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Topic: BLP's Video Game Design!

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Haruki_NLI

I haven't posted on any forum in about 2 years so forgive me for my lack of etiquette and finesse.

Anyhow. welcome to a little thread that got "Suggested" by some people on the main site (@edgedino @GrumbleVolcano @aaronsullivan) due to my desire to produce video games. This naturally includes throwing ideas at a wall and coming to the conclusion that said ideas suck. Here I will just post ideas and see how it goes, or even small builds to show off mechanics.

Having just gone to EGX Rezzed yesterday, I believe I have found a little something I want to try out, but before I start jotting down ideas there, I'm also going to be doing something suggested by my University Tutor, that involves my coursework. I'm currently undertaking classes for 3D Modelling, Creative Design, Games Production and Web Development, and all 4 are entirely practical based. Now I will say I can't draw, and my models aren't great either, which is why for one of these classes I got the task of programming a game in Unity for group work.

Over this weekend I will "Attempt" to make available, what we have so far. Namely a small test area for various mechanics that are going into this for our coursework (Wouldn't you know it this was because the level we were meant to program wasn't handed over by other team members!!). In addition expect 3D Renders and some other stuff, for some good old formative feedback (Which would be lovely, since my peers tell me jack all )

So over the weekend I'll try and post a Web Playable file of this test level and what we have. Now be warned, it really isn't much due to our time scale (Due in May) and the issues with other team members not quite handing over assets, expect stock models and stuff just to demonstrate mechanics.

So on that note, watch out for that build, and let me know what you think, or what I could put in a game, besides the idea in the back of my mind right now.

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aaronsullivan

Looking forward to it. I'm well acquainted with programmer art and prototypes so no worries there.

aaronsullivan

edgedino

I look forward to it and remember never give up and would you like us to throw some idea's on here to help the creative juices flow?

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Haruki_NLI

Thanks guys. By all means throw me ideas, they might fit into this big one Idea I have going.

I have to do some SEO tomorrow for my Web Development group (Who are actually working together, maybe due to it being a real client!) so the build will be around....likely Sunday, although it may be late tomorrow!

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Inkling

Nice, dude! Maybe we can collaborate in the future

I will update this when Half Life 3 arrives. [Started 17/11/2015]

3DS Friend Code: 4768-7429-4970

Haruki_NLI

Inkling wrote:

Nice, dude! Maybe we can collaborate in the future

Without a doubt. The team I'm with is just for this assignment that is due in May, and it's not a proper game, rather a proof of our skills as a team at following a GDD and making a game based on someone else's specifications.

So really...outside of stuff I post for group work related to my university life, it's all me, on my own doing these things.

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edgedino

Well since we can throw out idea's as well i gunna throw out some now so be prepared muhahahaha.
1. Racing game where instead of attacks speed boosts or any hindrance is instead track alteration blocks when hit would alter the track for example on a temple track the track alteration blocks that are randomized can cause some floor tiles in a section to disappear and become pitfalls, pendalum blades, boulders, crushing blocks, gas to cause temporary blindness, and even new hidden routes but if you trigger the same one again it undoes that track alteration. This also causes tracks to be fun and adds much replay value especially with more track alterations.
2. You play as a wig in a simple platformer trying to collect even more hair to become bigger so it can control the world.
3. A 2d platformer with most blocks being indestructable but u can go from one side view to the other side view to show some blocks that are breakable to give the needed items to continue but with some blocks only showing they are breakable if u view a certain side of the character.
4. A game in which you must enter through a dragons lair without waking it up to steal its treasure by playing your instrument with restrictions being probability of dropping treasure depending on how much you are carrying to the exit compared to the type of instrument you carry with a harp, flute, banjo, triangle, and some others. Certain dragons love certain kinds of music and hate certain kinds, instruments vary by type (aka wind string metal), battleing monsters is based on pressing the right buttons to be the correct notes while if a dragon wakes up you can try to play an entire song without messing up to much to send it back to sleep with it being much harder if you have treasure.

Edited on by Inkling

my Super Mario Maker bookmark page https://supermariomakerbookmark.nintendo.net/profile/edgedino?type=posted

Haruki_NLI

edgedino wrote:

Well since we can throw out idea's as well i gunna throw out some now so be prepared muhahahaha.
1. Racing game where instead of attacks speed boosts or any hindrance is instead track alteration blocks when hit would alter the track for example on a temple track the track alteration blocks that are randomized can cause some floor tiles in a section to disappear and become pitfalls, pendalum blades, boulders, crushing blocks, gas to cause temporary blindness, and even new hidden routes but if you trigger the same one again it undoes that track alteration. This also causes tracks to be fun and adds much replay value especially with more track alterations.
2. You play as a wig in a simple platformer trying to collect even more hair to become bigger so it can control the world.
3. A 2d platformer with most blocks being indestructable but u can go from one side view to the other side view to show some blocks that are breakable to give the needed items to continue but with some blocks only showing they are breakable if u view a certain side of the character.
4. A game in which you must enter through a dragons lair without waking it up to steal its treasure by playing your instrument with restrictions being probability of dropping treasure depending on how much you are carrying to the exit compared to the type of instrument you carry with a harp, flute, banjo, triangle, and some others. Certain dragons love certain kinds of music and hate certain kinds, instruments vary by type (aka wind string metal), battleing monsters is based on pressing the right buttons to be the correct notes while if a dragon wakes up you can try to play an entire song without messing up to much to send it back to sleep with it being much harder if you have treasure.

Hmm. All seem interesting but the second one stood out most maybe because it's so...insane. XD

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Inkling

Yup, that second one was insane. But so... creative.

I will update this when Half Life 3 arrives. [Started 17/11/2015]

3DS Friend Code: 4768-7429-4970

Haruki_NLI

I immediately thought of Katamari Damacy. It's...strange. I can see that being a loading screen minigame.

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SomeBitTripFan

I'm not going to be stating any ideas, since creating good ideas is an ability game developers need, but good luck and I'll be sure to let you know what I think whenever the build comes out.

Just Someloggery
You have the right to disagree with me and the ability to consider anything valid that I say; Please exercise both.

Nintendo Network ID: SomeBitTripFan

edgedino

ironically I did comme up with stuff to make it seem more plausible for example: powerups: hair jell makes it temp invincible, comberang can be thrown and returns twice then breaks, wild hair day card makes you twice as fast and stronng but halves your defense but can be stopped after touching water or after 15 seconds. The hair resembles it from the Adams family but attacks by biting and when it bites it looks like the krave cereal biting, there will be hair stylists students who will pay you some hair to transform and there will be expert hair stylists that will cost you hair to use them but after you use the students they close and the experts stay open, The are special old machines that can also style your hair next to each expert hair shop that only works if you do not have enough hair to pay the expert. The hair styles change your form and attacks: pony tail stead- can run fast, back kick counter, frontal stomp, can jump farthest, Pigtail scorpion- tail aand claws attack fast, lose less hair from attacks, claw block, handle bar fists- to huge fists at ends, slow, stubby legs, hits hard, can climb ladders and other climbable stuff, can ground pound, sideburn bat- has limited flight, can screech to activate its sonar, can hand on ceilings, can drain hairy berry's for hair. The enemys comprise for example: the teeth toys with feet that chomp on the hair and then moves backwards to try and pull some out, the same kind of enemy but with bedar trap teeth that will cut hair on contact, police with electric hair cutters, crazy old western barber shop people with old fashien shaving razor, cyber farmers with bush trimmers, toy tanks that shoot anti hair dissolvent, toy soldiers that throw anti hair dissolvent grenades and shoot tiny razors, spinning wheel parasites that turn your hair to useless gold, and many more creatures. The game will have 7 story bosses, 8 mini bosses, 1 final boss, and 6 secret bosses. I would detail the bosses but that would ruin it but i will talk some about the final boss: its a bald old man who wants to destroy it with his anti hair doomsday bot, It has different forms that it can change to that require a specific hair style to combat it and changes faster and faster, free use golden hair machines are scattered around the arena to combat it but after the machine is destroyed the old man faints and a flashback begins: the hair was his when he was testing a new hair tonic to turn his single strand of hair into a head of hair it worked but became alive with some slight intellect while a super villain playing on the tv and that is why the hair and bald scientist did what they did. The mechanics are simple with the hair having a max of 500 hair when it starts a level and at the end of a level it can store as much hair as it desires as long as it retains atleast 100 hair, getting hurt makes you lose hair and every 100 hair makes you bigger but vice versa with loseing hair, here's a tip gather 1millian hair in your bank to unlock a secret boss.

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Haruki_NLI

@edgedino that is...insane.

@SomeBitTripFan That's okay. I'm just doing this at the moment, due to how I am being taught. Sometimes developers need to take away what they want to make, and instead must think about what others want. Especially since my coursework is currently focused on making a game from someone else's idea, it just seemed logical. Besides, I may never become a developer.

Ultimately, thanks for your patience in waiting for the build. The ideas we were tasked with turning into a game aren't what I would call...usable in practice, and since my teammates didn't bother making the first level for me and the others to program in...we kind of have a flat surface with placeholders on, for mechanics and physics testing. So I hope you'll keep in mind that this is pre-alpha testing stuff. TBH I wish it WAS the first full level but...that's group work for you.

Plus, maybe the game idea I have in my head would work, once I tell @Inkling since he might be interested in making something like the "Good old days of the PSone"

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edgedino

@BLPs what kind of game are you being tasked with and I'm curious as to what your idea is? (curse being sick so many stupid typing mistakes because i can't stop shaking)

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Haruki_NLI

edgedino wrote:

@BLPs what kind of game are you being tasked with and I'm curious as to what your idea is? (curse being sick so many stupid typing mistakes because i can't stop shaking)

For our coursework, it's a puzzle game set in a forest (That's what we got) and then the best ideas from the first assignment are being made in our second assignments (Which is what you guys know about). Now it simply involves felling trees and progressing, kind of a spin on Little Red Riding Hood in terms of story. Nothing fancy.

Now my idea for my own personal endeavours? Hmm. Let's just say...you'll be looking at the back of the character a lot.

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edgedino

BLPs wrote:

edgedino wrote:

@BLPs what kind of game are you being tasked with and I'm curious as to what your idea is? (curse being sick so many stupid typing mistakes because i can't stop shaking)

For our coursework, it's a puzzle game set in a forest (That's what we got) and then the best ideas from the first assignment are being made in our second assignments (Which is what you guys know about). Now it simply involves felling trees and progressing, kind of a spin on Little Red Riding Hood in terms of story. Nothing fancy.

Now my idea for my own personal endeavours? Hmm. Let's just say...you'll be looking at the back of the character a lot.

Coolio, could i take a spin at some idea's at that for you?

my Super Mario Maker bookmark page https://supermariomakerbookmark.nintendo.net/profile/edgedino?type=posted

Haruki_NLI

edgedino wrote:

BLPs wrote:

edgedino wrote:

@BLPs what kind of game are you being tasked with and I'm curious as to what your idea is? (curse being sick so many stupid typing mistakes because i can't stop shaking)

For our coursework, it's a puzzle game set in a forest (That's what we got) and then the best ideas from the first assignment are being made in our second assignments (Which is what you guys know about). Now it simply involves felling trees and progressing, kind of a spin on Little Red Riding Hood in terms of story. Nothing fancy.

Now my idea for my own personal endeavours? Hmm. Let's just say...you'll be looking at the back of the character a lot.

Coolio, could i take a spin at some idea's at that for you?

Only if it's for the personal project, though this is quite hard to design for, so be careful.

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edgedino

@BLPs Why not use the tree's as if they were domino's so to speak. where you play the game as a lumberjack and the goal is to work out a way to get as many tree's to as possible from one tree as can be, it could be first person view when cutter 3d when moving to select your starting tree and a over head camera to see all available tree's in the area. This is where the puzzling starts, there are different kinds of tree's: pine tree's that are tall but more flexible, rubber tree's that can bend then launch the tree that falls on it in a certain direction, iron wood tree's that can't be broke, sappy tree's, that increases in power when it falls because another tree is attached to it. The puzzle aspect is more to the point of the exact spot that you chop and how you chop: the direction you chop is obvious why but how you chop can have almost any means whether its doing a mini puzzle where the better the tree to hit first the harder the small puzzle, you could make it into a simple matching where the tree's progress to cut go up the more matches you make and you could make many shapes or make the matching different woodland things, another thing you could do is a forest spirit wants to stop the lumberjack from destroying forests and places special magical locks that you have to unscramble the letters to make the words that will unlock the locks and at harder levels more locks will be put into place. The game is more then the puzzle to be able to chop the tree's in general is a puzzle in itself with more and more complex layouts so the people will also have to work out the layerouts in thier heads where each tree will have to fall for a prefect score.

Edited on by edgedino

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Haruki_NLI

edgedino wrote:

@BLPs Why not use the tree's as if they were domino's so to speak. where you play the game as a lumberjack and the goal is to work out a way to get as many tree's to as possible from one tree as can be, it could be first person view when cutter 3d when moving to select your starting tree and a over head camera to see all available tree's in the area. This is where the puzzling starts, there are different kinds of tree's: pine tree's that are tall but more flexible, rubber tree's that can bend then launch the tree that falls on it in a certain direction, iron wood tree's that can't be broke, sappy tree's, that increases in power when it falls because another tree is attached to it. The puzzle aspect is more to the point of the exact spot that you chop and how you chop: the direction you chop is obvious why but how you chop can have almost any means whether its doing a mini puzzle where the better the tree to hit first the harder the small puzzle, you could make it into a simple matching where the tree's progress to cut go up the more matches you make and you could make many shapes or make the matching different woodland things, another thing you could do is a forest spirit wants to stop the lumberjack from destroying forests and places special magical locks that you have to unscramble the letters to make the words that will unlock the locks and at harder levels more locks will be put into place. The game is more then the puzzle to be able to chop the tree's in general is a puzzle in itself with more and more complex layouts so the people will also have to work out the layerouts in thier heads where each tree will have to fall for a prefect score.

Heh. As cool as that is, we cant change the documentation or gameplay we have been given =.= Wish we could though, some things are better changed.

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edgedino

@BLPs darn oh well but i starting to think i come up with way to many idea's to fast lol especially when it takes me longer to type them then come up with them.

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