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

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 25 Apr 2010 19:17:39 -0400

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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