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Super Slime
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Projects you don't have time for 
 PostWed Dec 14, 2011 6:04 pm
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Hey guys, let's talk about games we'd like to make but can't (for any reason, not just lack of time). Maybe someone would like to help you make your game. Maybe your idea will inspire someone else. Who knows?


My concept is kind of a mix between Recettear, Harvest Moon, and Half-Minute Hero. The idea is that you have a certain number of days to accomplish your goal -- either beat the bad guy or earn some amount of gold -- I haven't decided which. You have a limited number of actions per day, and once you've exhausted those action points or run out of HP, you're sent back home to rest.

Actually, this idea is a lot like Princess Maker, but without the princess-making.


What's your idea that you aren't going to use?
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Liquid Metal Slime
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 PostWed Dec 14, 2011 6:18 pm
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A Daria dating sim
My website, the home of Motrya:
http://www.jshgaming.com
Metal Slime
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 PostWed Dec 14, 2011 6:36 pm
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i had an idea for a dungeon crawling game. basically, it's all about treasure hunting. there's no evil entity bent on destroying the world, or some sort of personal epiphany to be had. just greed and a lust for adventure.

basically, it's like dungeon siege, but without the crappy straight to DVD movie starring jason statham. you lead a band of would-be heroes around the world, hearing stories and getting leads about dank pits and ancient kingdoms rife with treasure for the taking. of course, these places are guarded by monstrous creatures that lurk in the dark.

gameplay is as such: the heroes differ only slightly, maybe even not at all. as the game progresses, the player can decide how each character changes into their role in the group. there are many different ways to build a single character, making each one as unique (or not) as the player wants. traveling to a town or village will not only give the player a chance to rest and resupply themselves with much needed items and equipment, but also give them a chance to learn more about what lurks in their local dungeons, and what treasures lie therein. it could also give the player a chance to learn new skills that may help them in their spelunking.

there are many reasons why i've never given this idea a try. the main reason is know-how. i had wanted the dungeons (these should be numerous, of course) to be randomly generated, something which i cannot do. another reason being that i already have enough projects on my plate for now. maybe i'll get around to it one day, but then again, probably not...
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
King Slime
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 PostWed Dec 14, 2011 8:06 pm
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Currently, I have an idea I want to do but I have no time for it. Its basically a game starring my character, Master K.
Theres a ninja guild...and some other stuff.

I always wanted to make a Pokemon game with the OHR, and I already have it started. However, I can't do it alone...the sheer velocity of the scripting and artwork scares me off. I already have two houses, a lab, a Poke Center, and a Poke Mart.
Metal Slime
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 PostWed Dec 14, 2011 8:17 pm
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An OHR Roguelike.
Liquid Metal King Slime
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 PostWed Dec 14, 2011 8:26 pm
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The OHRRPGCE

*cough* no seriously, I do have time for that, I have just been spending too much of it on Minecraft and Skyrim lately :)

I would really love to make a nice side-scrolling Metroidvania with a lot of RPG elements in it, like the GBA and DS Castlevanias had. It would have a female barbarian as the protagonist, and she would use mainly swords.

The progamming doesn't daunt me, the level design doesn't daunt me. The artwork is what stops me cold. Just drawing walking cycle sprites for her completely wore me out, and the idea of drawing all the other character sprites, all the vast variety of maptiles, all the sprites for all the enemies... and a game like that really needs a lot of different enemies to keep things fresh.



I don't think I will ever move forward on that project unless somebody volunteered to do all the artwork.
Slime Knight
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Re: Projects you don't have time for 
 PostThu Dec 15, 2011 6:26 am
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Mogri wrote:
My concept is kind of a mix between Recettear, Harvest Moon, and Half-Minute Hero. The idea is that you have a certain number of days to accomplish your goal -- either beat the bad guy or earn some amount of gold -- I haven't decided which. You have a limited number of actions per day, and once you've exhausted those action points or run out of HP, you're sent back home to rest.

Reminds me a little of Majora's Mask, and I like the overall idea of it. I really enjoyed Half-minute Hero and would absolutely love to see an OHR version of it. The graphics in half-minute hero were very simplistic, if I recall, so the graphics shouldn't be much work. I can see this type of game more of a collaboration game, where a different person develops each half-minute quest in the game, thus keeping the game original all the way to the end. I recall each quest in half-minute hero were very different from each other, it's what kept me playing each level.

Master K wrote:
I always wanted to make a Pokemon game with the OHR, and I already have it started. However, I can't do it alone...the sheer velocity of the scripting and artwork scares me off. I already have two houses, a lab, a Poke Center, and a Poke Mart.

The best part about making a Pokemon game is you'll mostly only need one copy of the PokeCenter, and PokeMart. If I recall in both Red and Blue, the insides of both of these buildings were the exact same in every location, besides a few different NPCs inside. This can be easily scripted. When entering the Poke Center/Mart, just save the players current map and position to a global variable, alter the NPCs inside the location depending on the map the player was on. When the player leaves the building, just teleport them back to the same map and position, but change their Y position to a +1, or walk the player down one space when they leave the building, as a neat "walk-out" animation.

Earthbound was actually very similar to Pokemon is many aspects, graphics and building-wise. The NPC sprites in Earthbound had a similar style to that of Pokemon, even the buildings felt similar. And in Earthbound, each town had the same Drug Mart, and Inn, with altered NPCs and shop items. I guess for the smaller cart sizes, it was easier to reuse the same building insides and just alter the NPCs within. Smile

As for the original question, I do have a few ideas for games, such as a 2012 survival game, depending on what actually happens(read up on 2012, like omg). An RPG game that takes the concepts from Majora's Mask, such as time-based questing, and many NPCs to help out depending on their schedule. A MineCraft-like OHR game where the player can technically build and disassemble the world in their own image. My life story translated into an RPG game, or as much as I can remember from my life(my life has some very interesting elements and plenty of drama). An RPG about making an RPG, something like "Game Dev Story" for the mobile platforms, but more RPG centric. An RPG that goes through our real-world history(following either Christianity or Darwin, perhaps the player can choose). An RPG for a what-if scenario if Earth was actually invaded by aliens within the next few years. An RPG about a psychopathic killer with a dual-personality disorder, where he doesn't really know he's doing these killings until it's too late(a mystery RPG game). Another RPG featuring James Paige and Bob the Hamster: Wandering Hamster 2: Philip's Island(AKA Mario World 2: Yoshi's Island), where James the baby was kidnapped and it's the job of Philip and baby Bob to save the day. ;)
Metal Slime
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 PostThu Dec 15, 2011 12:37 pm
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EDIT: Games I don't have time for... lately it's been most of them. XD

Seriously, I haven't gotten much of anything done on Okédoké, Puckamon, or Fnrrf Ygm Schnish in the past few months (though I have worked a little bit on another game, and I did get a bit of Okédoké and FYS:AHS stuff done earlier in the year.)

Still planning on finishing them all if at all possible, though, so they're not quite "abandoned due to lack of time to work on them" games or anything.

Quote:
The best part about making a Pokemon game is you'll mostly only need one copy of the PokeCenter, and PokeMart. If I recall in both Red and Blue, the insides of both of these buildings were the exact same in every location, besides a few different NPCs inside. This can be easily scripted. When entering the Poke Center/Mart, just save the players current map and position to a global variable, alter the NPCs inside the location depending on the map the player was on. When the player leaves the building, just teleport them back to the same map and position, but change their Y position to a +1, or walk the player down one space when they leave the building, as a neat "walk-out" animation.


This is pretty much what I did with Puckamon, except with tags and doors (entering each town sets its tag and unsets every other town's tag, and then the Puckamon Center door always sends you back to the town's Puckamon Center that matches what tag you have set on) instead of scripting.
Of course, you'd need some scripting in there anyway since you've got to do the tag-setting every time you enter a town (and multiple textboxes popping up every time would be kind of annoying.)

I didn't do that for the Pucka-Marts, though, since I wanted those to actually be a little different between towns.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Liquid Metal Slime
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Re: Projects you don't have time for 
 PostThu Dec 15, 2011 1:07 pm
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Chronoboy wrote:
The best part about making a Pokemon game is you'll mostly only need one copy of the PokeCenter, and PokeMart. If I recall in both Red and Blue, the insides of both of these buildings were the exact same in every location, besides a few different NPCs inside. This can be easily scripted.

It can be even more easily done by making the layout of the map once and selecting -Create new map- -> -Copy of Map (#)- and defining new NPCs and door links. That's how I generally do interiors of houses. The method of keeping one copy of each of these maps and using scripting or tags to swap doorlinks and NPCs just seems like a lot of busywork to go through for no reason (I've never come close to making a game with 99 maps, much less 32767).
Remeber: God made you special and he loves you very much. Bye!
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 PostFri Dec 16, 2011 1:47 pm
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JSH357 wrote:
A Daria dating sim
Motrya.
King Slime
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 PostSat Dec 17, 2011 10:20 pm
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Quote:
It can be even more easily done by making the layout of the map once and selecting -Create new map- -> -Copy of Map (#)- and defining new NPCs and door links. That's how I generally do interiors of houses.


I do all my interiors on one map.
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 PostSat Dec 17, 2011 11:47 pm
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Master K wrote:
I do all my interiors on one map.

I did that for a while, but for some reason I think I like cropped 16x10 rooms more than the styles that keep the hero in the middle of the screen all the time.
Remeber: God made you special and he loves you very much. Bye!
Metal Slime
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 PostSun Dec 18, 2011 3:29 pm
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Nathan Karr wrote:
Master K wrote:
I do all my interiors on one map.

I did that for a while, but for some reason I think I like cropped 16x10 rooms more than the styles that keep the hero in the middle of the screen all the time.


Go for the best of both worlds. Use a script that disables "camera follows hero" when you enter an indoor map.
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 PostMon Dec 19, 2011 12:11 am
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RMSephy wrote:
Go for the best of both worlds. Use a script that disables "camera follows hero" when you enter an indoor map.

That'd be even more work, so obviously someone as lazy as me isn't going to do that.
Remeber: God made you special and he loves you very much. Bye!
Metal Slime
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 PostMon Dec 19, 2011 1:09 am
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Nathan Karr wrote:
That'd be even more work, so obviously someone as lazy as me isn't going to do that.


It shouldn't be a lot of work at all. Just use this untested script that should more or less work with minimal editting. :O

Code:
plotscript, indoor map, begin
  variable(mapid)
  mapid := currentmap
  put camera((herox/16)*320, (heroy/10)*200)
  while(current map == mapid) do(wait(1))
  camera follows hero
end
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