UNITY'S IDEA DEPOT

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Marrend
Guardian of the Description Thread
21806
I recall talking over some ideas involving a tactics sci-fi mecha game with you, and half-thinking, maybe, we could get together on that. Though, considering the responses and feedback I'm seeing, well, frankly, I don't think it's gonna happen!

*Edit: This... does have to do with the McBacon Jam, right? Right?
unity
You're magical to me.
12540
author=Marrend
I recall talking over some ideas involving a tactics sci-fi mecha game with you, and half-thinking, maybe, we could get together on that. Though, considering the responses and feedback I'm seeing, well, frankly, I don't think it's gonna happen!

What do you mean?

If you go back to the Status Post in question, while we did discuss mechanics and such, my last post was "Oooh, that sounds cool! If you're interested, this may be a possible team-up project sometime in the future :DDD"

You never responded. I figured your lack of response meant you weren't interested and wanted to do your own solo project.

author=Marrend
*Edit: This... does have to do with the McBacon Jam, right? Right?

Tangentially. I wanted to have something where I could show my ideas to potential collaborators. But I also just wanted to get these all written down someplace.

EDIT: Just to be clear, all of this is just in the idea phase. Just because I'm talking to people about these ideas doesn't mean I'm absolutely committing to working with them on them right this second. This is discussion. It could become something more later, but for now it's just discussion.
Max McGee
with sorrow down past the fence
9159
I'm gonna go ahead and dump another idea in the depot here. And then some.

author=unity
And here's where my mind get blown! Combining the Choose Your Party idea with this, having Sci-Fi equivalents to FF1's classes... that's just too awesome! Taking an exploration game and giving it the deep customization of class combinations and the research and tech upgrades... BLAM! AMAZING! :DDDDD OMG OMG OMG AMAZING!

Aaaaah, now I have waaaay too many thing I want to do! But less than before, I guess, because of combining? XD

And holy shit this post got huuuuge!

speaking of huge posts

Ok, so when I first came back to RPG maker this year (this was back in maybe May, June, July, August sometime around then) I was working on this game called Impetus. I didn't upload it to the site or anything and I haven't promoted it at all and at the time I told myself I was doing it just for fun/just for practice. I hadn't done any RPG Making for 2 full years so I was trying to re-learn RPG Maker and to learn the pecularities of Ace.



Impetus was an exploration-focused choose-your-class-at-the-beginning science-fiction roguelike-like dungeon crawl set on a large civilian/commercial orbital space station called Atlas Station that had just been impacted by a mysterious planetoid called Leviathan. The planetoid was filled with living biomass and alien bioweapons so the impact didn't just massively damage the station, it also unleashed a ton of alien monsters and a deadly alien plague

Overall, Impetus was not set anywhere near Earth or in a galaxy where anyone remembered Earth or knew anything about any of Earth's cultures or customs. I wanted to create a setting that felt a bit more like 'high tech fantasy in space' with a total made-up culture and society as an intentional contrast to all of my other scifi stuff which has been much more grounded in the future of our reality.

It had a bit of voice acting at the beginning (recorded by my girlfriend LOL) of the intro. So I actually wrote a script for the intro sequence:

<GNN LOGO APPEARS WITH JINGLE>

<FADE IN ON NEWS ROOM>

<NEWS GRAPHIC: CRISIS ON ATLAS STATION>

NEWSREADER: We now return to our ongoing coverage of the crisis on Atlas Station. If you are just tuning in to this breaking story, yesterday morning a planetoid approximately the size of our moon appeared, moving towards Cassandra Gemini at alarming speed.

<NEWS GRAPHIC: LEVIATHAN>

NEWSREADER: Sometime last night, this celestial body--which government briefings refer to as "Leviathan"--impacted Atlas Station, Cassandra Gemini's largest orbital platform where nearly a million citizens live and work.

<NEWS GRAPHIC: ATLAS>

NEWSREADER: Casualty reports are still coming in at this time, and the names of the dead are not known, but casualties are thought to be in the hundreds of thousands. Atlas Station suffered major structural damage upon the impact, the extent of which is unknown, but as of this broadcast has maintained its orbit. Leviathan, the rogue planet, appears to have become fused somehow to the station's superstructure.

<NEWS GRAPHIC: BAPHOMET>

NEWSREADER: Numerous civilian reports of vicious, "dragon-like" creatures alighting from the disintegrating planetoid Leviathan and attacking or abducting Atlas Station citizens remain uncomfired at this time. The most recent government press release decries civilian holocam footage of these creatures as a hoax, and denies the veracity of reports that these monsters have attacked citizens on the surface of Cassandra Gemini.

<NEWS GRAPHIC: DROPSHIP>

NEWSREADER (Receiving Breaking News): This just in! I'm receiving a late breaking report that the Planetary Governor was making an inspection visit to Atlas Station at the time of the tragedy. His current whereabouts are unknown. The Regulators, an elite special forces unit, has been dispatched to Atlas Station to locate and secure Governor Markov. We will keep you updated on additional developments as they unfold...

So, in the beginning you choose your class as either Assault Trooper, Griefer, Silhouette, or Biomechanic. At the start of the game it's strictly a one-character RPG deal (I was using a side-view ABS and I was happy with how it was looking and playing) as your shuttle/dropship crashes and you crawl away alone but my intention was that later on you'd gradually meet up with the three other classes you didn't pick and you'd have a complete balanced team by the end of the game. Each class would meet the other classes in a different order and different places (a little like the earlier RE games in that respect).





Ostensibly your objective besides to meet up with the other members of your squad was to rescue Governor Markov but that setup was purely meant as an "excuse plot" for an exploration and combat focused roguelike/dungeon crawl. See, the cool thing about this game was that every map was exactly 17x13 and every map was complete modular. Basically, I made maps as puzzle pieces that could be reusable with set connections. Every map was like an individual piece of a jigsaw puzzle that could be assembled different ways. So you'd have repeating areas with slight aesthetic differences, like corridors and stairwells and elevators and residences, grocery stores, pharmacies, cafes, banks, pawn shops, gun shops, hydroponics blocks, engineering blocks, operations and security and so on.

Trigger Warning: Absurdly gigantic image.



I did all of that with an eye towards somehow making it into a REAL roguelike, i.e. whenever you started a new game the overall game map would be a completely different configuration of those components. But I never actually was creative or skilled enough to figure out a way to event or code that. Anyway the station was going to be INSANELY MASSIVE (and ideally different every time) consisting of two towers with six decks each and a causeway connecting them in the middle. Keep in mind that each of the 12 decks would consist of 40-60 modularly connected maps full of monsters and treasure.



There was tons I liked about this project. I thought the battles looked great and I liked the way I had the skills and character customization set up (players could use skill points to buy both active and passive skills), I had the random treasure system all set up, there were on touch encounters that could be avoided with various field-map skills I'd evented, cameras that could be blinded with chaff grenades or slipped past with a cloaking device, and every single locked door had like four ways to open it: finding a keycard, using an autohack tool, placing a demolition pack on the door, or hacking it if you were playing as the biomechanic.

I kind of gave up on this project for a lot of reasons. By the time I got down to the second deck of the first tower the mapping and map connection process of my "little just for fun learning project" felt insanely tedious--WAY TOO MUCH GAM FOR ONE MAN TO MAK, so to speak. I had no idea how I'd actually implement roguelike map randomization and permadeath and I wasn't even sure that I wanted to push those random elements. More importantly, I had no idea where I was going with the story (or the world-building) beyond the initial hook, so the idea of writing up audio-logs and in-game notes to build up the story and setting in epistolary form seemed daunting. Ultimately, I was much more excited about the team of Regulators I'd created and the slick ass character select screen I'd made and the underlying game systems than the actual mission I'd given them, which wound up leaving me kind of cold. And then, most importantly of all, Lionheart and its still invisible sister project Grand Grimoire came along and became my labor of love. So since then Impetus has languished silently in profound non-completion, with a ton of work done.

So what I am getting at here is...I have a lot of stuff of every conceivable kind already done for this kind of thing that we could use. And even discounting that (let's say for instance that we want to riff on this idea for the McBacon Jam and therefore can't use any premade stuff), I have at least already thought about this hypothetical game idea of yours an unbelievably obsessive amount because I was trying to do something with a lot of interesting similarities.

Also what I am getting at is let us make this space planet exploration choose-your-own party game together <3.
Marrend
Guardian of the Description Thread
21806
author=unity
If you go back to the Status Post in question, while we did discuss mechanics and such, my last post was "Oooh, that sounds cool! If you're interested, this may be a possible team-up project sometime in the future :DDD"

You never responded. I figured your lack of response meant you weren't interested and wanted to do your own solo project.


D-did I even read that last post? I don't recall. Maybe I took the "sometime in the future" part of that comment to mean "when at least one of us isn't working on something else"? Which, in my head, translated to after the Oracle demo was done?

Still, you're right in that I probably should have said something earlier! If the offer still stands hell yes would I like to work with you! I mean, it can be after the jam, since I'm sure you're probably getting offers to wazoo with that. Also, I think I have to reread the thread to see where, exactly, the overall idea has gone? Head's a bit achy right now, though.
CashmereCat
Self-proclaimed Puzzle Snob
11638
@Max McGee Wow, your intro cutscene is so cool. I love how you can use all this professional language to make it sound legit, like an actual news report - something I know I probably couldn't do. It'd be interesting to have voiceover as well. All the best with your project!
slash
APATHY IS FOR COWARDS
4158
author=unity
I've been thinking on something like that. I'm not certain that I have the writing chops to have a game that consists of just the dating aspect alone, so I was tossing around the idea of a Harvest Moon-like game with a heavy focus on romance in a town of monster boys and girls. You could choose your gender and date anyone you like! :D


I'd play the heck out of this.
Marrend
Guardian of the Description Thread
21806
Yeah, I'm also reading over Max's post, and it scares the hell outta me. It's like, I got nothin' on that. I wouldn't be a bit surprised if unity chose to work with him over me at all at this point.

I lied. I'd definitely feel a bit sad at first. Maybe even get into a "you're such an idiot" phase. Eventually, though...
unity
You're magical to me.
12540
I've been obsessively thinking about the angel/devil idea. It seems like in pairings like that, most developers would make the angel blonde and the devil's hair a darker color. If I make this game, maybe I should do the opposite with hair colors to switch things up a bit! Just a random thought XD

author=slashphoenix
author=unity
I've been thinking on something like that. I'm not certain that I have the writing chops to have a game that consists of just the dating aspect alone, so I was tossing around the idea of a Harvest Moon-like game with a heavy focus on romance in a town of monster boys and girls. You could choose your gender and date anyone you like! :D
I'd play the heck out of this.

Yay! The more I think on it, the more I want to make it, too! There are so many cool things that could be done with the idea, I think :D

author=Marrend
Yeah, I'm also reading over Max's post, and it scares the hell outta me. It's like, I got nothin' on that. I wouldn't be a bit surprised if unity chose to work with him over me at all at this point.

I lied. I'd definitely feel a bit sad at first. Maybe even get into a "you're such an idiot" phase. Eventually, though...

Didn't even see that white text until I quoted you... -_- but this is not some kind of contest. This is a place for ideas. I don't want people thinking "Whelp, unity's definitely going to work with this person. I better not even type anything." Because 1) that stifles possible discussion and 2) ultimately, I get to choose who I work with and on what, regardless of what anyone thinks about what I'll do, and 3) that mindset comes off as a bit too passive-aggressive for me, especially when you're just regretting the possibility that I'll team up with someone else.
Marrend
Guardian of the Description Thread
21806
I apologize for the white text. As I mentioned in the other thread, I may not have been in the right mind-set to begin with!

Anyway, I'm gonna try and focus on the sci-fi strategy/tactics (with mechs?) game angle for a bit. Now, I'm not going to suggest that graphics are not a concern for me, but, getting the core gameplay down is a pretty big concern! In other words, getting a tactical script. There was a game on here called Synthetic Odyssey that, for all intents and purposes, portrayed pretty much the exact combat system that I would be looking for. In fact, even though Synthetic Odyssey was a VX game, I should seriously get off my lazy behind and google that script! See if there isn't a VX Ace version of it, and what-not!
unity
You're magical to me.
12540
I've been going back to this idea and I keep thinking about how to make it work.

author=unity
I've been thinking on something like that. I'm not certain that I have the writing chops to have a game that consists of just the dating aspect alone, so I was tossing around the idea of a Harvest Moon-like game with a heavy focus on romance in a town of monster boys and girls. You could choose your gender and date anyone you like! :D


I think playing Rune Factory 4 is to blame for this XD but I can't seem to stop thinking about how to implement this. I was thinking, in a land of monsters, where it's eternally night (or evening, at least), if I'm not using the passage of days to measure things like crop growth, that using steps the player took would be a cool alternative. (I made a thread asking if it would work how I think it does)

When I get around to starting this (it's purely in the idea stage at this point and I'm taking Red's advice and just writing down ideas I have for it now), I was thinking of naming it Harvest Doom, but a close friend of mine tells me that's a cheesy and horrible name for it XD
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Do you mean eternally night as in a constant darkness in the world? Or eternal night as in time doesn't move?

If the former, and time still moves forward, you can probably have a time of day night system similar to Persona, where there are multiple phases of the day (evening, late night, midnight, etc.) and just have your crops grow a little with each phase change? That seems like it'd be the easiest way to implement that.

Alternatively, instead of steps, you can add growth based on screen transitions. Going into a house would only cause a few units of time to pass, for example, and have more units of time pass if you're outside town? Like in the wilderness or a dungeon? If your town's layout was similar to Rune Factory 4?
Marrend
Guardian of the Description Thread
21806
The question that comes to my mind is what happens when a crop is grown? One thought that comes to mind is that it might involves some manner of switch enabling and/or disabling. Whither, we're talking about a game-switch, or a self-switch is something else, though. I get the odd impression that using game-switches wouldn't be efficient, but I guess it would depend on how many crops a player can grow at any given time.

Am I thinking too far ahead, here?
unity
You're magical to me.
12540
author=Red_Nova
Do you mean eternally night as in a constant darkness in the world? Or eternal night as in time doesn't move?

If the former, and time still moves forward, you can probably have a time of day night system similar to Persona, where there are multiple phases of the day (evening, late night, midnight, etc.) and just have your crops grow a little with each phase change? That seems like it'd be the easiest way to implement that.

Alternatively, instead of steps, you can add growth based on screen transitions. Going into a house would only cause a few units of time to pass, for example, and have more units of time pass if you're outside town? Like in the wilderness or a dungeon? If your town's layout was similar to Rune Factory 4?


I was thinking that time doesn't move at all, as in there's no clock. I'm thinking of doing somewhat of a hybrid of Harvest Moon mechanics crossed with those of something like Candy Box to create a new sort of experience that still has a lot of Harvest Moon flavor.

But while Candy Box uses time, I don't want the player to wait real-time, or to have to leave the game running to amass goods. I picked steps because they're consistent and already being measured by the game engine, and the rest of the game is going to have exploration and some dungeons, so there will be plenty of stuff for the player to run around and do. While screen transitions would work, I kind of like the basic step approach better.

author=Marrend
The question that comes to my mind is what happens when a crop is grown? One thought that comes to mind is that it might involves some manner of switch enabling and/or disabling. Whither, we're talking about a game-switch, or a self-switch is something else, though. I get the odd impression that using game-switches wouldn't be efficient, but I guess it would depend on how many crops a player can grow at any given time.

Am I thinking too far ahead, here?


No, I think that's a good mindset to have. If I have a field, multiple types of crops, and multiple places to plant seeds, that's going to get real real complicated real real fast. It may be best that this game is a future project, as I might not have the chops right now to pull it off.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I mean the modern way to do it would be to use actual days in real time. That gets the player hooked on the game and makes them continue playing for a long time. It also makes them turn the game into part of their daily routine. It also creates a progress meter they can compare to their friends. More importantly than any of that, it also lets you sell Super Fertilizers in your microtransaction store for $0.99 that cause crops to grow instantly.

If I were making Flower Bubble Game!!! out of non-stolen graphic/audio resources, that's how I'd handle the passing of days in that game. What I actually did, since the use of Sword of Mana tilesets and Aqua music made a commercial release impossible, was just require the player to do a certain amount of work before they were allowed to go to sleep for the day. In my case I just made them pick 20 flowers OR use up 50% of their MP, whichever came first. In a more complex game you could have additional things that counted as time passing, like talking to people and shopping.
unity
You're magical to me.
12540
Do you think that removing days themselves from the equation isn't the way to go? If it ain't broke, don't fix it, and all that? I thought it'd be neat to just make everything go without them, but yeah, having days might be easier.

I really like how you handled it in Flower Bubble Game!!! How did you calculate how long the flowers took to regrow after they were picked, if you don't mind me asking?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Every flower just had a 1 in 8 chance to regrow each night. Double the chance if you had a Sunshine Machine, and slightly faster for some of the special ones like cave flowers and bubble flowers. I didn't have timers for each individual flower or anything, I think RM2K would probably explode into a cloud of fine powder if I tried that. You'd want (slightly randomized) timers in a game where the player actually has control over planting the crops, but I wanted it to be unpredictable since you were just picking wild flowers. The growth averaged out over enough days, which rewarded people for remembering where they hadn't been in a while without feeling gamey.

If you pick every single flower on the map, there's actually a miniscule chance that less than twenty flowers will regrow overnight, making the game unwinnable... though the chance is one in a number with over four hundred zeroes.

There's nothing wrong with getting rid of days, going to your house to sleep for the night is just an easy way to communicate the progress of time to the player. If you have time moving at a more gradual rate, it probably needs to actually be visible somehow.
unity
You're magical to me.
12540
Wow, that's awesome! Yeah, I was dumbfounded because I didn't think RM2K could handle all those individual timers, but you found a really neat way around it, and as a player I never noticed! That's really cool!

I think I'll play around with my "no days" time system and see if it feels right. And I agree, it'd probably be best if I can figure out a way to make the passing of time visible.

EDIT: As for a manageable way to deal with different types of crops, I could separate the field into say 4x4 or 5x5 plots, each one specifically made to grow a certain crop (maybe have an in-game explanation of "special rituals/preparations made" for that crop). That would make things significantly easier and less headache-y to manage on the eventing end.
slash
APATHY IS FOR COWARDS
4158
I think as long as it maintains a good flow between farming & the other things you'll be doing in the game, any system should work. Steps makes sense, assuming the player's gonna spend a lot of time walking around town chatting and flirting.

I think having a good flow or goal in the mind for the player makes sense - like, in Harvest Moon, you usually spend your morning managing the farm and your afternoon exploring, fishing, or going around town. If you don't have a day/night cycle, your players won't have such an obvious schedule - which is totally okay, as long as you plan the game that way!

One thought: a thing that was really nice about Harvest Moon was that crops grew during the night, and when you woke up in the morning you would leave your house and easily see if they were ready to pick or not. If you're gonna remove the day/night aspect, players might have fully-grown crops for a while without realizing it's time to harvest because they're wandering around or whatnot. This can be really frustrating if the player wants as many crops as possible, as fast as possible (which may or may not really matter for your game). What you could do is have crops grow several fruits up to a limit - for example, instead of a tree growing one apple after 100 steps, a tree would grow an apple every 100 steps, up to ten apples. That way, they can wander around for a lot longer without feeling like they're missing their chance to harvest. Again, this probably only matters if harvesting crops is really crucial (or is part of the game's progress, 'cuz players will want to do it as fast as possible). If it's more laid-back than that, this may not matter at all :)

Anyway, Monster Farm Flirtin' Fun sounds like it's coming together :D
unity
You're magical to me.
12540
Wow, great advice, Slash! :D Thanks!

I may do that with the crops, so it's less frustrating for the player. I also plan to have the more lucrative money-making crops take quite a while to grow. This might also be a great game to bring back item-crafting, where crops can make stuff, and I've learned a lot about how to improve on craft systems since starting Luxaren Allure.

I plan to have animals, too, that work that way, as in they'll give you all the products they've made since the last time you talk to them, so if it's been a while, you can reap the rewards ^_^
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