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? >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >