[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: Sun, 25 Apr 2010 16:11:29 -0700

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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