[project1dev] Re: [Design Brainstorm] Basic storyline of the game (aka how do we not get sue

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 25 Apr 2010 20:59:05 -0700

any of these games free?

On Sun, Apr 25, 2010 at 8:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Thats rad we should play that and see how it is (:
>
> I'm thinkin since our game code is already so much geared towards overhead
> view we should get the overhead part workin first and then we can dive into
> the FPS part.
>
> We should play a bunch of stuff like this before we get there to see what
> we wanna try (:
>
>
> On Sun, Apr 25, 2010 at 7:51 PM, <figarus@xxxxxxxxx> wrote:
>
>> http://addons.eventscripts.com/addons/view/dnd
>>
>> i found this add on for counterstrike source, just trying to think of some
>> ways that we could see some examples of FPS magic
>>
>> On Apr 25, 2010 7:17pm, eric drewes <figarus@xxxxxxxxx> wrote:
>> > i think there are a ton of story ideas that could work with your plan
>> for the game in the fantasy genre
>> >
>> > On Sun, Apr 25, 2010 at 7:11 PM, Alan Wolfe alan.wolfe@xxxxxxxxx>
>> wrote:
>> >
>> > That sounds pretty awesome too.
>> >
>> > I am really gun shy about opening this game up too much and making it
>> another impossible task so i'm thinking for the most part keep it linear,
>> but have a couple choices the player can make off the beaten path like the
>> original act raiser.
>> >
>> >
>> >
>> > Like letting them choose where they want to go to next and maybe a map
>> or 2 that take a little work to find, but other than that, it'd be the same
>> game every time.
>> >
>> > Its weird... even though act raiser is the same game every time,
>> something about it makes me want to replay it every now and then.
>> >
>> >
>> >
>> > Anyways, multiple races would make for an awesome game but im thinkin
>> that may be too big of scope to start out with.
>> >
>> >
>> > On Sun, Apr 25, 2010 at 4:07 PM, eric drewes figarus@xxxxxxxxx> wrote:
>> >
>> >
>> > or hey if you were going to make this a replayable skermish type game
>> maybe its a world where there's 3 different types, so its like a tech based
>> civ vs. a magic based civ vs steam punk, with different strengths and
>> weaknesses for each ot balance em out (like starcraft)
>> >
>> >
>> >
>> >
>> > i dunno if you're thinking of doing a linear campaign like actraiser or
>> if you wanted to do a scenario based game... i dunno if you've played it but
>> peter and i have been playing this game called "Demigods" which is a really
>> sweet game, you should check it out, but basically there's 5 demigod
>> assassins and 5 demigod generals and you pick one and you can set up allies
>> and enemies you face against and then its a lot like tower D and there's 5-6
>> different "boards" you can play on but its like a sport where even though
>> the basic rules and layout of the maps are the same, the execution is
>> different every time so its always fresh.
>> >
>> >
>> >
>> >
>> >
>> > On Sun, Apr 25, 2010 at 7:02 PM, eric drewes figarus@xxxxxxxxx> wrote:
>> >
>> >
>> >
>> > well, i would say you have a ton of options as far as designing a
>> completely different game while using the same gameplay style as act
>> raiser...
>> >
>> > some examples:
>> >
>> >
>> > you can be an intergalactic version of Genghis Kahn where your mech army
>> or whatnot is taking over a planet, the cherub could be some sort of
>> upgradeable flying unit that you can purchase new weapons/armor/propulsion
>> for... and maybe you don't "level up" by population directly, but rather as
>> your population grows, you make more money via taxes from supporters of your
>> leadership, and then you buy upgrades/levels with the gold.  This would work
>> in the first person view also because it'd make sense you had guns, etc.
>>  also magic spells could just be supertech or like magitech :)
>> >
>> >
>> >
>> >
>> >
>> >
>> > keeping along the steam punk theme the cherub could be a dirigible type
>> thing and yeah, the "magic" could be tesla style super weapons like a tesla
>> coil, tesla's earth quake machine, etc.
>> >
>> >
>> >
>> >
>> >
>> >
>> > if you wanted to keep magic/fantasy as the main theme, you could just
>> make the main character a powerful sorcerer, the cherub could be a dragon
>> rider or something....
>> >
>> >
>> > just some thoughts :)
>> >
>> >
>> >
>> >
>> >
>> >
>> > On Sun, Apr 25, 2010 at 6:54 PM, Alan Wolfe alan.wolfe@xxxxxxxxx>
>> wrote:
>> >
>> >
>> >
>> >
>> > So in the original act raiser game, you the player were basically the
>> christian god (more or less)
>> >
>> > You controlled a cherub to do your will when in the overworld map.
>> >
>> > When going down to fight the bosses, your soul would descend from the
>> heavens into a statue that would animate into a fleshy warrior and you would
>> kick some ass with your own hands.
>> >
>> >
>> >
>> >
>> >
>> >
>> > You leveled up from increased population supposedly due to their
>> increased faith in you.
>> >
>> > It all kind of fit together and made sense and the people worshiped you.
>> >
>> > So how do we make a game like this where we aren't too much like the
>> original.
>> >
>> >
>> >
>> >
>> >
>> >
>> > The original game was made by Enix, so basically if we screw this up
>> we'll get squashed by the squeenix monster!!!
>> >
>> > Some things i've been thinkin about...
>> >
>> > #1 - if we change it from being a cherub to something else, does that
>> something else fly or walk?  If they walk, it kinda changes the gameplay
>> cause you get stopped by barriers and rivers and stuff like that.  While
>> that might make a good game, it kinda diverges from the origional game quite
>> a bit and may not be enough like the original game play.
>> >
>> >
>> >
>> >
>> >
>> >
>> > #2 - if we change you from being a god to something else, why does
>> population cause you to level up?  Why do you have magic spells? etc.
>> >
>> > So... brainstorm time!  what do you guys think, what's your thoughts?
>> >
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