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Showing results for tags 'concept'.
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Let's Make an MMO
That One NPC posted a topic in Theory and DevelopmentAnyone also share the dream of making a good, quality 2D MMO that captures the essence of the classic JRPG, in a massively multiplayer setting, with modern features and logic? I am good with creating worlds, lore, plots, characters, Sprites, and icons edits. I am a workhorse looking for a project where multiple people can combine their talents and efforts to produce something truly noteworthy. This is an evolving thread and I will be adding ideas and concepts over time in addition to what others bring to it.
concept Purgatory setting concept
Cactush posted a topic in Theory and DevelopmentHiya, I've been stewing on a story setting for a game that I wanted to share to iron out some kinks, and then work on other things like how the game would play, etc. Here's a small summary of the premise along with the characters just for a start. You have woken up in a musty cell. The echoing of pained murmuring is all you can hear. As you inspect your cage, smoke seeps in through the walls, and manifests as a cloaked figure, it's face masked, body ethereal, and not fully solid. "Are you confused, young one? You must have many questions." the figure speaks out, "But first, I have one I must ask of you...Do you remember how you died?" You do not want to believe your ears, but the gaping hole where your heart should be forces you to accept the truth. The figure melts the iron bars of your cell away with a wave of it's hands. "I can fill you in on the details later, but now we must escape." So the basic premise of the story is that you are a lost soul imprisoned in Purgatory, the void between life and death. You are neither fully dead, or alive. How did you end up here? That's your decision. All you know now is that you have to escape! You choose between dialogue options that carve your backstory as you go, these decisions decide your alignment, the path you will take to escape, who will join you, and who will oppose you. The early decisions will determine your class, your class will form your appearance (maybe, still in doubt on that). The classes and their brief backstories are as follows: The setting of the landscape of Purgatory is very dark-fantasy. Gritty and mysterious, the "twilight" to the black and white settings associated with Heaven and Hell. The undead however, include figures from many timezones. Samurai, Modern soldiers, barbarians, School-boys, and medieval knights alike all wander the void. Some may help you, others may hinder. The enemies vary depending on the class you play as, some have unique mid or final bosses, but there are 6 main bosses that are universal. But the main goal is always to slay The Gatekeeper, who guards the entry/exit between Purgatory and the living world. That's as far as I have really, I'm very bad and very slow with world-building, but the idea itself intrigues me. What do you guys think?
art [ART] 2D Animator + Illustrator available
Small Ink posted a topic in 2D GraphicsHey everyone! My name is Rita. I am a freelance animator and illustrator. I have focussed on Animation over the last four years, coming from Illustration and Fine Arts background. I am a professional artist of academic training and more than 10 years of freelance experience, working in versatile media. I work with both traditional and digital tools, in particular seeking to achieve collaboration between the two. I am a big fan of aesthetics with passion for detail and high-quality craft. In the process of animation, my favourite stages are character and background design. To help you get a better sense of my skills and fit, my selected work can be found here: · My website: http://www.smallinkart.com. · My showreel: https://vimeo.com/224053115. Extracts from my creative portfolio: https://www.behance.net/Small_ink. Services I provide: - Concept design - Animation - Photography - Illustration - Character Design - Background Design - Gaming Props / Assets - Hand Painted Texture - Motion Design - Logo Design - Hand Painted Fonts Contact Details: web: http://www.smallinkart.com email: email@example.com
optional jobs for a game based around job switching
CyrusJazzberry posted a topic in Theory and Developmenthello! i've started work on a project about a guy who sleeps a lot and in his dreams he can actively switch between unlocked jobs based around his imagination, life, and childhood. it's not along far yet, but i'm getting there. since this isn't a thread dedicated to the game, i'll try to keep from talking about it too much. basically, i was hoping you guys could pitch in and suggest some jobs and skills they would have (i'm trying to have a large variety of jobs in the final product). thank you for your time!
My Little Pony - Game Concept Art
Rikifive posted a gallery image in Member's Album
From the album: PONIESA long time ago, lonequeso was joking, that I should make a game called 'Double Pony', which more or less would be a ponified version of 'Double Dragon' (gameplay-wise). The general idea behind that was to make a beat 'em up type game, that would involve ponies. Though it was kinda a joke, I liked the idea and was wondering on that one, because that would be totally doable. I don't think I'll get to developing this game anytime soon, because I have tons of other work to do, but I got slightly bored, so I drew a concept art of the game idea, because I love designing HUD's, even though I'm pretty bad at this. So... perhaps it will become a real thing if the future, but I can't promise anything. Original characters seen in this image (Saffron Shadow, Crescent Star and Seraphic Amity) were drawn on requests by me and they belong to their respective owners (Dark Horse, Mr Dash and Jeric).
© Â©2017 Rikifive | Original characters seen in this image belong to their respective owners | My Little Pony: Friendship is Magic and all related characters belong to Hasbro and DHX Media.
zombie Jonnaz Drawings
Jonath4nC posted a topic in Artwork GalleryKirito sprite from Sword Art Online - Natsugi Subaru sprite from Re:Zero - Zombiiees... And here's the process I took in creating those concepts (each prob took around a day Here's a sprite version of the Greg zombie - Got some game development to go with it hheeeeerrrree - I can see clearly now my brain has gone Lastly, if anyone's interested, my deviantART is Jonath4nC and my youtube channel is here - Jonath4nC ...thanks for stopping by!
To See Above
Saturnity posted a gallery image in CharactersHello folks! This here is a specially drawn concept work for the main character of my game, Treilin. She belongs to an obscure race of humanoids known as Tidelings, who reside in the depths of the great Mariphic Ocean, tucked away from the surface world. In the story, she and her brothers are tasked to find a cure for the disease that plagues the last of their dying race, and the beginning of their journey brings them onto dry land where they face many unknown and frightening dangers. This piece is meant to represent her curiosity and lack of knowledge regarding the mysterious world above.
© Jeremy Basham 2016
Character Design: Melanie Star
SpuddyFerret posted a topic in Artwork GalleryWORD OF WARNING: The art AND the character in general in this post is strictly not available for any projects. It is here for viewing and feedback I've been working on a commercial game lately, and one of the main characters (arguably the deuteragonist) is this girl. Here's some fun fun fun backstory: And her personality: What do you think? Also, if you have any suggestions, what do you think she should wear? Thanks, Spuds
Strafe of Spirits
Jeanne d'Ys posted a topic in Theory and DevelopmentSo yeah, Maki here! I've been liking Ainu for quite some time (They even became my topic of presentation in the Final Practical Exam for the last semester of high school!), and I'm thinking of making a game (mainly) based on their mythology. This is a small, casual project, and since I'm bad with staying in a project and a great procrastinator, I'm not even sure if this project would actually finish. I still need some feedback and comments though, since my life force is filled by absorbing the mental energy from them those usually help me lift my spirit and learn more. Most of the resources are from the RTP though, so don't expect many fancy custom arts XP Strafe of Spirits Overview: Strafe of Spirits is an adventure RPG where the player traverse around a world based on the Ainu (and a bit of Japanese) mythology. The player will control a girl archer named Pirka in a quest to find the answer behind a strange happening in her world, while helping people and non-people along the way. Ainu? The Ainu are an indigenous people mainly found in Northern Japan. It is widely believed that they were more widespread in earlier times, but were pushed back up north when the wave of people from China resides in mainland Japan. It took a very, very long time however, for Ainu to gain acceptance officially as Japan's indigenous. After times of forced-assimilation, the Ainu finally gain official status in 2008. Ainu has quite different... Stuff from mainstream Japan that makes them unique; the culture, language and even portion of their physical appearance can rather easily be recognized. In video games, one example of Ainu culture getting attention is Ookami. There are many references of Ainu culture in that game. As for physical game, the Gusto and Ritual Beast archetype of Yu-Gi-Oh! is based on Ainu. Too bad much of the TCG translation butchered the lore. Oh, well... The Story: Gameplay: Characters! So I think that's it for now! I'll add more later, I'm too sleepy now I started to write Harry Potter in flawless Latin instead. Constructive feedback and comments are always welcome~
concept A Storyteller is You (working title)
Veethree posted a topic in Theory and DevelopmentI was tossing ideas around in my head for a game for a bit now, and I'd like to share them here. Abstract: Tell the story of Yuth (the main character) by guiding his life using the Storytelling Cardsâ„¢ [/size](patent pending) Genre: Fantasy RPG Story "Come help me with this story, would you?": You (the player) find yourself in the extra-dimensional home of a cosmic story writer. S/he had been thinking of starting a new book for a while, but was missing his/her special "cards" s/he uses for storytelling. You happen to find them in your pocket. S/he sees this as a sign, and allows you to direct this new story. It is now your job as a deputized storyteller to tell the story of the main character, the mysterious Yuth. Will you make them a hero, or a villain? Will they change the world, or work for much smaller causes? Features: - Multiple, multiple branching paths: each and every stage of Yuth's life is an open book; each Storytelling Cardâ„¢ will give you an entirely different story, and a very different Yuth. - Open-ended progression: Each choice the player makes will let Yuth grow in different ways, giving him different capabilities, different allies, and different personalities. - also, press turn battles This is really only a skeleton of a skeleton of an idea, so I really can't think of anything else to say for now
adventure Advice on Sidescroller
TheCaliMack posted a topic in Theory and DevelopmentAny advice on making sidescroller tilesets? My stuff ends up looking really awkward so I've had to default back a few times. The feel I'm aiming for is a bit like "Dreaming Mary", actually. I thought the system was a really neat way to tell a story and I wanted to replicate that.
Character Design/Concept Feedback
nash004 posted a topic in Artwork GalleryNote: The character busts that are posted here could be used by anyone, for reference or for your game, just don't forget to credit me. The image above is a GIF. **Updates Wow. It has been a while since I last posted. Well, a lot has happened... Serious stuff. I can't work on art for months, but I did try to work on the story of my game. And now, I'm working on the battle sprites. So.. yeah. This is my first time trying to do a battle sprite from scratch. (First frame of the idle pose) This isn't done yet, though. But once I'm finished with this, every other pose will follow. Comments are appreciated. >> >> Edit: Did I mention that I hate the boots? And that I suck at color palettes? :I Comments please? Library of Finished Works Progress Database Character/Concept Designs Sketches (Please do critic these too.) **new
Cosmic Horror Story Feedback
Stratomsk posted a topic in Theory and DevelopmentThe story I've been working on for quite awhile, so I'll post that to see what you guys think of it. It is around the late 90's period. The main character is a high school student who happens to be living with his brother/guardian. What he doesn't understand is that years before, his brother went to a certain college but dropped out before graduating. His brother never really explained the reason why to his little brother. He simply told him vague answers and dodged the question. Due to the main characters young age, he didn't question it. Neither did he question the college's abandonment shortly after. Years later, at the main characters high school, rumors circle about the high school getting renovated after being in use for a very long time. The main character is reminded of what his brother told him years before. When he is picked up at school by his brother, he decides to take a nap due to the high school being a little under an hour away from their house. He has a dream of a damaged black obelisk in a clock tower. As he ascends the tower, the rooms become more and more grotesque as fleshy appendages dot the walls and a slight ringing in his ears occur. Being able to choose whether or not he touches the obelisk will have some impact later in the story. Whatever he chooses, the dream will end. He will have a conversation with his brother about the college and question him as to why he dropped out. Naturally, his brother will give vague answers. When they get home, the player will be able to convince the protagonist's brother to come with him to the college or go alone depending on what they choose. Either way, the main character goes to the college to unveil the secrets the college holds and try to understand what happened there. What he doesn't know is that the force against him is the obelisk itself, which holds an imprisoned being that was uncovered by a team of interns working for archeologists in another country. It slowly became more aware of its surroundings, driving some at the college insane, especially the students that were examining it. For others, it killed them, manipulated them to kill others, and caused physical decay of the actual school itself. The main characters brother was one of the few to survive because he escaped the school. After then, the school was considered abandoned. No bodies were found, and the few that survived lost their memories of the incidents. The being warps reality to show what it wants others to see, or nothing at all. The main character will be for all intents and purposes its plaything as he explores the school. It is the cosmic horror the story will be based upon. Any plot holes, constructive criticism, etc would be appreciated as I want to nail this story down well.
Atlantica - Sci Fi Concept
roccstar1oh1 posted a topic in Theory and DevelopmentOk, so here is my basic concept; sci fi game - Atlantica now, my space station is gonna consist of 4 different wings, each color coded. I guess my question has to do with the shop district... I don't really think a station would need a shop district, and if they did what would they sell? How would they make the goods to sell? I'm thinking about ditching the idea entirely, but not sure what a good substitution for a shop district would be? I don't think i'll have a need for buying weapons and armor if i were to implement some kind of crafting system, or if i even want a battle system... This is really a basic concept, so any ideas would be greatly appreciated! Thanks for stopping by
concept Mana Wars Online (crazy concept open for debate)
Fhizban posted a topic in Theory and Development<concept> Mana Wars Online - The first true MMO built using RPGMaker VX ACE! (Okay guys before you call me a total idiot, completely insane or outright megalomaniac - please give this thread a chance. I'm writing this because I already tested the waters ok? And yes, I know I should instead be working on my main project...) So, I am experimenting with Efeberk's Online Database Script (here). But as the online functionality is too slow to create a real MMO, I had the idea to create some kind of asynchronous, turn-based game with reduced functionality and a lightweight game system. After adding Galv's Group Manager script (here) as well as YANFLY's Event Shop (here) and Doppelganger script (here) and a few others, this concept arose: 1. No story, No Maps, No custom artwork, music or sounds. The whole game actually takes place inside the menu's and the combat scene. So there is no walking around - nothing, get that type of game out of your head for now. 2. You start by creating an account, but no character. Each player begins the game with 1000 gold pieces. You can then access only one shop through the menu, where you can "buy" (hire) characters to add to your party. Your party can be quite big, up to 20 people. But you can only add up to 6 characters to your fighting group, the rest stays in your "homebase". You wont be able to buy many guys at the beginning. 3. Once you have your party, other menu options appear: Item shops, skill shops and stuff like that. The whole game is built around a big menu scene with lots of shops. There is also a mailbox system and a clan system etc. just like the ones you find in Efeberks online script. 4. Besides gold there is also "mana", several types of it (green, blue, black etc.i woudl say maybe 5 up to a maximum of 8). The better weapons, more powerful skills and spells as well as the more advanced classes cost "mana" instead of gold. For example: If you want to add some new "water" spells to your "water mage" you need quite a lot of "blue mana". these advanced items would be crafted by using mana, some shops could sell them as well - for enormous amounts of gold. basically gold is for shoping while mana is for crafting. 5. All characters not in your fighting group can be assigned to do other things like healing, crafting or gathering. Gathering is very important, as it will grant you mana depending on the class and level of the character you assign to gather. the game would request a timestamp from the server and mana is gathered only every few hours. 6. the characters assigned to your fighting group can be sent on a "raid". this is the most important but also most complicated part of the game. Basically, your heroes attack the heroes of a random opponent that is roughly within your level range. you can only attack his fighting group, not his gatherers. the process is like this: 6.1 choose enemy within level and show you a quick summary, then decide if you want to attack or skip. 6.2 if you skip you lose some money but can switch to the next available enemy. 6.3 if you fight a battle starts. in that battle you control your own characters, but the opponents characters are controlled by the built-in maker AI. 6.4 Beforehand, your opponents game client has sent all his character data to the server (this functionality is almost completely available in Efeberks script already). 6.5 when you begin the battle, your game client pulls the data and uses that data to fill clone actors with it (there is a script for this but i have tested my own version and it actually works). 6.6 now YANFLY's doppelganger script creates a enemy group out of the cloned actor data that has the same class, level, skills and equipment as your opponents original characters. this is also technically doable, please note that monsters do not carry equipment - it just modifies their attribute ratings. 6.7 now you fight a regular combat against these "clone actors", where the clone actors are controlled by AI. 6.8 each of your chars has a extra command that can "steal" mana of different colors from your opponent. 6.9 if you win the game you get a bit of prize money in addition to the stolen mana. 6.10 when your opponent lost, his chars are not dead, instead they suffer a bit of HP loss (maybe 10%). this is sent back to the server. 7. You can only "raid" once per turn. Your other actions are limited by your mana and money. After using some healing and potions you wont be able to do anything else. While you stay online, your chars do not auto heal or gather. 8. Now there is a "end turn" button, your data gets saved and you can end the game now. 9. while you are gone, there is the chance that you can be attacked by your opponents as well. while "offline" your chars heal themselves and gather mana. 9. After X hours its "your turn again" and you are allowed to raid again. you can "log in" again and do another raid, buy stuff and spend mana. Thats it basically. Add a mailbox, clan functionality, a highscore list, tons and tons and tons of items, skills, spells and classes (the heart of the game - all aligned to elements), as well as some little extras (like crafting) and there you go! Thanks for reading this wall of text, Im now going to look after my brain! cheers -Malagar
Revival spell: How much do you demand it?
richter_h posted a topic in Theory and DevelopmentOne night, I stumbled upon the local forum where I came from, and someone asked me a question about my project (and he's tester of my game project, so he knows most of things in the game). He asked a question that I concluded it in a sentence: "Hey, richter_h, why in your game project there is only one character who can pick the KO-ed ally up?" I argued that was my intention to make players to stick on recovery items (namely Tonic) rather than relying on one or two characters who can do a pick-me-up. Also, the Tonic is cheap enough to stock--50 golds per bottle--and even you got some in the beginning of the game. In the other hand, the revival spell that character hoards costs a lot of MP, has long cooldown--you won't wait for another 8 turns before you can command that character to revive another ally again--and worth less than a tonic could do in the same way. Fair enough for ye, right? But, he throwed other questions: "Why don't you add another character who can revive another ally? Are you going to force the players to stock the tonics up even if he/she runs out of golds to purchase one?" That follow-up questions rustled me for some reasons... Answering the last questions, I replied that not all of the characters should have that kind of spell for their roles in battle will be different each other and depends on situations, also the revival spell in early stage and levels isn't that worthy than a 50 golds worth of a Tonic. Also, in addition of this seems-like-an-unfair condition, I've spreaded Elixirs across the dungeons to maintain the party's health and of course it depends on the player's playstyle. Not to mention that I implemented an equipment that works like Substitute Doll/Sacrificial Jizo/Aegis of Immortal/you name it--once the party member is KO-ed, he'll/she'll revived instantly with HP and MP fully restored in exchange of that mentioned equip will be vanished from his/her equip slot and party's inventory. Yet the last thing I mentioned is overlooked and most of the testers mention it as a "not worthy item",.. tl;dr how do you set the rules and maintain the revival spells in your game? Well, fella, let's have a discussion about this, since I need further research for this feature and I seek for the middle-way that works well and fair between the items and skills in same manner. But first, let me say "Cheers~"
gameidea An RTP Story
Nekotori posted a topic in Theory and DevelopmentSince the sprites I am doing for my game Dreams and Nightmares are still in progress I decided to work on a side project for fun ^~^ just wanted to share my concept/story : (Inspired by the story of Gobli in the RPG maker in ps1) Story: In a world where RTP sprites, tilesets and even icons builds up the world itself... Where your typical RPG story about heroes saving the world from dark lords and villains exists... Where in monsters serve heroes as walking EXP and lootable beings... Monsters that die but is later respawned to repeat the process of giving items and EXP... But everything has changed when a certain slime pursues his dream of changing the RPG world... By meeting the "Creator" and tell him his wish... Characters: Poo Poo is a typical generic RTP Slime who dreams on changing RPG History. It happened one day when his curiosity leads to the question: Why do the creator made us monsters? Is it just for EXP for the heroes? Or giving loot to the heroes when defeated? So what's your opinion about it? Playing as a Monster and avoiding the Heroes Party in hopes of avoiding being killed xD Any additional ideas?
concept building/Leading an Army
Kelesith posted a topic in Theory and DevelopmentI know what I am pretty much saying here is pretty difficult or nigh impossible to do, and if it has been done, I have found not hide nor hair of any evidence to support that. This idea is interesting to me but may already be doomed to fail. but hey can't hurt to discuss it, can it? I know about the final fantasy tactics like system and the shining force combat system as well, and I know there is one for RPG Maker VX Ace but I am not talking about that system, nor could I afford that at this moment. I am talking about building a legitimate army, from the ground up until the end of the game. even if it is just a story element and they only really come into play in cutscenes. would it be doable? Have the main story and build the army as a secondary/main plot device on the way to victory? I would say why having an army is relevant but It would probably spoil the possible story of the game I am going to make. Thoughts? Ideas of your own on this? any and all feedback and criticism is appreciated!
Game Concept - Ideas Welcome...
roccstar1oh1 posted a topic in Theory and DevelopmentOk, so i had this idea fishing in my head for the past few months and im thinking i want to make this idea a reality, so far i got the concept: "It is a time of turmoil for mankind, the Earth is but a barren wasteland, deprived of all its rich resources. The human race have long since abandoned their home in search of a new place to call their own. After years of searching the vast deep reaches of the galaxy, the end for the human race seems inevitableâ€¦ â€¦Suddenly, they receive word from one of the scout ships. A new world has been found, and the human race begins its quest to colonize the newly found planet they have dubbed â€œArchaiaâ€. But little do the humans know, Archaia is not uninhabited. The planet is home to you and your people, the Golahks, and you will not give up your planet and its valuable resources so easilyâ€¦" Think the movie Avatar, where the humans are the enemies. i think its a nice twist for a game. i was thinking instead of the blue aliens, i could try and do something like the opening scene of the latest star trek movie. the white humanoid characters who are not too advanced yet. its just a concept and i'd like any ideas of how i would implement this into an rpg. I know i dont want the batte system to be your typical dungeon crawler with heavy random encounters. I don't think the main character race would be going into a lot of dungeons and such, unless of course they needed to retrieve some artifact? idk, lol i've just been pondering. as for graphics, i was thinking of doing most of the world graphics myself, which i know would take months. Archaia: Planet Rich in radioactive deposits of uranium. Planet is covered in radioactive plant life. Coloured plants, and coloured water. lots of different land masses, each with its own race of golahks. And maybe cutting the game into chapters so im not too overwhelmed, release each game as maybe an hour long chapter...
OMNIS - the erias line LOGO CONCEPTS
Elder71 posted a topic in Artwork GalleryWhilst taking a break from script writing (narrative script that is, on to the fourth draft now), I decided to resolve the problem I'd been having with a logo design once and for all. Two days of work, I finally managed to zero in on a handful of variations. They're pretty similar and I have favourites, but I thought I'd post them here and see what people think.
Tower Defense Games?
OneCutStudio posted a topic in Theory and DevelopmentHi everyone, I am always trying to figure out new ways to take the Rpgmaker engine to places it hasn't been before. Much less as ideas for me, but for anyone who might not have thought about it and could use it as a stepping stone for their own game development. To anyone's knowledge has anyone successfully created a tower defense game or mini-game using one of the RPGmakers? I know the RPGmaker series is for making RPGs, but that doesn't limit its potential. It would be cool to combine the two genres: an RPG with TD elements. Do you think that making a Tower Defense game is possible? I think it is possible, however it might require some unique scripts. I was trying to figure out a way to do it with eventing as well, but it also depends on the features you might want for your TD. At the most basic: we would either need pre-established tower locations (doable on a map) or using scripts a way to place towers. we would need events to control the mobs events to control the projectiles from towers events to check whether the projectiles from the towers hit the enemies an event to count how many monsters/enemies reach our castle etc... Some of these events are easily doable with only a few variables and some coordinate tracking. Maybe the hardest part would be the tower controls and the mob controls. Just throwing this idea out there for discussion. What do you all think? -One Cut Studio
RoanHorse posted a topic in Theory and DevelopmentI have an idea for an RPG with no combat. I'm tentatively calling it Obiter Dictum, because most of the gameplay would be built around conversations and, well, 'stealing' ideas from people. It's about an alien that must steal and consume ideas from human beings to survive. Thoughts, to this creature, are not simply abstract concepts, but physical objects in a dimension that the alien has access to by way of extra-dimensional 'limbs'. In this world, humans have their own extra-dimensional organs that protect, as well as 'read' and 'write' icons corresponding to their thoughts and memories. The creature must disguise itself as a human and find ways to make humans 'offer' their ideas unknowingly, allowing its extra-dimensional limbs access to the icons. The act of stealing a thought, however, removes it entirely from the human it came from. If too many ideas are taken from a person, they are liable to withdraw from the outside world and isolate themselves. In extreme cases, a person might become a husk of sorts. Worse, stealing ideas critical to the personality or day to day business of a human can alert their peers and prompt and investigation. The option is there, though it will be heavily discouraged, to inconspicuously dispose of humans that could incriminate the alien. The alien could also help particular humans by removing dangerous ideas (I.E. revenge, vigilantism, poorly conceived stunts), but there is a drawback to consuming 'negative' concepts. The creature is in a developmental stage, and by consuming ideas it takes them on and, necessarily, builds its personality off of them. If everything works out the way I hope it will, the plan is to almost completely remove any decision making faculties that the player had at the beginning and replace them with the persona he or she has built. The game will start with four young adults crossing the border between Mexico and the United States. Their car hits the alien, and two the passengers are critically wounded. At this point, the player is given the option to choose which of these four humans to take the appearance of. This presents him or her with gender options (two males, and two females) and a plot-altering difficulty setting. If a less injured character is chosen, both of the critically wounded characters will die and only one person that knows the player character's real history and could uncover them if they don't take them out of the picture. When a critically wounded character is chosen, they are handicapped in a number of different ways, have two 'loose ends' to contend with, and are given a significantly more [thought] resource intensive scenario. To get close to people and get the ideas needed to survive, a range of jobs will be available for the player to choose from. All of them will have an impact on the story, and will have characters that don't appear at other locations. They're essentially different scenarios altogether. A few examples of possible professions: Barista at a coffee shop Nurse at an old folk's home Everyone's confidant (jobless scenario) Social worker Librarian (I'm not impartial to this one, sorry.) So, what do I need to know, ruby wise, to get this project going?
Game Concept: You BROKE the game?!
OneCutStudio posted a topic in Theory and DevelopmentHello everyone, One Cut Studio here again with another game idea I had that struck me late last night! I wish to share it with you all to hear your opinions. So I was thinking about an RPG concept that would be original and fun to play...something outside of the box...something creative. I really liked the idea behind "You Are Not The Hero" where the player takes on the role of the NPC. Which led me to think: What other non-traditional roles could the player role-play? Then it hit me! They could role-play themselves! "You BROKE the Game?!" is a meta-gaming, fourth-wall breaking, puzzle solving RPG. It starts like this: The game opens with an ordinary scenario of many typical RPGs. A hero is needed to suppress the evil forces that threaten the kingdom. Danger and treasure await our player as he/she travels the beautiful countryside to be the hero and save the day...the game progresses like a normal RPG...but wait! Suddenly the real plot of the game hits! The hero encounters "game files" either as a drop from a monster or an event. Strange? There shouldn't be "game files" in the game? A mysterious figure known as "Debug" or "Admin" or whatever emerges from the shadows. He tells our hero that players should not have access to the game's files because knowing about the game while playing it is called "meta-gaming" and that is bad. The mysterious figure offers the hero a choice to delete the "game files": Yes or No. It really doesn't matter what the player chooses because both choices lead to the catastrophic events that "break the game." The "Yes" choice directly causes it and the "No" choice indirectly causes it as the mysterious figure takes the "game files" from the player and deletes them on their behalf. Hence... "You BROKE the game!?" Once the "game files" have been deleted, the RPG world in which the player is playing is changed drastically. The music has stopped playing, only to be replaced by irritating static noise. The text is replaced with random characters. The tilesets get switched and the once beautifully mapped areas look glitched and awful. For example, a house keeping its structure, may now look like a bunch of random tiles thrown together that have no relation to each other. The battle system is offline. The character can't talk to NPCs. Little by little, it is up to the player to restore the game back to its original condition by solving puzzles and finding and repairing pieces of code. It would be interesting to actually teach a little bit of coding to the player through the gameplay using puzzles that seem like finding errors in code. The text system should be the first to be fixed. Second priority would have to be fixing the background music. That irritating static could be a positive motivator to fix that particular system. Of course, who is the villain here? Is it the hero? Is it debug? Who broke the game? The reward waits for the hero when they have successfully fixed the game. What do you all think?
Exploration: An Odd Game Concept
- Z - posted a topic in Theory and DevelopmentI like to give off an idea so everyone here can give some feedback about it. And hence the title of my topic, I have a game concept that just screams "WTF?" My game idea is, well, creativity. TO THE MAXIMUM. I plan to create a game where the player decides where they want to go, how they want to explore, what type of character they want. I want to give the player the choice of making potions, armors, weapons, HOUSES. I want the player to b given a randomized location to explore, and prosper, all with the RPG elements still implemented. Level gain, stat growth, etc. I want the player to have freedom of what they do. Freedom to live. Now,. if you're wondering where i got these ideas... And so, I begin this game, called Exploration. This game will have an end, though. There will be an event of where an evil empire (cliche, i know) trying to conquer the entire planet. But, just as the game has freedom of choice, I'll implement the choice of either being against the empire or being the one leading the charge. What'dya think about that?!? (Not my final plot. May edit...) And so concludes my weird idea of a game. What do you guys think? I want to know!
Historical Fiction: Vision Quest
OneCutStudio posted a topic in Theory and DevelopmentHi everyone, One Cut Studio here again. When I'm not working on graphics, I am thinking up game concepts that I have not seen done very often. My thinking this time brought me into the realm of Historical Fiction. There are Sci-Fi RPGs, Fantasy RPGs, Dating RPGs, but rarely have a seen a Historical Fiction RPG(I could be wrong, just saying that I don't see it often). To clarify for those who may not know, a Historical Fiction game is one in which the events/atmosphere of the game are historically accurate or close to historically accurate, but the protagonists are made up. My line of thinking brought me to this: -What about a game that takes place during the Revolutionary War? It could be about a soldier and he has missions...hmm...which side is he on? I'm sure I can make sprites for the redcoats and the constitutional army. And not just clothing but original period tilesets, and etc... -Oh! Civil-war era uniforms would be cool too. That's a game there too waiting to be made. North v. South, brother v. brother...good material to work with. But I feel like I am missing something... -Oh! What about an RPG based around the rich cultures of the many tribes of Native Americans? (Thinking about teepee tiles, totems, animal sprites, spirit animal sprites...continues on) Which led to: VISION QUEST Some tribal cultures had something called a "vision quest" or "spirit quest." I believe the Aborigines of Australia had something similar which they called a "walkabout." Basically, it is when a boy leaves the village on a quest to become a man. My idea for this type of game would focus on that quest to become a man (or woman) of the village. Maybe even a group of youngsters go on this journey together, each guided by a separate spirit guardian of nature. It would heavily incorporate Native American myths, legends, and iconography. This is just a very rough concept, and thank you for reading through my ramblings, but I would like to hear from the community. What do you think about the Historical Fiction genre and the rough game ideas? Would you rather play one time period over another?