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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 26 Apr 2010 14:23:28 -0700

that sounds good... it sounds fun but shouldn't explode the possibilities
too much and make it a big insurmountable thing (:

On Mon, Apr 26, 2010 at 2:18 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I think some form of a tech tree would be a good idea. Plus additional side
> skills given as bonuses and rewards
>
>
> On Mon, Apr 26, 2010 at 1:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> yeah we can do some crazy stuff with the spells if we want to.  We'll have
>> to play around with different ideas and see how we like them
>>
>> Hopefully weapons can be controlled by script so it's easy and quick to
>> prototype stuff! (:
>>
>> Good question on how you get the spells
>>
>> i like your options, and another option would be to have a skill tree that
>> the player could put points in to get diff spells.
>>
>> That could add some re-playability maybe :P
>>
>> We could also make some of the levels a little platformy, like have moving
>> platforms, and you have to use magic to solve puzzles and stuff
>>
>>
>> On Mon, Apr 26, 2010 at 1:16 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> Just trying to shape my ideas.
>>>
>>> I could see defensive spells working great as well. Armor, healing, etc
>>>
>>> If you were going to just duplicate common weapons and do it that way
>>> that would be fine. That's probably the best way to do it. I could even see
>>> massive nuking like spells work like the BFG 9000 or something similar.
>>>
>>> I could also see minor support spells. Perhaps a spell like levitate
>>> where you could float off the ground for a moment.
>>>
>>> How would you earn these spells? Start with em? Unlock em? Get them as
>>> gifts?
>>>
>>>
>>>
>>> On Mon, Apr 26, 2010 at 1:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> I was thinking the basic spells would be weaponlike, like a typical FPS
>>>> game (like quake or doom etc!)
>>>>
>>>> but if you have some ideas for going beyond that or a different route to
>>>> go im all ears (:
>>>>
>>>>
>>>> On Mon, Apr 26, 2010 at 1:10 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> If we are sticking with fantasy I like the Dragon Ride idea myself.
>>>>>
>>>>> Alan, what kind of spells did you want to try to recreate in first
>>>>> person mode?
>>>>>
>>>>>
>>>>> On Sun, Apr 25, 2010 at 4:17 PM, 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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