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Author Topic: Worst Stray Thoughts Ever  (Read 66866 times)

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Bongo Bill

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Re: Worst Stray Thoughts Ever
« Reply #260 on: June 21, 2009, 02:54:16 PM »

Paragon/Renegade?
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Detonator

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Re: Worst Stray Thoughts Ever
« Reply #261 on: June 21, 2009, 06:10:25 PM »

Outfoxed by Bioware itself.
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"Imagine punching somebody so hard that they turned into a door. Then you found out that's where ALL doors come from, and you got initiated into a murder club that makes doors. The stronger you punch, the better the door. So there are like super strong murderers who punch people into Venetian doors and shit"

Koah

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Re: Worst Stray Thoughts Ever
« Reply #262 on: June 21, 2009, 08:14:05 PM »

Yeah, like I said, I didn't know if Bioware did it already.  Google says it's two different scales though, only instead of Good and Evil it's Good & Nice and Good & On the Edge and Not Playing By The Rules which is still sort of the same thing and not really determined by how you play, just what you say.  I think.
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The Artist Formerly Known As Yoji

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Re: Worst Stray Thoughts Ever
« Reply #263 on: June 30, 2009, 09:55:32 AM »

So any old schmuck can make himself a scrolling shooter. But has anyone tried a rail shooter? I guess there was Torus Trooper, but I kinda wonder what else could be done with the genre.
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Disposable Ninja

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Re: Worst Stray Thoughts Ever
« Reply #264 on: July 05, 2009, 08:02:03 PM »

A horror/mystery adventure-type game in which your characters takes it upon him/herself to stop a series of paranormally-perpetrated homicides. The number of people you're able to save determines the ending you get.
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yyler

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Re: Worst Stray Thoughts Ever
« Reply #265 on: July 06, 2009, 10:33:11 AM »

A horror/mystery adventure-type game in which your characters takes it upon him/herself to stop a series of paranormally-perpetrated homicides. The number of people you're able to save determines the ending you get.


sup
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Disposable Ninja

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Re: Worst Stray Thoughts Ever
« Reply #266 on: July 06, 2009, 12:31:51 PM »

Yeah, clearly that couldn't have fucking crossed my mind. I only fucking logged 175 hours into it and unlocked over 90% of the fucking persona compendium.

And, also obviously, what I described is exactly like what happens in Persona 4. Like that part in which if you don't save Yukiko from the serial killer the game keeps going and it affects the ending you get.

Thank you for your helpful and insightful remark. From now on whenever something pops into my head, I'll run it past you first in order to make sure that the Simpsons didn't do it first.
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yyler

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Re: Worst Stray Thoughts Ever
« Reply #267 on: July 06, 2009, 01:23:41 PM »

Pretty similar. There are multiple endings if you do things wrong.
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James Edward Smith

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Re: Worst Stray Thoughts Ever
« Reply #268 on: August 12, 2009, 08:57:38 AM »

Ronin Puzzle Game

You are a little chibi Ronin with a katana and a strawhat (Maybe one of those straw raincoats too).

Levels are grid-based, like a roguelike or gridan games like Final Fantasy Tactics, etc.

There can be buildings, stones, trees, and other such things in levels to create obstructions and bottlenecks.

Time progresses like it does in roguelikes that is to say, anytime you move or take an action, everyone else gets to move or take an action. However, to make this more tetris like, you may have the added duress of a time limit on your turns.

On your turn you can move left, right, up or down, you can turn your body to point left right, up or down, or you can attack with your katana.

The style of your attack depends on the last direction you moved in relation to where you are pointing so strafing left or right makes you ready to attack with a horizontal slash, moving forwards makes you go into an upright stance and you attack with a downward slash, moving backwards makes you bring your sword in front of you and allows you to do a stabbing attack.

Different enemies are vulnerable to different types of attacks. A sneaky ninja, hiding his ninjato behind him needs to be dispatched with an overhead strike, a charging warrior monk needs to be stabbed, gate guards need to be slashed horizontally, etc.

The basic idea is to set up screens and enemy aproach AI such that a sort of recognizable puzzle is created that requires you to attack, kite and arrange your enemies in such a way that they can be taken out with the correct strikes.

May have some element of health so you can fuck up a few times and still beat a level.

May have combo concept where if you line up a bunch of guys that all take sideway slashes and attack the first guy in the column, you'll slash through all of them rapidly and find yourself in the last square in one turn.

This could also work with lining up opposite guys in an alternating pattern of vertical, stab, vertical, stab...

May be able to buy time and spacing by defending against enemies but not killing them by doing the same direction attack they do like horizontal slashing at a ninja doesn't kill him like an overhead would, but it blocks his attack.

Could have other aspects like archers denying squares with arrows that move one, two or three squares a turn or something like that. A guy could have a chain weapon that he swings around denying squares.

One thing I wanna have for sure is the idea that when you finish a level, the whole thing then replays in realtime and you run around super fast cutting everyone down like a good little movie/anime samurai before the level complete text comes up and you see your score and time.




I'd call the game Mushin or something like that.
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Brentai

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Re: Worst Stray Thoughts Ever
« Reply #269 on: August 12, 2009, 09:41:45 AM »

Pretty sure you did this one already.

Not that it's a bad idea.
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James Edward Smith

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Re: Worst Stray Thoughts Ever
« Reply #270 on: August 12, 2009, 10:01:40 AM »

Oh, I wasn't sure if I had or not and I thought that I'd come up with more and better ideas for it this time. But maybe I'm just remembering what I said before. I don't tend to keep good (or any really) notes on ideas like this unless I am actually working on the game actively.
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Norondor

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Re: Worst Stray Thoughts Ever
« Reply #271 on: August 12, 2009, 01:40:29 PM »

sounds pretty much like Deadly Rooms of Death but better, so i am already behind the idea.
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James Edward Smith

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Re: Worst Stray Thoughts Ever
« Reply #272 on: August 12, 2009, 07:24:38 PM »

Heh, I actually totally forgot about DROD. Mostly because I've never actually played it. But a childhood friend of mine had it when we were in elementary or highschool and I remember him and his brother being quite fond of it. I always appealed to me but I just never got around to playing it.

But regardless of not really knowing what DROD is actually like, I'm gonna just go ahead and agree that my game sounds better. Though, looking at DROD does suggest the possibly good addtional idea of having level interaction as well as just enemy interaction. That might just be unnecessary overcomplication though. It's hard to say without a prototype. Right now I'm working on Pike & Shot though. Maybe I'll do this next if I don't feel up to making my Mole themed Rogue-like instead.
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Talk? Talk is for lovers, Merlin. I need a sword to be king.

Bongo Bill

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Re: Worst Stray Thoughts Ever
« Reply #273 on: August 16, 2009, 10:33:33 AM »

So RPS linked to an article that is basically about sadlets. Well, specifically, "loneliness or isolation, manifest in ... short, shoegazing platformers backed by a minimalist piano tinkle." So this got me thinking.

About a beat-'em-up (or at least a fightin'-centric platformer) where you're leading a riot. One of your buttons is to stir up the crowd, and then they'll follow you and break things and improvise weapons and get in fights with riot police. If they go too long without fighting, of course, they'll go off on their own and get out of your control. I'm trying to think of some mechanics that will make you want them to fight where you want them to, rather than just going to the nearest breakable symbol of civility and order, which is tricky if it's just a standard "walk to the right and punch things" setup.

Maybe they'll start turning on each other. Or they'll focus more on the background scenery (windows, cars, etc.) and less on the enemies. Possibly, they'll go crazy like that if you stir them up too much, as well. Maybe rivals will start springing up from amongst the crowd, and lead them back in the opposite direction.

Enemies, of course, totally outclass you, so you need vastly superior numbers to reach the end. If one of your followers gets isolated from the pack in the vicinity of several enemies, there will follow a brutal beatdown that draws your other followers closer to it. You can climb onto cars and fire escapes and things and the crowd will pay much more attention to you.
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Brentai

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Re: Worst Stray Thoughts Ever
« Reply #274 on: August 16, 2009, 02:08:08 PM »

There was a neat little Flash game based Don't Taze Me Bro or some similar incident where you had to escape from the po-lice, but instead of fighting them directly all you could do is manipulate the audience into slowing them down for you.  I'm reminded a little of that.

More likely you're looking at Dynasty Warriors mechanics though; you've got a bunch of people all over the place sort of milling about who'll vaguely follow you, and it's your job to direct them towards whatever they need to be hitting.  Or you can just lose patience, charge into the thick of enemy mobs, and single-handedly take out every ranked officer in China if you prefer.
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Disposable Ninja

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Re: Worst Stray Thoughts Ever
« Reply #275 on: August 18, 2009, 08:40:27 AM »

I was reading some stuff on Street Fighter III just now, and it got me ta' thinking about character objectives. Like, how a character who uses zoning to control the battle space is at his best when the opponent is jumping towards him.

I'm not sure if this has been done before, but is there a fighting game character whose goal is to waste time and win battles by default? He'd have to be fast, do piddling damage, take a punch like glass, and most of his special moves wouldn't actually do much or any damage, merely incapacitate the opponent for a short time. Or be used to avoid taking a hit.
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François

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Re: Worst Stray Thoughts Ever
« Reply #276 on: August 18, 2009, 09:01:39 AM »

I don't know if it's been done, but if it hasn't then there's a good reason: it would be extremely boring.

I mean, it's interesting to imagine such a character in terms of effects on balance and game mechanics and such, but in practice it would probably suck a million balls.
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Disposable Ninja

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Re: Worst Stray Thoughts Ever
« Reply #277 on: August 18, 2009, 10:04:12 AM »

Yeah, that wasn't lost on me. I figure even if you make the character incredibly charming and fun and as aesthetically interesting as possible, you'd probably still only have a few matches before the play style got annoying.

Also, the character would be rendered almost entirely useless by setting the battle timer to "infinite".
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James Edward Smith

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Re: Worst Stray Thoughts Ever
« Reply #278 on: August 18, 2009, 10:56:38 AM »

I dunno, I mean, that is essentially Dhalsim. All your suggesting is a more extreme Dhalsim who even pros would have trouble directly winning matches with but would have a very easy time stalling with.

If you watch really highly ranked Dhalsim players like Iyo, most of his game is just trying to keep an opponent from being able to attack him properly.
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SCD

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Re: Worst Stray Thoughts Ever
« Reply #279 on: August 29, 2009, 06:44:50 PM »

Project Space Kittens:  A 3-game series that has nothing to do with kitttens

The first game is the one I want to focus on and make the money with, essentially, a Freespace 2 clone meets battlefield.  Single and Multiplayer modes

User can take the perspective of either one type of strike craft, heavy strike craft or bomber.  HUD and controls would be similar in experience to freespace 2 with some minor changes, most notably that constant thrust does not equal constant velocity.  back thrusters, removable missile pods which result in increased acceleration when spent.  Different classes would one or two roles in taking out other strike craft, frigates, or capital ships. 

User can also take perspective of Frigates, although user interface would resemble third person with freely rotating camera.  Depending on the frigate's role, user as the ability of setting multiple targets and numbered priorities through a mouse interface.  Based on Frigate's role and weapons systems, targeting would be easier for certain craft above others, although manual fire can be available. 

Frigate movement would generally be of a control style similar to homeworld 2, although certain keys are reserved for maneuvering thrusters (such as the fighter movement keys)

In addition, there would be two or three types of support frigates, one type of AWACS frigate which would increase greatly range and quality of fire control for a certain number of units in the area, all units would have similar interfaces, but less ability to defend themselves, and would rely on units they are supporting to do so.  Support frigates would specialize also in ammunition, repairs, and parts replacement for parts destroyed or burned out. 

Main focus would be multiplayer, with multiple scenarios including station assault/defense, equal cap-ship attack where each team has a certain level of resources, and any (Reinforcing jump in ) respawn after the initial engagement would lessen resources available to team in a tokyo wars fashion.  Frigates would take many more resources than strike craft and would be more resistant to damage, but strike craft can change the balance of battle through well-placed hits. 

For this game, teamwork and the proper balance would be key.  Obviously a lot of production time would have to be spent to ensure a proper balance of ships so that no one class would be the all-powerful and that support craft become an advantage or even required in order to last.

Second game would be a squad-leading FPS in an enviroment of capital ships frigates and bombers.  objective would be to hop from ship to ship and disable or capture.  Any babylon-5 Thirdspace fans out here?

Third game would be an inexpensive minigame that allows you to control a fleet as a fleet commander.  Would involve direct control of one or two capital ships as well as the ability to order priorities to frigates and strike craft, to which they can follow if they choose.  Single player element in this game would have to show admiral how to deal with less-than-cooperative task forces. 

----

I have been putting most thought so far into first game concept.  The second and third one are not even on the drawing board, but the only major feature I want if all three can be created is multiplayer interoperability through centralized servers.   If possible I want this through stealth so that no one figures out that these three games were meant to go together until they hit the market - not an advertised feature or selling point, but an easter egg. 

I_M, Buge, Fredward, I have already started to talk about this to you and have expanded a little bit since. 

Thoughts?
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