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

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 27 Apr 2010 10:08:55 -0400

Was thinking too, as a 'second quest' kind of deal, you could go back and
replay the game as the demon who has to build his armies/strength to lock
away the cherub/hero, and destroy or "seal" his towns with your minions. :P

On Tue, Apr 27, 2010 at 1:43 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Heya Gabriel
>
> Thanks for the feedback!
>
> I know about the UDK but when you use that, you dont have access to the
> source code at all so basically there's nothing for a coder to do :P
>
> There are other engines but I have lots of stuff i wanna program and some
> ideas i've taken from unreal and the fear engine that i either want to
> re-implement or improve on.
>
> I think you are right about it being safe to make an act raiser clone, I
> just kind of worry if our main character was a cherub and our storyline was
> the same that it might get kind of dicey legally hehe.
>
> I wasnt even thinking of bio shock, thanks for that!  Maybe there is some
> hope for that idea yet hehe
>
>
> On Mon, Apr 26, 2010 at 9:18 PM, Gabriel Taylor <aidyn66@xxxxxxxxx> wrote:
>
>>  Hi all,
>>
>> I know I've just been ghosting for a long while now, but I have a few
>> thoughts I'd like to add, if you're okay with that.  If not, tell me to
>> shove off, it's all right.
>>
>> First off, I think the current-tech Actraiser clone idea is great for a
>> number of reasons.  One being that I think a clone-type project is a better
>> way for the team to start off, providing a clearer sense of direction while
>> finding out the strengths and weaknesses of the team overall.  Also, while
>> setting and story will need to be original, I don't think there's any fear
>> of lawsuits, after all, Chair has had no problems regarding their creation
>> of Shadow Complex, which not only has made a tremendous profit for them, but
>> has been fully acknowledged by them through all stages of development as an
>> unabashed Super Metroid clone.  In the same way that they said "You know
>> what we love?  Super Metroid.  Let's make our own version.", there should be
>> no reason why you can't say the same, replacing Metroid with Actraiser.
>> (Though, Squeenix being a bit more protective, who knows what they'd have to
>> say of it.)  Cloning gameplay styles shouldn't be a problem, though, it's
>> not like there's a whole lot of originality inside of any given genre,
>> anyway.  (An FPS is still an FPS, regardless of the team behind it and their
>> unique bells and whistles.)  A current-gen top-down Actraiser-esque game
>> would be lots of fun, and I'm certain there's a market for it.
>>
>> Second, I know Alan and others have put a lot of work into the engine, and
>> have done a fantastic job building it from scratch, and I mean no offense
>> with this comment, just trying to throw out options.  At least for a first
>> project, to get everyone's feet wet and to enable maximum potential
>> distribution from the get-go, why not use the UDK? (UDK<http://www.udk.com/>)
>> It is completely free to use now, and while there'd be eventual costs for
>> using it, they wouldn't be terribly great, and it would allow a bevy of
>> tools and options, as well as output to PC, X360, and PS3 formats right away
>> for digital distribution of anything made.
>>
>> As far as magic-type attacks in an FPS, as others have said, there are
>> countless examples of it working.  One that was looked over and I'd like to
>> add, though, is Bioshock - I know, those games don't have magic so much as
>> psionic and other mental-based attacks, but it's essentially the same thing
>> with a different color paint.  So, magic in an FPS - completely doable.
>>
>> Also, and this is more of a digression, regarding League of Legends, it's
>> actually made by the people who created DotA.  They eventually felt too
>> limited by what they could and couldn't do in the WC3 engine and multiplayer
>> modes, so they spun off their own creation, which is essentially DotA
>> distilled and optimized.  It's pretty sweet, if you're in to that sort of
>> thing.
>>
>> All right, I'm going now...pardon my surprise commentary.  I like the new
>> direction, though.  And keeping Pirate Dice as it's own entity is a very
>> good idea.  A lot of the minigame ideas you guys came up with would be a lot
>> of fun as stand alone titles anyway.
>>
>> Anyway, there's m'thoughts.  Enjoy.  Or not.
>>
>> ~gabriel
>>
>>
>>
>> On 4/26/2010 2:56 PM, Kent Petersen wrote:
>>
>> I bet SC2 will be. I am excited for it. I hope my comp is good enough to
>> run it
>>
>> Well, basically it's like DotA but your account can gain levels. When you
>> account gains levels you can get really minor bonuses. Such as +0.1% evade
>> per level. Then there is a little tech tree similar to Diablo 2 or WoW so if
>> I were to put 5 points into evade I would get +.5% on my character and I
>> would be able to unlock defense which is worth 1 armor. So, it's a
>> customizable tech tree that will give you the edge but it wont change the
>> game.
>>
>> On Mon, Apr 26, 2010 at 2:40 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> nope i havent, whats it like?
>>>
>>> man i wonder if sc2 is going to be the new wc3 for these kinda games
>>>
>>>
>>> On Mon, Apr 26, 2010 at 2:31 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> I agree, I was thinking something small.
>>>>
>>>>  Have you played League of Legends the DotA clone? It's like HoN but
>>>> different
>>>>
>>>>
>>>> On Mon, Apr 26, 2010 at 2:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> 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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