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Brainstorming Thread, just throw your ideas up.
Clutch |
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I'd been working out ideas in my head for quite awhile for a DKC-esque Donkey Kong game. I've done tiny sketches, toyed around with a few sprites, thought about gameplay ideas, story elements, what music to use where, levels, etc.
The problem? Can't program anything worth a toss, have difficulty trying to learn it, no decent engines seem readily accessible for it and don't want to resort to purchasing/illegally downloading a program over it. I'd like to give it a shot after MechaSource once its out, but I really don't see myself getting it done without some semblance of framework to work with first, and I don't see that happening without outside some help.
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Razz |
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I had this idea for a game a long long time ago, posted it in the CCC and people kinda liked the idea. I'm just gonna throw the whole ****ing storyline out here because I know I'll never get the guts to finish it, so if anyone wants to actually do this be my guest!
quoted directly from the .txt file I used for planning the game:
| QUOTE | THE AMAZING MAGICAL BOX
tAMB is an ambient exploration-based game that tries to keep things simple.
A delivery truck is taking a trip through the rainy city. Several boxes are stacked inside the truck, along with a large colorful looking box at the very top. When driving, the bumps on the road cause the large colorful box to fall and break. Out flies a magic wand, and a magic hat with glasses. The hat makes contact with a lone box, then proceeds to fly away frantically, with the sunglasses and wand. no doubt that the contents of that box were very important! The game will stay stationary for a while, then after a few minutes (if you haven't noticed yet) a in-text notification will tell you that you can now move. Exiting out a hole in the floor, your adventure begins!
The game takes place in a few interesting locations, one of the most prominent locations is the rainy city. Later on you will get a map that tells you all the secret passages in the city, one of them leading to the underground, a dark passage of pipes and monsters underneath the city. If you trek through the underground enough, you will find a path up leading to a small town called "Snohomish". This town is always peaceful, and takes place at nighttime. If you explore the town, you come across a road leading out that leads to the twilight highway, which is a long road that seems empty, along with all the other places in the game. The highway leads to the city, and also links to a harder part of the underground not accessible before. If you explore enough on the twilight highway, you find the same truck that you rode on in the beginning, this marks a turning part in the game.
When you approach the car, it suddenly glows, and flies off, like a ship of some sort. Suddenly, you see a box that it dropped off. The box bursts open, and out jumps a black silhouette beast, like a giant version of the dark guy driving the ship. You have to defeat it, and once you defeat it, you will gain a new power. You must use these powers as hints to finding the other beasts, in hopes of destroying them.
Prior to the rest of the game, each beast will have a theme-song tied to it. Each theme will be the only music played in the game (that is besides the ambient music.)
The final beast will require a ton of work to find. You find him in a bunker deep underground. You are shocked to see blood scattered throughout the entire bunker, dead bodies strewn all over the place, as if he killed the last survivors on earth. You then battle him inside the bunker, him throwing dead bodies your way. This battle will have some very very epic music, and will be totally badass.
What makes this idea so intriguing, is that the theme is completely obvious, yet you don't know what it is until you actually reach the final area and discover what is going on. The world is empty, overrun by evil beings from another planet, who are dropping monsters inside boxes around the planet in hopes of destroying every last form of human life.
After defeating the final beast, the box you were trapped in will suddenly burst, revealing your true form. A white beast, with a dreadful ability. Suddenly you feel yourself starting to be overcome with anger. Everything glows red, and you go on a rampage. You will be forced, by your instincts, to kill several people left inside the final room that was originally locked shut, now able to be destroyed by your new powers. It is then, that you realize that you are a monster, who's instincts are to kill humanity. |
(That's as far as I got unfortunately.)
A separate .txt file discussing the control scheme:
| QUOTE | | tAMB is controlled via the mouse, and nothing else. To move to the right, you sweep the mouse right. To move to the left, you sweep the mouse left. To jump, you left/right click (This may be customizable in the future) and to attack you left/right click aswell. Various options can be adjusted on the fly via the scroll wheel, getting rid of the need of pause menus. You can even switch between different heads-up displays, such as a mini-map, quest-log type thing, ect. If the player doesn't have a mouse wheel he could use the <A> and <S> keys to navigate the menus. |
Obviously this idea is extremely ambitious, thus why I gave up after a while, but I still think the idea was pretty neat. Maybe someday I'll get to work on it but right now I'm simply too lazy.
This post has been edited by Razz on Feb 12 2009, 09:55 PM
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Nonoke |
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I always wanted a Mario game where the seven Stars are captured by Bowser and Kamek, and Toad, with other Toads of different colors (yellow, green, blue, and purple) run off to save her. The game is much like Mario vs DK 2: March of the Minis, except with more puzzles to solve. It would be neat of you could use other Toads for building towers, keeping a switch pressed, or carrying objects, making it more like The Humans, a SEGA Genesis game. The player could press a key, like Space or TAB to switch Toads, and controlling is done with the Arrow Keys, Z, and X. The Z Key can be used for jumping and performing a Ground Pound, while X can be used to activate elevators, pick up an object, or something else. Each Toad could have different stats, like Blue Toad having the ability to perform floaty jumps like Luigi in Super Mario Bros. 2 (USA), the green Toad can be quicker, and other things. Like Mario vs DK 2: March of the Minis, you cannot jump very great distances, forcing you to rely on thinking to pass rooms. There is also a time limit, which can vary between levels. The level passes when all Toads (the number can be changed) reach the goal of the level (a golden pipe, a door, a golden spring, ect) unharmed. Like Mario vs DK 2: March of the Minis, this game features nine levels per world, each with a tenth level, the boss level, and a minigame you unlock when meeting certain requirements. There can be some features that add replay value: -The game can feature a level editor, where you can place up to five Toads and design a level. -New Toads (Toadette, Toadsworth, Toadiko, ect) being open for use in the level editor -The ability to download levels from a server -Unlockable minigames, and an online high score table for each. -Score requirements for each level, giving you a certain rank if you beat one. -A "Toad editor", where you get a basic Toad, and you can customize it's hat, the colors, it's hair, clothes, ect, which can also be placed in custom levels.
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Keyser Soze |
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I have a whole .txt file for this idea at another computer but heres the condensed version.
| QUOTE | Captains of Industry is a TF2-esque class based game set in the world of OFFICE POLITICS. 2 massive corporations face off for world (market) domination! It is a platformer, and online.
Classes I can remember: The CEO is the leader of each team, he has a scrolling view of the whole map where he can build things to help his team and manage assets. The CEO hangs out in his office, which is the most secure place in the game, the game ends if the CEO dies.
The Pencil Pusher is the combat class, he is fast, and, well, combats people.
The scientists work in the lab under the main area of the building, I'm thinking they work on some sort of minigame to pump out new products.
The security guard is best at catching the "new guy" he can build sentrys, alarms, and cameras, his main job is to protect the scientists and the CEO.
The "new guy" is the spy of the game, his job is to infiltrate the scientists to, I don't know, steal their resources or something |
I'll show the .txt file which is polished later, and work on this idea more.
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| QUOTE (Raie @ Sep 18 2009, 08:55 PM) | | Keyser you're the best person ever. |
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| QUOTE (Clutch @ Feb 12 2009, 03:52 PM) | I'd been working out ideas in my head for quite awhile for a DKC-esque Donkey Kong game. I've done tiny sketches, toyed around with a few sprites, thought about gameplay ideas, story elements, what music to use where, levels, etc.
The problem? Can't program anything worth a toss, have difficulty trying to learn it, no decent engines seem readily accessible for it and don't want to resort to purchasing/illegally downloading a program over it. I'd like to give it a shot after MechaSource once its out, but I really don't see myself getting it done without some semblance of framework to work with first, and I don't see that happening without outside some help. |
I've got a DKC engine
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SonicTheBro |
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| QUOTE (My idea) | MARIO: A GLITCH IN CODE
THE BACKSTORY: Scientists once preformed tests on a game cartrige... One that was not realeased to the public yet... SUPER DUPER MARIO. After doing almost unspeakable testing, they finally had it.... A nightmare. A glitch in the programming that was somehow triggered by certain chemicals. The glitch happens after beating the first level, causing the game to glitch up momentarily. Then, when the game stops, Mario now in a nightmarish world. The game was never realeased, thanks to the glitch.
THE SENARIO: Most of the world is pitch black (execpt for the floor). Optical illusions, faces where you least expect them, whispers in the background, ect. keep the game scary. Each level has a different, cruel objective (ex. get to the exit, tons of other numbered doors make sure you don't find the right one)
GRAPHICS: Mario is designed in a Cave Story/Dino Run-esque style. Everything else has differents stlyes, mostly to make the mood creepier, or to make Mario look out of place.
MUSIC: There's not alot of music. Chiptunes might make up most of the soundtrack. Music is only used when it feels appropriate.
GAMEPLAY: Mario and Metroid meet. No powerups, so you only get to use the basic run-and-jump skills you start with. Many doors are linked by hidden paths, ladders, bridges that go into the background, ect. |
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SonicTheBro |
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WARIO VS. THE WORLD
| QUOTE (From the game manual) | | Wario keeps having nightmares about losing his favorite thing in the world, money, so he decides to rob the world of it's riches! Of course, this is not without obsticals. Some of Wario's old friends have heard of Wario's sceme, and decide to use the plan... for themselves! There will be traps, enemies, and worst of all, WAR! Unless you, Wario, can stop them! |
Hand-drawn animation, Wario World-esque gameplay, and the classic, insane Wario is the star. Tell me, what could possibly be better?
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