TOYING WITH A NEW IDEA... CAN'T MAKE UP MY MIND!
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I've been having this idea since spring 2008 where I make a light FPS/RPG with Sayuri Kitsune (this character
who used to be the original main character to NovaForce) who happened to fight with firearms and energy forces (fire and lightning) plus the ability to smell/hear enemies and to do running dives at them.
I kept imaging this FPS version where you just fight through enemies with the emphasis on getting a high body count and building up stats like an RPG. It would have a very simple story and the puzzles wouldn't be too complicated. There's no need for complex RPG elements either, just using different weapons and skills.
What keeps happening is that I'm always already working on something else and I am really not sure I could work at this. Writing it is very easy with Acknex as this is the sort of thing the engine was made for in the first place. I could make the basic walking and shooting at things part in roughly 2 to 3 days.
Now, the game would have as detailed maps as I could make and possibly some advanced sharers and things if I could find them, but the player, the weapons, items and characters would all be sprites DOOM style. Imagine swapping out the models in Half-Life 2 with sprites, and with the Anime-ish-sort-of style I like it would be as though you're fighting characters from the SNES jRPGs. These sprites would simply have an extra direction above and below to create this cube mapping for when a character is jumping over you or you're looking down from above through a scope (these can be rotated to orient with the camera).
Just imagine if the original System Shock had a way simpler HUD and standard WASD controls, and better map graphics yet with the same sprites. I haven't played many DOS shooters so bear with me. It's pretty much as if the sprites from RPG Maker VX got a little frantic and decided to fight you instead of the classic cyber demons you've fought before. Only you still level up and stuff.
It all sounds like a cool little addicting idea where I layer the features, and it will only take roughly a week to do the engine, most of my time will be spent drawing sprites (I have made something more complicated than this in the space of a week the spring break of the year 2003/2004 or so, I think you can even see pictures of it in a thread here somewhere).
What's the problem? This is something I would only make if there are people who want to play it. I already have a current project which have people who would want to play it and my time is better spent there if this idea isn't at all going to attract anyone and would be ignored. Tell me what you think please, and this is something for me to work on myself- this is also intended to be the thing I'm working on when I'm waiting for Mary4D, Tardis, or anyone else so it's going to be really small.

I kept imaging this FPS version where you just fight through enemies with the emphasis on getting a high body count and building up stats like an RPG. It would have a very simple story and the puzzles wouldn't be too complicated. There's no need for complex RPG elements either, just using different weapons and skills.
What keeps happening is that I'm always already working on something else and I am really not sure I could work at this. Writing it is very easy with Acknex as this is the sort of thing the engine was made for in the first place. I could make the basic walking and shooting at things part in roughly 2 to 3 days.
Now, the game would have as detailed maps as I could make and possibly some advanced sharers and things if I could find them, but the player, the weapons, items and characters would all be sprites DOOM style. Imagine swapping out the models in Half-Life 2 with sprites, and with the Anime-ish-sort-of style I like it would be as though you're fighting characters from the SNES jRPGs. These sprites would simply have an extra direction above and below to create this cube mapping for when a character is jumping over you or you're looking down from above through a scope (these can be rotated to orient with the camera).
Just imagine if the original System Shock had a way simpler HUD and standard WASD controls, and better map graphics yet with the same sprites. I haven't played many DOS shooters so bear with me. It's pretty much as if the sprites from RPG Maker VX got a little frantic and decided to fight you instead of the classic cyber demons you've fought before. Only you still level up and stuff.
It all sounds like a cool little addicting idea where I layer the features, and it will only take roughly a week to do the engine, most of my time will be spent drawing sprites (I have made something more complicated than this in the space of a week the spring break of the year 2003/2004 or so, I think you can even see pictures of it in a thread here somewhere).
What's the problem? This is something I would only make if there are people who want to play it. I already have a current project which have people who would want to play it and my time is better spent there if this idea isn't at all going to attract anyone and would be ignored. Tell me what you think please, and this is something for me to work on myself- this is also intended to be the thing I'm working on when I'm waiting for Mary4D, Tardis, or anyone else so it's going to be really small.
I think that having little side projects help keep you sane during your work on your main stuff. I say go for it!
post=129031
I think that having little side projects help keep you sane during your work on your main stuff. I say go for it!
Unless you have THIS MANY projects. Then sanity basically becomes a moot point. : )
Bro, you should see my shelf of notebooks.
Dude, I'd so play this. What would bosses be like? In fact, PM me and perhaps I could drop some tracks for this.
Bosses for FPSs are a little hard to do actually, but they usually comprise of a leader and cohorts. For example, you might have a showdown with a sniper flanked with bombers and infantry. It's just all going to have Anime-style-sort-of-ish sprites ala. FFT or Disgaea.
If you mean a game similar to Borderlands, then I'm all for the idea. FPS with RPG Elements = Ownage.
I went along with it and started to write the engine- or the parts I actually have to write. I have to use some of my C++ hacks to get the engine to work the way I want. Why on earth was mouse trapping not included with the engine? I mean, some of you would want to play windowed mode and would like to be able to look around without the mouse leaving the window.
Anyway, should be a piece of cake. I'm not even joking, I'll have you moving around a room in a day. I'm not going to make a gamepage for it until later. Going to have to be in the dark for a while.
Anyway, should be a piece of cake. I'm not even joking, I'll have you moving around a room in a day. I'm not going to make a gamepage for it until later. Going to have to be in the dark for a while.
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