do you think 23 is trying to get the plot (at the very least, the outline) done first? --- |
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Trezker
Member #1,739
December 2001
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Stab at an incomplete intro story: None of their colonies or even their second home planet followed in this exodus. Whatever happened was local. Our investigations have not produced any answers to his mystery. However, with the permission of the new government they organized, we were given access to the home world to search for clues. In this search we found one machine which purpose we could not find, all documents about it was very cryptic. Over the last year we have made some progress in figuring out how the machine operates but we do not have the means to make it run. It is missing three components.[insert stuff here] So, who can come up with the answer to the mystery and what exactly those three components are? |
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alethiophile
Member #9,349
December 2007
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The only backstories I can think of for a game like this are either the character is trying to do something heroic (ie rescue the princess, prevent the bad guy from taking over the world, etc.) or because he/she is taking revenge for something in the past. -- |
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Thomas Fjellstrom
Member #476
June 2000
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I had an idea not too long ago: Its an RTS and not a RPG or Platformer though (fairly obvious) Your world has just suffered through a self inflicted Global Warming cycle, and are now on your way to a severe ice age. livable areas were already limited, now the previously cooler (though much warmer than normal) north and south regions are cooling down FAST. There is currently not enough room on your world for all the souls living on it, let alone after the livable area shrinks even further. Your mission is to get as many people off your world as possible before they start a global war for limited space, and even further limited resources! You have several options, Rockets, Space elevator, reusable spaceships. You have limited destinations available, orbit, the moon, mars, or generational space ship. What order do you build things? Where do you send people, and how many to which place? Do they all die? Its up to YOU.
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Mark Oates
Member #1,146
March 2001
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I vote for Trezker's story. its... erie... as an addendum (for the sake of clarity): Our investigation team is stationed on a large, nearby public space station (now I'm thinking more like the fifth element cruise ship interiors) retrofitted with advanced research equipment and a transport shuttle. so... each dungeon would then be on the surface, transport there and back by shuttle, and since the world is so large we could plan levels in different environments... even areas that had been inhabited before, so that could give us step quest things like find keycard, open door, defeat monster, flip switch, etc. -- |
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Neil Black
Member #7,867
October 2006
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I'll go with Trezker and Mark. It's a decent story and better than anything I can come up with. Also, if everyone tries to push their own ideas nothing will ever get done.
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Mark Oates
Member #1,146
March 2001
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Mah proposal for the three dungeons: 1. some basic world surface (grassland, mars-rock, swamp, jungle, ?) for the most part I'm seeing the dungeons as being somewhat disorganized and cluttered (as opposed to the clean decor of the space station) -- |
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Neil Black
Member #7,867
October 2006
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Aw come'on. There's gotta be at least one hulking space wreck, drifting through the void leaking atmosphere.
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Mark Oates
Member #1,146
March 2001
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dude! idea! after you find all three of the <whatevers> our protagonist(s) go back to the space station... and... ALARMS! ALARMS! >>BOOM!<< a hulking space wreck, drifting through the void leaking atmosphere has crashed directly into the space station... why? how?... is it a malicous attempt to prevent our team from discovering the truth about the <whatevers>?! Station Captain: "We couldn't avoid it. It came right at us like a magnet, no matter what maneuvers we tried." someone will have to go aboard to investigate, and who is more qualified than the investigators brought aboard for the research mission! Begin level 4. -- |
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Neil Black
Member #7,867
October 2006
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Me likey! It adds a nice twist. Suddenly the safe and secure base is the most dangerous level seen yet!
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MiquelFire
Member #3,110
January 2003
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Here's an idea about how the wreck crashes into the station and actually causes the game to switch from having the player focus on a spot on the planet to being on the station for the last level, what you're finding are generators and you have to activate/destroy them. If it's to activate them, maybe because you need power to a central city of sorts to get in, it causes a beam to appear that results in it causing the wreck to hit the station. Why that happened could be figured out while you're trying to save the station from crashing into the planet or blowing up, basically causing you to be stuck on the planet otherwise with no way to get home (along with the survivors of the station) If it was to destroy them, maybe to remove some force fields, then the last one causes the area you targeted for the whole game to be a launch pad of sorts, and the last shield actually prevented its contents from be shot out into space, maybe causing other planet to require evacuation if it's not stopped. It was lucky (maybe) that it hit the space station and basically put itself in a position to be unable to get to other planets, but if not dealt with, may allow the station to be used as a way to other planets. Seemed much better in my head... I need to work on that. Oh well, this is just brainstorming right. --- |
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