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I wrote down ideas and they piled up more than they should have. So I am looking to try to simplify my plot because I think I may have gone all over the place. EDIT>> Additional Notes: So I'm still trying to build up on what could happen in arranging a rebellion. I can think of a few but would like your input whether this might be too much for just a first game, because that went dark real fast from my first idea of a light-hearted game. EDIT: Here's the basic party (3 members): > Gun-Toting Healer (Gun skills and Divine Magic) > Ailment-Susceptible Tank (Warrior who can guard allies and draw attention) > Third party member dependent on conversations with NPCs. Choices are: > Weak, debilitating mage (Saboteur) > Spellblade mercenary; enchants allies. (Synergist) > Thief; sets up combos (Combo Set-Up will strengthen follow-up attacks. Side plots (discoverable): The Healer's origin Romance for the Plot The Conflict of Mages [uNDER ASSESSMENT, opinions welcome] --More to be added--
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Hi again to the lovely RpgMakerVxAce Community! It's been quite some time since my last visit, but it's great to be back~ School started off with a bit of a rough start, but I'm all caught up and even have a bit of free time to start a new project! I still have yet to make my first Rpg game, and even though I still like my previous idea- I've fallen in love with a new one. I will definitely end up going back to it in the future, of course. So putting it aside and whipping out a new project idea, I'm hoping to get some help to start things off! Alright, so what I need the most help with is the story. Id'e honestly be happy with any ideas and feedback you guys might have, so even if it seems trivial I would be glad to hear it! The truth is right now that I have barely ANYTHING done in terms of the story. I have the feel I want for it, but that's almost about it. So far I've been taking inspiration from rpg's such as The Witches house, Mad Father, and The Forest of Drizzling Rain- and I aim to make a more story-driven rpg horror game. Everything would be fairly simple. Simple puzzles, simple goals, and an atmosphere that is always fitting. Although I did say I had nearly nothing done in terms of the story, I do have a few things as a base to work from. The story revolves around a mysterious girl similar to The Witch's House- I have yet to come up with her backstory. I don't know what events I will have that lead up to her arriving in a forest, but somehow that is where she ends up. While the upper path is blocked by a fallen log, she follows the only other path available. This path leads to a very cozy looking cabin. Of course, she tries to knock on the door- but there is no answer. She then finds a cliff nearby, where she encounters a girl who almost immediately disappears- leaving behind some sort of diary. Upon inspection, it seems as though all the pages are blank. Going back the way she came, the girl heads to the cabin once more, only to find a strange woman now there. The woman calls for someone, and spots the girl. The girl does not recognize the woman, but for some reason the woman seems to know the girl- and calls her by a name that isn't hers. The next part is a bit hard to explain, but the story is this: The girl (player) begins living someone elses' life. She eventually finds out she took the place of the young girl around her age who committed suicide up at the nearby cliff. This all happened years ago, and the spirits of the young girls parents' then lingered about, grieving the loss of their daughter. The player is put into the daughters shoes and follow the events that lead up to her suicide. The player lives the life of the daughter, all the while new diary entries appear day by day- and the player must act out every one to progress. If she doesn't, she would be stuck in limbo with the spirits forever. Thus, most of the game sort of revolves around the player completing the tasks that appear in each new diary entry. If any of this does not make sense, feel free to ask! I'm terrible at putting things into words that are easy to understand, so bear with me haha ^^' I need tons of help with the story, ideas, and events in the story- so if you could help with any of these Id'e definitely be grateful. / v \
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I 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!
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Game Title: The Darkest Tower Type of Game: Dungeon Crawler Author's Note: Hi everyone! I've been conceptualizing a game over the past two weeks or so and was wondering if my concept sounds interesting/fun/like something you would want to play. Really, any feedback would be appreciated. Just a few quick notes before I start. That title up there is tentative. I'm not exactly the greatest name creator out there. Another thing. You'll see it (hopefully) when I get into describing the game, but I drew inspiration from a few other games when creating this concept. Those games are: Amnesia: The Dark Descent, Catherine, Dark Souls, and Persona 3. And one final point. There's a reason I chose to make this game (that may or may not be made) a dungeon crawler. I'm good with dialogue when it comes to making games. I love writing dialogue. I just finished making a visual novel the other week with RPG Maker VX Ace (which I hesitate to post anywhere than the site it was intended since it was made for a specific audience). That's pretty well all dialogue. But I've always felt like I'm weak when it comes to creating enemies, making skills, balancing everything, etc. So I want to attack that issue directly, make it a central focus, and see if I can improve. Story: A young man named Felton wakes on the roof of a tall tower. He has no memory of how he got there or where he is in the first place. All he knows is that it's dark. Very dark. And he needs to find some light. A lamppost lights up at the center of the roof and a voice calls out to him, urging him to venture down into the tower. Felton is extremely apprehensive, but the voice tells him that the further down into the tower he goes, the more light he will find. The promise of light is enough to convince Felton to take the leap of faith. So down into the dark tower he goes, unaware of the dangers within and of the fact that he's not the only person in the tower. Graphics: Might as well get this out of the way now. Should this game be made, I would pretty well use nothing but RTP graphics. There will be times where the graphical style will change into a sort of retro-rpg look, but that ties into a part of the story that I don't want to get into much. I'll touch on it later. Let's just say... This is what the main character Felton normally looks like. But in the retro areas... Felton looks something like this. Gameplay: Before I go into the characters, I want to talk about the gameplay, as that's the largest focus of the game. I'll talk about it point by point, trying to start with some general things and move on to specifics last. As the story suggests, you'll be spending the game travelling down a massive tower. (I think of it as a sort of reverse-Tartarus from Persona 3. Whereas in Persona 3 you spent the game going up a tower to make it to the top, in the Darkest Tower you spend the game going from the roof down to the bottom of the tower.) The tower is separated into blocks of three floors each. At the end of each block will be a major boss. What is a block? It's an area with a specific setting. For example, the first block could be a jungle. Another block might be set at the bottom of the ocean. Why/How these settings are contained in the tower is all a part of the story. There will be maybe ten blocks or so total. Of course, since the game is set in a gigantic tower, there are no towns. Rather, there are break floors between blocks where you can relax and unwind for a bit. You'll be able to buy some things from a shopkeeper named Jago (whom I'll describe later), speak to any other characters you meet and build relationships (I'll go into that later too), and choose which characters you want to take with you into the next block. These break floors are retro areas, where the graphical style shifts. Going briefly back to the idea of blocks, each block will have its own lore that you can delve into if you wish. If not, no big deal. What I mean by that is that there will be journals, notes, things like that scattered about each block that reveal more about the area you're in. For instance, taking the idea of a jungle block, you may come across the pages of the journal of an explorer. I would hope to think of something a bit more original than that, but just using it as an example. Before I go into the next point, I have to mention that there will be crafting. You can craft healing items, weapons, armor, and so on. On the opposite side of the coin, you can also take apart these items to get raw materials out of them for use in crafting other items. Crafting isn't just useful for that, though. You may need to craft items to make progress through a block. For instance (once again going back to the idea of the jungle block), you may need to craft a bridge to get across a river. So crafting would be an extremely valuable system. You can't get everything for free. If you buy things from Jago, you have to pay something up. Of course, it's not like monsters in the tower are going to be dropping gold or dollars. That's ridiculous. Rather, as you defeat monsters you'll get monster bits, little bits and pieces you salvage from a monster's corpse. While no sane person would do this, Jago likes to eat these monster bits. He considers them a delicacy. And after all, a man's gotta eat. I mean, it's not like you're going to find a McDonald's in the tower. So you trade these monster bits with Jago for items that he's crafted. For the sake of convenience, these monster bits are referred to as "monits". They serve as the currency of the game. Darkness is everywhere in the tower. Finding your way will be difficult without light to guide you. So, taking a cue from Amnesia: The Dark Descent, there will be tinderboxes. You can find them or craft them yourself. There are lanterns hanging on the walls of the tower and braziers in places. You can light them up, and they will never go out (unless there's an event where they would go out or something). You will also get a torch almost immediately after entering the tower. You can light your torch as well to grant you some light. While you can move around with your torch (unlike with lanterns and braziers), there's a time limit on it. You'll get a few scarce minutes per tinderbox. So torches and braziers/lanterns have their upsides and downsides. And believe me, you'll want to have some light. Some of these places are nearly pitch black, and there are no random encounters. Enemies roam around the blocks. Run into one and you start up a battle. You don't want to go blindly stumbling around in the dark only to come up against a group of monsters that you can't defeat. Light is the most valuable thing in the game. You don't want to forget that. Don't think that you can get off by saving/reloading your game every time you run into a tough enemy, either. You can only save at campfires (obviously inspired by Dark Souls). But unlike in Dark Souls where you can just reach out a hand and magically light a bonfire, you need a tinderbox to light a campfire. No magical lighting of fires here. Campfires are the only place where you can save your game, craft items, and rip items apart into raw materials. Enemies cannot draw near campfires, so they are the only safe places in the blocks. So I think by now you're getting the picture. While light is the most valuable thing in the game, tinderboxes are the right up there with it. You're going to need a lot of them. Moving on to the characters, you'll meet a variety of characters as you head down through the tower, all of them in the same situation as you are. As I said before, you can take characters you meet with you down into blocks. I mean, it's not like you can be a one-man army forever (unless...you really want to be). BUT. This is not the "hey, everyone's going to survive" game. Characters will die. Some of them, there's nothing you can do about it. Others, you might be able to save. Some won't die no matter what. But worst case scenario (I planned this out as I drew up an outline for the game), you go into the final boss alone. Might not be a bad idea to prepare yourself to be a one-man army if worst comes to worst. But honestly, you'd have to be pretty oblivious to not save a few people. You might wonder "what about the characters who won't die no matter what"? Who says that just because they make it to the final boss they'll be willing to fight it with you? Chew on that. Last but not least is social links. You can establish social links with other characters and and further your relationship with them during the breaks between blocks. Besides giving you insight into a character's backstory and their character, there are other benefits to social links. You just might be able to save some people from death if you make the right social links. But don't think that you can talk to everyone during a break floor and get your social link with everyone up. You'll be limited to spending time with others maybe three times per break floor. You'll be able to increase your social link with each character maybe 3-5 times (depending on the character), so there's no way you can max everyone out. Battle System: The battle system would be pretty well your typical turn-based RPG system, but with a different view. What I mean by that is it wouldn't be a sideview battle system, but a...backview battle system (that is a horrible term that I just coined, isn't it). You'd be looking at your character's backs (they'd be at the bottom of the screen), and the enemies would be up top. I'd be using Jet's Viewed Battle System script for this. Characters: Okay, now let's get into the characters you'll meet as you go through the tower. I'll just throw a brief description in for each (along with their character portrait, made with RPG Maker VX ace's face generator, using edited parts by Zombie Daisuke [have mercy on this poor soul for using RTP-looking stuff]). Name: Felton Job: Freelancer Brief Description: Felton is the protagonist of The Darkest Tower. He's an anxious coward, always extremely hesitant/fearful of facing danger head-on and exploring the unknown. Of particular note, he has nyctophobia, a severe fear of darkness. He heads down into the tower, clinging to the words of a mysterious voice, which assures him that the further he heads into the tower the more light he will find. Name: Jago* Job: Merchant Brief Description: Jago is the first person that Felton meets in the tower. He's a merchant who's all business, always subtly trying to steer the conversation towards the idea of purchasing something from him. Despite this, he seems to genuinely care for the other people in the tower, handing out advice and always being willing to help others out of binds. He dresses a bit strangely, wearing a cloak overtop of a business suit. *Note: Jago is one character that you can not bring into your party as you go down through blocks of the tower. Name: Etan Job: Healer Brief Description: Etan is a rather large, intimidating-looking old man with a gigantic scar over his left eye. Of course, appearances can be deceiving, as is the case here. Etan is a jolly old man with a heart of gold. He jumps to the aid of others at the moments notice and always seems to have a smile on his face. Still, you have to wonder where he got that scar... Name: Vittorio Job: Knight Brief Description: Vittorio is a young, handsome knight wearing a masquerade mask who believes himself to be practically invincible. Seriously. He's so cocky that he's deluded himself into believing that he can't die. He carries a certain charm about him, which he tries to use to get other guys to fall for him, primarily Felton. Vittorio thinks it's love at first sight when he first lays his eyes on Felton, but Felton might not feel the same way. Name: Rea Job: Witch Brief Description: Rea is a twelve-year-old witch with funny-looking ears. She claims she used her magic to modify her ears in such a way that she can hear better than any man or animal. Whether that's true or not...who can say? Even though she's underage, she's always drunk. Always. Her slurred speech and the never-fading smell of alcohol on her breath is more than enough to give that little tidbit of information away. Aerilyn Job: Dancer Brief Description: Simply put, Aerilyn is a a self-centered slut. She spends all of her time trying to get into the pants of whatever man she has her sights set on. She thinks she's God's gift to men. But strangely enough, she doesn't seem at all interested in getting into Felton's pants. In fact, she seems a bit hostile towards him. Does she just not like him, or is there more to it? Name: Xorn Job: Gunslinger Brief Description: This chubby, balding, middle-aged gunslinger thinks he's the best. He think's he's the coolest guy around. As if to reinforce that fact, he tells everyone that his name is Xorn, an obviously fictional name that he just made up to make himself sound cooler than he really is. When you get right down to it, he's actually a bumbling idiot. That doesn't stop him from trying to act cool, though. Name: Liseli Job: Vampire Brief Description: Liseli is a vampire, although she certainly doesn't come off as one. If anything, she seems like a princess, having a very refined air about her. She says that she's looking for someone in the tower, but how can she know that the person she's searching for is in the tower? Perhaps this elegant vampire knows more than she's letting on. Name: Tristana Job: Multi-Mage Brief Description: As a multi-mage, the sigil on Tristana's head allows her use magic of many kinds. She's also fairly adept in physical combat. But unfortunately, it can't all be good. While the sigil on her forehead gives her great powers, it has also caused her to have dissociative identity disorder, where she switches back and forth between multiple personalities quite suddenly. That can make her a bit of a pain to deal with (to put it lightly). Name: Toshihiro Job: Engineer Brief Description: While Toshihiro is rather young, he's a master engineer. A genius. Give him some junk and he'll turn it into gold, or so to speak. There's just one problem. Toshirio is a mute. He relies on sign language to speak to others. Of course, not many other people know sign language, but there is one person in the tower who does. Akule. Name: Akule Job: Thief Brief Description: Akule is a sullen old man shrouded in mystery. He has strange markings on his face and bandages wrapped around his head that he never takes off. He claims that he is a thief, but says little more beyond that. Despite his unwillingness to hold a conversation, he acts as a translator for the mute boy Toshihiro, as he is the only one in the tower who can understand sign language (as far anyone knows). Name: Itzal Job: Ninja Assassin Brief Description: Itzal is a self proclaimed "Ninja Assassin". It's funny that he says he's a Ninja Assassin, because he wears bright white clothing, the kind of clothing that no ninja or assassin in their right mind would wear (they'd stick out like a sore thumb). Personality-wise, Itzal is cheery. Really cheery. To the point where it's downright creepy. And that's just what Itzal is. Creepy. Name: Hosa Job: Monk Brief Description: Don't let her small frame throw you off. Hosa is a monk, and her punches pack one heck of a wallop. She doesn't really fit the "monk" image all that well. You would think that as a monk, she would be a peaceful sort of person, but Hosa has anger issues. She'll go off on anyone who gets in her way. But more than anyone else, she seems to hate Ruwa's guts. Name: Ruwa Job: Ranger Brief Description: Ruwa is a ranger, well-versed in flora and fauna and survival. She is also proficient with both a bow and a sword. She's a kind, polite schoolgirl, which just raises questions. What kind of schoolgirl knows so much about survival skills and plants/animals, on top of knowing how to use a bow and sword? And that's not all! Hosa seemingly hates Ruwa with a burning passion. What's up with that? Scripts: I've looked up some scripts and tested them all together to make sure that they would all work together and work how I would like them to. Just to give you an idea of what kinds of scripts I would use, here are the important ones: Khas Awesome Light Effects - Obvious one. For a game so heavily reliant on light and darkness, you'd need a serious script for light and darkness. This is that script. Jet's Viewed Battle System - Mentioned it before, but this is for the "backview" battle system. V's Relationship/Bio Window - Used for social links. I made some slight modifications to it (I don't know how to script, so I couldn't do much). A few are cosmetic. The largest modification makes it so that you can update a character's description. So after a character tells you something about their self I can reflect that in the description, like in Persona. Multiple Crafting Script (ported to VX Ace by Venka) - Used for the crafting system. Dismantle Items Script by Mr. Bubbles - Used to dismantle items. Yanfly Engine Ace: Save Script - Gives more detailed information when you save. I set it up to give you extra bits of information such as how many times you lit your torch, how many braziers/lanterns you've lit, how many campfires you've lit, how many floors down you are, and how many social links you've initiated. That's about it. I know it sounds like I'm already making this, but I haven't formally started it yet. I just set up the scripts to make sure that they'd all work together, made up the characters/an outline of the game, and made a test map to test the whole torch thing and whatnot. So for now, this is still a concept. I don't intend to start on it immediately, either. And if/when I do start on it, it's going to be a very casual development. I'm not going to be hitting this for hours and hours every day. Maybe just an hour or two here or there. It's certainly an ambitious concept. There's a lot going on. It'd be a boatload of work. Which is part of why it wouldn't be a good idea to go too hard on it. I have a tendency to overwork myself to the point of exhaustion when it comes to making things with RPG Maker, so I want to avoid that. So like I said before, any feedback would be appreciated. Want to know if it sounds like I'm onto something that sounds fun or not. Or maybe there's some glaring problem with it. I dunno. We'll see.
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Title: The Song that Binds Us Genre: Fantasy Drama Author's Note: I was stuck for a long while in a funk developing A House God Built, so I went and tried my hand at another storyline in my notebook I formerly called "Morbus Cantata". But that sounded funny, so I made it kinda deep, like "Gurl, you're so deep, I can't see you anymore" deep. So yeah, have a read. PLOT: Morgan and Elliot defected from a Mercenary's Guild after a mission went wrong, and now they're forced to go into hiding and escape their clutches. But fleeing is futile, as the head of the guild will not stop until he subdues Elliot and eliminates Morgan. Story switches perspectives as the game progresses, telling a story from a third-person perspective. (Or, I try to do it that way). People will join you in your quest to absolve yourself from enemy clutches. But how high is the price for freedom? MAIN CHARACTERS: Morgan/Captain (Charges TP twice as fast) A strong-willed swordsman. He was the Captain of a squadron charged with the kidnapping of a Duke's daughter, until he had a change of heart. Now he runs from his former guild and home and willingly bears his cross. Sadly, people refuse to leave him be. Elliot Goulding/ Bard (Nigh-perfect aim) An eccentric, loyal assassin with a charming voice. After a dispute with his Captain, he chose to follow him. Good-natured, but sometimes talks of what people see as nonsense. Gallahad/The General Referred to in the guild as 'The General', his prowess is rivaled by Captain Morgan. Known for being a sadist. Constantly leers at Elliot, if you manage to see past the shadow of his helmet. MAPS: Linear, story-based paths, with few deviations. You'll find treasures and hidden stages to bonus items and paths. (That's the plan, anyway.) ITEMS AND SPRITES: Picking up sprites that come close, for now. I don't think I can make much on my own. I'll give credit where it is due. As for items, they'll be kept in light-hearted notes. Expect anti-climactic descriptions, maybe funny depending on who reads and who gets it. COMBAT SYSTEM: As of Alpha Chapter 1: Basic turn-based, XP-Style HUD. Turn-based. Still resolving ATB. I managed to mix an XP-Style battle system with the basic ATB, and I've been trying to configure it to not lag. No success as of Alpha Chapter 1. Also, I've been trying to set a party exp system, where all characters are the same level no matter who leaves and enters. If you guys could help me find a script that does this, I'd be most happy! You can learn a good number of skills, but only equip a certain number of them. That's to avoid overpowering characters. Some spells are available for the shop, and only certain characters can learn them. As of Alpha Chapter 1, no characters are available for learning them yet. They're not introduced in Chapter 1, my apologies. Different classes use different weapons, and their skills depend on different stats. Similar to DISGAEA's weapons, but without equipping anything to anyone. ALPHA-TESTING: Any ideas and opinions would be great. I've uploaded a mega-mega alpha on mediafire for those interested in alpha-testing it. The file is pretty big (Around 128.23MB) because I plan on making the whole game, instead of tearing it apart chapter by chapter. There's so much with this, and I was just so happy to push aside Chapter 1 of the story. It was a lot longer in my notebook. Link to alpha: http://sh.st/w7mst It's still practically skin and bones, no muscle to hold it steady. I'd like you guys to test out the eventing and see if it seems fluid. I'm using a Virtual Machine so it always lags since my computer is kinda crap right now with its VCard and can't run smoothly in VBox. (HELLO, LINUX USERS!) So I request people to give me comments, advice, and maybe a link to a script with the level-up thing. I would love that! I look forward to your input/s! P.S. I'm not sure if this gets kicked out of Theory and Dev't since it has an alpha thing. it isn't a beta, so I kinda smart-a**ed posting. If it doesn't belong in Theory and Dev't, could an admin help me move it?
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BLURB: I'm not sure if I'm posting in the right side of the forums but some other people asking help with story concepts are here, so I figured this might be the place. Also, the description and rules of this forum aren't really against story concepts, so yeah. But if it needs to be moved, help me move it. DILEMMA: Need help with my game concept, in general. Genre: Fantasy Drama PLOT: As [snow], you are the star football player in your high school. You rush to school and you accidentally bash into a dork who you apologize to and bring to the nurse's office after seeing him bleed when he hit his head on a sharp rock. He forgives you after numerous apologies in the office and you leave for class. When you see him again, he is bullied into a locker. And from then on you see your mates picking on him again and again and you'll notice the frequency and how they get more violent over the days. You ask your saner friends what's going on with them, and they share your unease. Then one night you pass by the kid again in an alley, being bullied into a bloody pulp. You step in against their better judgement, but then something happens and a scary black thing scares everyone away and leaves you paralyzing in fear. Just when it looks at you, it vanishes. You freaked out so much you fainted. You wake up in a hospital and from there start getting to know the dork [Noel]. You meet his family, who pays for your hospital bills as a thank-you, and from there you get to know him. But his family starts giving you hints of something about Noel and as you investigate further, you realize Noel is god. And he made everything, including you. Chris, his godfather and keeper, finds out you learned the truth and explains that the bullies come after him as a way of his berating himself. God or not, he's a teenage boy with problems, and he also contradicts himself as a means to be logical. of course, that had its ups and downs, and he confronts you with a problem: if you let him realize who he is and what he can truly do, you'd risk erasing everything from existence. If not, you'll of course have the guilt of living a lie. As you progress to the story, it'll climax at the school's Halloween Fair, where you rescue him from bullies one last time and he admits to himself that something's wrong. There, you are given the choice to try to let him know what he is or not. MAIN CHARACTERS Snow "Bodie" White The main character you control. Football star, lives with a single mom and a sister. Best friends with a fujoshi and a friendly asshole. Noel Ellis Rosche The wimp who manages to escape most bullying tactics, but somehow gets chased after with more vicious methods. Can apparently control reality to a large extent unconsciously. Doesn't use therapy much, just therapy books, social interpretation, and various media to help him cope with real people. Chris Valentine Noel'd godfather, who is casual and fun. He seems to know more about Noel than the kid himself does. MAPS It'll be sandbox style, so no real map jumping. School, homes, small regions, all for exploring. The story might get linear, so I'm still trying to think of a way to make it diverse. ITEMS and SPRITES Game-related with funny descriptions. Might poke fun to a few popular things like Youtubers and name puns of celebrities. I'd love some Mack School Sprites but they're hard to come by, and after some experimentation, I learned I suck at pixel art. I might post my character designs here but I need to find some time for it without anyone in my family noticing. They disapprove of me drawing. -___-" EDIT: How many of you think shoving in gags based on popular people is a bad idea? In hindsight, I think it might. GAME DESCRIPTION I won't be using the combat system. It's all just conversations and busts, which will be time-consuming to make. I think facesets may be enough but busts seem to add more depth. What do you think? So I ask you give me your input and ideas and opinions, people-who-chance-upon-this-topic. Sometimes I think this might be too ambitious. Your help is much appreciated. As for where this should be, maybe you guys can help me move this topic or something?
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Hello RMVXAce Community, One Cut Studio here with yet another idea I had for a game that I will probably never make but felt compelled to share. I always try to cook up new ideas for games that will leave me satiated. I don't like designing half-baked games. So I thought I'd mix it up a bit and throw out this idea, let it simmer for awhile so you can add your own ingredients. (The bad cooking puns will also make sense). Introducing an RPG based around competitive cooking! (And no I haven't ever seen an episode of Toriko, and also no I haven't been watching Iron Chef). The basic premise of the game is similar to Pokemon. You want to be the best chef and you have to prove it by winning chef battles and entering in cooking competitions. You also have to "collect them all" and by "all" I mean "recipes." Your recipe book is like a pokedex in that regard. The cooking actions are similar to a complex, skill-based crafting system. You need a certain degree of skill and the correct number of ingredients to make the recipes. Gameplay You start off with basic cooking equipment and a few standard recipes. Through side-quests and competitions you learn more recipes and earn better equipment. Having a variety of recipes will help you because some competitions are geared towards specific tastes. Chefs get to choose a culinary specialty. One example would be "Pastry" or "Grilling." Chefs get bonuses when making recipes of their culinary specialty type. Skill points will be earned through chef battles and competitions. Skill points are used to level up culinary skills. Tastes There are 6 main tastes: Salty Sweet Sour Spicy Savory Bitter Recipes can be combined to create flavor combos. Good flavor combos (e.g. salty + sweet) can boost the overall score. It also depends on what the tastes the judges are looking for in your dish. Golden Chefs Okay, so this is kind of a rip-off of "Iron Chef" but it works really well for this game. Each geographical region or town has a Golden Chef. Their role is similar to what Gym Leaders are in Pokemon. If you beat the town's Golden Chef you earn something that allows you to challenge the next Golden Chef. I was thinking of having one Golden Chef per culinary specialty area. I have other ideas for this game, but I wanted to at least pose the basics to the community. Please leave a comment to let me know what you think. Thanks ***UPDATE*** So I was thinking in the shower, where I always get my best ideas, and I came up with some new dynamics for this game concept. Here they are: Cooking is a physical activity. Cooking for a long time (like in the competitions) requires stamina. So I decided that stamina is an attribute for each chef to have. Just like every other attribute it can be leveled or upgraded through earned skill points. Certain recipes cause the chef to use up more stamina (like MP). So the chef needs to decide carefully about which recipes to use not only for getting the right flavor but also so they don't deplete their stamina unnecessarily. Food has differing levels of quality and foods have a time period of being fresh and then becoming spoiled. Some foods spoil quicker than others. The quality and freshness of your ingredients affects the overall outcome of your completed recipes. Secret Ingredients exist that can be used as an element of surprise. The trouble is it could be a good surprise or a bad surprise. Using secret ingredients can pay off but are you willing to take the gamble? This game needs an element of danger. Cooking involves risks. So for each time you cook, the chef could encounter a risk. The biggest risk is that your food causes someone to get food poisoning. The chance of this is very small for each dish but it is definitely a real possibility. When someone gets food poisoning from your cooking it is either game over or you take a very serious penalty. Of course you can spend skill points to reduce your chances of food poisoning someone. I might assign this to an attribute called "Cleanliness" or "Hygiene." Other cooking risks could involve getting burnt, or getting injured by the equipment... I decided that this game needs a villain. It needs a back story for some added depth. The character you play enrolled in a fancy cooking school but was kicked out because you supposedly lack talent. You undertake a quest on your own to prove them wrong. That makes it much more sweeter of a victory when you defeat the fancy cooking school's students in cooking competitions. ​ Phew! The idea of this game suddenly got a lot more tactical and complicated (and a lot harder to create). Let me know what you think.
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game concept Another Game Idea from OCS---This one WILL most likely go into production.
OneCutStudio posted a topic in Theory and Development
Hi Everyone, One Cut Studio here with yet another game concept that I have been thinking about. I know that the idea for an "RPG for People Who Love Food" is really good and if executed well could be when heck of a game. Please note that I have not given up on that idea, but rather I don't have much passion for that idea right now. I want to start developing a game I am passionate about making. So with that said...here is a game I most likely will start developing in the new year. It will be an upgrade of my earlier game Angry Birds: Maze Madness. The concept is similar but there will be added elements, more of a plot, and better production value overall. This game, as opposed to AB:MM will be intended for the gaming community as its primary audience. Everything I have are ideas thus far and without spoiling too much (I like suspense): The Title: Relic Hunter: Knowledge of the Ancients (Work in Progress) Game Type: Level-based/Maze/Adventure/ABS/Puzzler (Think Indiana Jones (plot) meets Legend of Zelda (gameplay).) Game Locations: Specific geographical regions on Earth. For example, each level has a maze for our hero to solve. The prize at the end of each maze is a specific Relic of Artifact. The mazes in each level will match the location of where they are from. So a maze in Egypt will probably be the ruins of a pyramid. Another example would be a maze in the form of a Japanese castle. Gameplay: Navigate the mazes, avoid traps, combat enemies, collect treasure, and solve puzzles to reach the prized artifact at the end. Obtaining the artifact gives you special advantages to use for the next maze. Plot: Won't reveal at this time. Game features: Won't reveal at this time. Obviously as this game is developed I will create a new thread for games underdevelopment and go from there. I just wanted to post this idea/concept and see what the community has to say. Thanks, -One Cut Studio- 6 replies
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