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Re: Game Ideas
  #51  
Old July 30th, 2005, 09:15 PM
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Default Re: Game Ideas

I've always had ideas for Castlevania games, one of them being this one I finally got into writing. Note that there's a lot of game-aspects that aren't complete yet. I have them all in my head, but getting the desire to sit down and type 'em all out onto notepad is another thing...



"Castlevania- Requiem of Souls"

Year- 1749

In between the stories of- Harmony of Dissonance and Rondo of Blood

Story- After many years of peace from the Dracula Wraith's defeat by Juste Belmont, the once peaceful, serene countryside of Wallchallia becomes darkened by the return of the Dark Lord himself; Count Dracula.

He raises a massive army from the dead, and sends it out over the land, to ravage it and destroy it all. But at the time, the Pope of the Holy Roman Church performs a massive exorcism, and with the power of God wipes out all of the evil soldiers for Dracula. Angered by this, the Count himself has the Pope captured, and brings him to his castle, where he plans to remove his soul from his body, and use it for his own diabolical purposes.

But quick to the rescue are the two current Belmonts at the time, the middle-aged Carl Belmont, and his son Samuel Belmont. Samuel is first to raid the castle, with his father behind him as they both travel through the dark, gloomy corridors of the citadel. Samuel is the first to get to Dracula, and takes part in a duel with the wicked demon. While he clearly sports the better power, Dracula's new mistress, Karela, continues to heal the Dark Lord throughout the fight, giving him an advantage and helping to overpower Samuel. When it looks like Dracula is about to kill him, Carl Belmont finally arrives, and upon his entrance quickly kills Karela. Then with the help of the Holy power from the Pope, he strikes Dracula down, and sends the Dark Lord retreating, but only before the Count says a frightening promise to
return.

And to make matters worse, Samuel grows weak from his battle, and the Pope and Carl can only be by his side as the young man slowly dies. Before he passes on, he tells his father that his wife is near the end of her pregnancy, and that Carl will become a grandfather. He then dies, and after mourning his loss, Carl releases him to the bottom of a cool pond a few miles from the castle. After returning the Pope to his Cathedral, Carl returns home, and arrives a day after Samuel's wife has given birth; to the two beautiful boys.


Sadly, she too dies nearly two years later from a terrible sickness, and Carl takes the two into his home, along with his own sister, and her daughter Mary. The years go on, and they grow to be a happy family, until Carl's sister dies, when Mary is a mere thirteen years old. During this time though, good news arises, and that is that Carl discovers the hidden talent of a warrior within both of his grandsons.

But even good news turns to bad news. As the one, Jordan Belmont, desires to take on the Vampire Killer, becoming a whip-toting warrior like the rest of the Belmont clan. But the younger of the two, Ambrose Belmont, wishes to instead not be like the rest of the Belmonts, and instead become a swordsman. When the rest of the Belmont family learn of this, they nearly shun him completely, and refuse to acknowledge Ambrose as a part of the clan, even his own brother Jordan does so. He grows up only accepted by his cousin Mary and grandfather.

When he turns Eighteen, Ambrose decides to finally leave the cottage where he lives with Jordan, Mary and Carl, and heads to the Vatican City to join the Catholic Church as an official. On the other hand, Jordan departs for a journey across Europe, a trip for him to train even more to become a stronger whip-toter. As four years passes, he indeed becomes even more skilled, while Ambrose becomes a Church Knight for the Pope's Cathedral, and changes his last name to Bakora.

Then, Dracula fufills his promise.

He returns once more, bringing with him an even more terrible army, as well as a revived Karela. Just as before he sends his forces of darkness out to the countryside, assaulting towns, slaughtering many, and capturing many to bring back to his castle. Two of these people are Mary and Carl, who are both defenseless against the hordes. They are both taken directly to Dracula's Throne Room, where he holds them hostage as he developes his plan for an invincible might.

When news spreads quickly through the continent, Jordan and Ambrose both set off from their locations to Dracula's Castle, where they intend to rescue all the innocent people and save the land from the Dark Lord.

But, can these two brothers work together...?


^ That's not really the entire story, there's still the entire adventure for Ambrose and Jordan throughout the castle. That what I just rambled off is really only what would be the Intro to the game/story. If it would be a game, I would have a little less description in some parts, and have it be told piece by piece with still-artworks of some scenes from the certain happenings.


Characters are very important in here, and since it would take me a looong while to explain very last detail about each, here's their names and some detail on them-

Jordan Belmont- A cocky young man who possesses incredible skill with the Vampire Killer, and dreams of being the most reknowned Belmont in history. Like most of his family, he is ashamed of his brother for not wanting to bear the whip, and sees him as an outcast. He is even more angered by him joining the Catholic Church, which he despises. Though, deep down is he is a good man, loving the rest of his family deeply and willing to defend them and
the rest of the country at all cost.

Ambrose Bakora (Belmont)- A kind-hearted, gentle young man who gives off a powerful aura with his suit of steel armor and the massive broadsword strapped to his back. Ambrose resents being born into the Belmont family, and the five years of redicule he endured has forever left a mark on him. He is a devout Catholic, a loyal follower of God, and because of that he joined the Church as a Knight. It is his own personal goal though to one day show the
rest of the Belmont Clan that he was right in choosing his own path.

Carl Belmont- Carl is very much like Ambrose; kind-hearted and very loving of both of his grandsons, as well as his niece Mary, who he sees like his own granddaughter. Once a mighty warrior of the Belmonts, Carl has met with the limitations of his old age, and now faces some depression from the departure of both of his grandsons, but especially the feud between Ambrose and the rest of the family. Even while in the clutches of Dracula, he continues to pray that Jordan and Ambrose may make-up before his death.

Mary Belmont- A sweet young woman who has grown up with Carl and his grandsons, seeing him as a true grandfather and Ambrose and Jordan like her brothers. She too was always saddened by the horrible things with Ambrose and the rest of the Belmonts, and for the years he remained home, she was always there to comfort him. Now as she is held captive with Carl by Dracula, she stills stay by his side just as she did for the years while his grandsons left their cottage.

Dracula- The Dark Lord himself, the true empitome of evil living in the world. He comes back to try and plunge the age into darkness like his other attempts, but this particular attack for him has other missions, that to devour the souls of many and gain infinite power.

Karela- A vile woman who serves Dracula as his mistress, but mainly acts as his advisor and chief ally in his plot for darkness. She bears powerful magic, which she can use to maniplulate all elements around her. It is like her sickening personal hobby to metally torment Jordan, Ambrose, Carl and Mary.

Mathias Cronqvist- A returning ally to Dracula in his spirit form from the first tale of a Bemont "Lament of Innocence". A man who has turned away from Christianity and despises all of it and all who keep it. With the entrance of the Church Knight, and firm Catholic, Ambrose Bakora, Mathias comes back to Dracula and joins his army in hopes to break the spirit of Ambrose and sway him away from God.

Death- Always aiding Dracula in his cause, the Angel of Death returns once more to combat the two warriors coming to defeat his Lord. *note, unlike the rest of the main characteres listed, Death has only a very minor role in the story*

Harold Glenca- A large, gruff man who has come to Dracula's Castle along with his brother to rescue the captured villagers from several towns. Not possessing the needed strength to do so on his own though, he instead opens up a trading-service to Jordan and Ambrose, selling them weapons and items to help them in their quest.

Thomas Glenca- The uniquely dressed older brother of Harold, and somewhat of a mysterios man. He too has the goal of rescuing the people being held in the castle, and just like his brother instead choses to join with Jordan and Ambrose to get the job done. He also gives the brothers secrets of the Castle every so often, helping them get further in their quest. A fine musician as well, Thomas constantly walks aimlessly through the halls of the dark
fortress, playing a song on his wooden flute that has an unsual melody.


Whatever I post next would be bosses and levels, and then there's even more...
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Re: Game Ideas
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Old July 30th, 2005, 09:37 PM
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Default Re: Game Ideas

Heres an idea for a strategy game I had

Take it to the Man

Despite what the title might have you think, in this game you control The Man, not oppose him. As the former The Man grows old, you are chosen as the new The Man. As The Man, you have to make decisions regarding controlling the world's governments and making it seem like all the countrys are seperate governments rather than your pawns. You have to deal with population control, which can be solved with an artificial virus being released upon Earth. You have to decide how to deal with civilians who "know too much" by a murder or a brainwashing. You can decide how to make your private operations look like normal phoenomen (sp?). You can sell out your humans to potential buyers from other worlds (aka aliens). Or you can break the silence and let the people know the truth about whats been going on...
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Re: Game Ideas
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Old August 1st, 2005, 01:11 AM
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Default Re: Game Ideas

Sorry for the double-post, but I have to post this new idea I got today

In this game, you play as a bull male sasquatch living in the Oregon wilderness thousands of years ago. Its a free-roaming world with woods, plains, and mountains. You have to defend your territory from newly arriving humans and various other foes. The humans are too strong in groups, so you have to scare them at first. Sneaking around at night making loud noises and roars unnerves the humans and they aren't as stong next time they confront you. Some times, another male sasquatch wants to invade your territoy and take it for himself and you have to drive the invading sasquatch out with your hairy fists of fury. You can build strength and muscle out of battle by moving heavy boulders around and ripping down trees. More muscle not only gives you stronger attacks, but also makes you more intimidating. If you are intimidating enough, some foes will back down without a fight. Fighting Techniques can be tested and perfected on human warriors. You can also invade other Sasquatch's territorys and battle for them and expand your land. If you become intimidating enough and show your strength in battle, most wandering males will back down from a territory merely by smelling your scent you leave to mark your territory. To keep your Sasquatch in fighting shape, you have to keep him well fed. Roots and berrys are common, but provide little relief from hunger. The most satisfying way to feed is to eat large portions of meat. You can hunt deer by attacking them, you can steal a meal from smaller predators, or you can be a scavenger. If you kill more than your fill, you can drag it back to your cave and store it there for a later day, perhaps a day when you are hungry and no deer can be found. A major foe in this game is the bears, they are just as large and strong as a Sasquatch. Bears have excellent endurance and cannot be fended off with attacks that make short work of humans. Unless you are very strong, attack a bear's weak spots to fend it off. Wolves also present problems, their group attacks are hard to stop and they hurt badly. The group attacks can be prevented by running around and jerking from side-to-side during a fight. You can use various objects lying around the enviroment for weaponry. Bones, tree limbs, rocks, even a human corpse can all be utilized for offensive use. The humans are very controllable, you can scare them into the coldest, darkest cave, or you scare them into believing that you are a god and they will leave offerings of food out to you.
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Re: Game Ideas
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Old August 20th, 2005, 11:02 PM
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Default Re: Game Ideas

Bwahaha, another game idea of mine

The Day After Tomorrow 2

Story:
Following the events of the movie The Day After Tomorrow, this takes place tens of thousands of years after the events of the movie. The peoples of Earth have reverted back to a primal state, living in tribes, hunting with spears and arrows, etc. Legends tell of great citys hidden under the sea of ice that lie north. One day, after thousands of years, the ice begins thawing...and the citys sealed away are being freed from their icy prisons. The primitive tribes begin a quest to control these unsheathed marvels...

Gameplay: This game is an RTS. You command your tribe like an army and you fight for control of the newly found citys. You, as the tribal leader, can put your young warrirors through training to become skilled in several classes. You can train them to be club-wielders, musclemen who are dominant at close-range. They can be Spear-throwers, men with average power who can fight at close and long range. They can be trained to be Bowmen, arrow shooters who can fight from a distance. Fire-starters are arsonists you can train to throw fires into a group of enemys, use fire to melt ice barricades, and set fire to a foe's village to cripple their military operations. Beast-riders are animal trainers who ride large wooly bison/rhinos into battle that can trample enemy soldiers. Beast riders can also be trained to use Horses/Camels to transport supplys.

The world is basically 2 continents now, Eurasia and America. You can pick wether to start your game in Eurasia or the Americas. American Beast-Riders have access to the wooly bison, while the Eurasians have access to Wooly Rhinos. Animal enemies that attack your troops include Snow Tigers (Eurasia), Snow Cougars (Americas), Wolves, Snow Eagles (huge eagles that will rob your villages), Polar Bears (which have spread all over), Snow Jaguars (Americas), Snow Leopards (Eurasia), Ice Grizzlys (Americas), and Frost Apes (Eurasia).

Your tribe's respect grows as you take control of more of the newly emerged citys. Some you will be able to claim without a struggle, and some you will have to fight for. Other tribes will challenge your claim to a city, and you will have to drive them out of your city. The citys can be raided to try to find something useful. You might find new types of weapons or other technological secrets. Barricades are a good idea to build around your claimed citys.

You must keep your people fed and healthy. Hunting expeditions can be formed to go hunt Snow Cows, wild bovines descendant from the domestic cows of today. You can drive the Snow Cows into pens built by your tribe. The Snow Cows can be raised and slaughtered for food, so you don't constantly have to go out on hunting expeditions.

Once you have conquered the continent that you started in...a Land Bridge is discovered that leads to another continent to claim and conquer...
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Re: Game Ideas
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Old August 22nd, 2005, 07:02 PM
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Default Re: Game Ideas

Now, I've never played that many of the Mortal Kombat games, but I do know that none of the games featured EVERY character...that's when I got this idea...


Mortal Kombat: Oblivion

This would be your basic Mortal Kombat game, maybe even a remake of the original, but what would seperate this is that EVERY character from previous games would be in it. The roster would be pretty big, I'm sure at least 30, but that isn't asking much by today's standards. You could choose Goro, Scorpion, Sub-Zero, Reptile, Jax, Sonya, Johnny Cage, Shang Shung (sp?), Smoke, Rain, Noob, etc. There would also be some new characters, I got my own ideas for a few...

Drake
Drake is a dragon warrior, he has the intellegence of the humans, but comes from a legendary line of dragon people who fell during one of the past Mortal Kombats. He is the last in his line. He's the size of a human but is reptillian, has a tail, dinosaur like legs, and a set of wings.

Lt. Gordon
Lt. Gordon is a valued member of the US forces, he doesn't know much martial arts as some of the other fighters, but he doesn't rely on them in a fight. What he relies on is his own weapons. He is equipped with two side arms and chain gun.

All characters would have their own finishers (DUH!). Arenas would vary from many older ones that are returning (the bridge with the spiked bottom) and many newer ones.

Story well...someone else can handle that.

IF this would be made...may actually make me buy that...
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Re: Game Ideas
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Old August 22nd, 2005, 07:27 PM
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Default Re: Game Ideas

I,ve had this idea for a while.

Legend Crystals(Pulled that name out of my you-know-where)

You customize your dude/dudett. Then the game starts and you find 2 crystals, You can someone creatures with them. 1 Is your Chinesse Zodiak sign like the Sheep( With special power ups like rams horns for males) and the other is your greek zodiak thing like Taurus the Bull( With constellation Armor later on...).

In your first battle you practice with both creatures against themselves. You use control pad(GC) to summon creatures or use power ups. Then you can controll your monster like in the LoZ 3d games and have to take down the other creature.

You can get five power-ups: minion summons/ability books, cirlle aura, armor, primary attack upgrade, secondary attack upgrade.

There are also a few legendary crystals. I'm still working out details, Kaiju could be in it but not with their respective names. You fight other people who find crystals, you have to find and destroy a cult of evil wizards who use themselves or real creatures in battle.
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Re: Game Ideas
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Old August 27th, 2005, 05:42 PM
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Default Re: Game Ideas

Godzilla DS

As a sequel to STE, this game would be a 3D action game with gameplay similar to the 2nd person view of kaiju during the challenges on STE. The game has three playable characters: Godzilla, Gigan, and Kiryu. They each have their own storyline.

Story: The Vortaak did get away with some of the G-Cells...but their ship crashed into an asteroid upon leaving the atmosphere and the ship, with G-Cells aboard, came hurdling back to earth and crashed onto an island in the ocean. The G-Cells fuse and mutates with the radioactive fuel used in the saucers, creating legions of monsters. The island becomes sort of a hive for these creatures and they start spreading. Fighting for the humans is Kiryu. Godzilla (G2K appearence) is against the creatures because they begin intruding on his territory, Japan. Gigan (hybrid of Showa and FW appearence) is sent in on an extermination mission by the Vortaak to rid that island of those creatures. The island happens to be sitting on reserves of a new element that the Vortaak want to use.

Gameplay: A 2nd person view of the action, the controls could be refined a bit from STE and DAMM to fit the 2nd person view. Godzilla fights mostly with claw swipe and tail attacks, Kiryu uses his weapons mostly, and Gigan takes a very Street Fighter-esque approach. Godzilla is the strongest physically and has regeneration, while Kiryu has better defense and weaponry, Gigan is fastest and can temporarily fly with his wings.

While the fighting occurs on the top screen, the bottom isn't left out. The touch screen could be used to select targets when using Kiryu's missiles, or the touch screen could be rubbed to increase the power of any of the character's beams. Godzilla's regeneration could be used faster by tapping injured spots rapidly displayed on a map of Godzilla's body. Gigan's buzzsaws can be sped up using the touch screen, making his attack more deadly. Beams are aimed with the touch screen.

The enemy types you encounter are various monsters spawned by the irradiated G-Cells. In the ocean you'll find giant barracuda/pirahna creatures and what look like crosses between alligators and Godzilla. On the land, you can find ogre-ish monsters: humanoids with Godzilla's skin and regeneration. Also on the land are deformed Godzillas and various insect monsters that combined with the G-Cells. During the course of the story, you'll meet famous kaiju like Anguirus, Hedorah, Baragon, and Gorosaurus. As you meet and beat the famous kaiju in fights, they become avalible for use in Multiplayer mode.

You start the game in Japan, and as the game goes along, you'll eventually make your way to the island where the Mutations are coming from. During travel between levels, a rail shooting level occurs. Godzilla swims between levels and fights hazards/monsters benath the sea while Kiryu and Gigan fly and fight airborne hazards.

When you reach the island, you find more powerful mutations. The mutations have found the reserves of the new liquid element and they have been consuming the element which has made them more powerful. If your monster finds a reserve of this, it can consume it and get an upgrade. This element is similar in appearence to oil, but has propertys similar to Venom's alien symbiote. The new element upgrade gives Godzilla and Gigan a jetblack appearence and more muscular bodys. Kiryu's weapons get an overhaul, his beams get a black appearence.

At the core of the island, you find a large monster basking in a pool of the new element. First Hedorah rises from the pool and you must fight it, but then something worse rises. King Ghidorah's body had fallen otno this island after a fight with Mothra on STE. The irradiated G-Cells combined with a remnant of Ghidorah's DNA and grew into Ghidorzilla. Ghidorzilla, suped with the new element, rises from the pool and attacks your monsters. The first part of this boss fight is fought with just your monster, and you think Ghidorzilla is dead but he falls into the pool and rises again. Then, the other 2 playable monsters arrive and they help you fight Ghidorzilla again. The game ends when Ghidorzilla is exterminated.
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Re: Game Ideas
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Old August 27th, 2005, 06:54 PM
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PH, the Sasquatch idea is outstanding IMO! This would be ideal for anyone interested in the creatures to regular gamers looking for a good challenge.
Very well thought out and realistic! (Need a Big Foot smilie!)
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Re: Game Ideas
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Old August 27th, 2005, 07:09 PM
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Default Re: Game Ideas

Thanks, I've been thinking of collecting up all these ideas I've posted and sending them off to various game developers.

And just wait till I'm done concocting ideas for Sasquatch 2
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Re: Game Ideas
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Old August 27th, 2005, 10:53 PM
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Default Re: Game Ideas

I was going to make a game were you live out your life. However, it would be 3D, you would control 1 person, and it would be 3rd person POV, it'd probably be like a cross between Elderscrolls, GTA, and Animal crossing (infact, there would probably be mind-altering-substances [alcohal and such] that would change it so that it was scarily similiar to Animal Crossing.)
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Re: Game Ideas
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Old September 9th, 2005, 04:39 PM
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Default Re: Game Ideas

A new game idea I had, is currently untitled

Story: The setting of this game is a small town in Texas known as Beeville. In year 2134, Beeville is home to the 2 most dangerous prisons in teh country, one for super-dangerous inmates and one for mentally disturbed people beyond hope for a cure. The two prisons are both controlled by a supercomputer. The supercomputer controls nearly every aspect of the prison complexes, from cell doors to lights. The guards no longer use guns, but high powered taser weapons for stunning/subdueing. Sounds like we have the most dangerous criminals handled, right? The American people went on believing that for decades, ever since the supercomputer was installed. Another thing that kept prisoners in, is that Beeville is located in the middle of a harsh, unforgiving desert.

All of the prison guards thought their job was the easiest. All they had to do was occaisonally fire their stun-gun when things got rough. All of the guards except Heath Korman, a middle-aged guard who preferred to do his job the old-fashioned way. Heath would always rant about how these computers would fail them, and then they'd really have a mess on their hands. Nobody believed him, the computer had millions of dollars worth of fail-safe precautions installed on it. Heath became a workaholic, always making sure to be there when the computer would fail.

When Heath is forced to take a day off, all hell breaks loose. During the night, a meteor crashes to earth in the middle of Beeville. The next dayt, all electronic devices fail to work. Electric cars won't start, computers stop working, etc. The supercomputer that controls the prisons is even malfunctioned. All the Cell Doors in the twin prisons open. The prisoners escape from their cells and are confronted by night duty guards. The guard's electronic stun-guns don't work, and they are killed by the escaping prisoners. The town is helpless due to the malfunction of electric equipment, and falls easy prey to the escaped prisoners. The town's communications are cut off, so they cannot call for help. The police's futuristic weaponry won't work.

Heath knew this day would come, and he had prepared for it. From whats left of his old family farm, he comes to town wielding weapons that hadn't been seen for years, guns. Heath vowed it upon himself to contain this situation, the prisoners weren't going anywhere. The desert prevented that.

Gameplay: This is an open world where you have access to the variouys parts of the town of Beeville. You can visit the dark streets of the once bright town, a small forest on the western outskirts of town, farmland to the east, and the edge of the desert to the north and west. The prisoners from the maximum security prison have taken residence in town, while the mental ward patients are hiding the in forest, desert, and farmland.

The enemies in the game are the escaped prisoners. The Maximum Security Prison escapess are various thugs and gangsters. The thugs are muscle bound hulks that are nearly bullet-proof. The gangsters are more agile. But they both are extremely prone to violence. They may have numbers against you, but you are the only character in the game with firearms and thats a huge advantage.

The Mental Ward patients act nothing like the thugs and gangsters. They sometimes act like zombies, other times like crazed monkeys. In Heath's quest to contain the situation, he'll have to use old cowboy skills passed through his family over the years to subdue the mental ward patients. Oftentimes, a good old fashioned lasso is what serves best. Sometimes you'll have to subdue them, but the easiest option is killing them. They live and hide in the wild areas of Beeville and they sneak up on you. A hunt for Mental ward patients could end up like a survival horror segment in the game.

Heath may be middle-aged, but he is in great shape. He constantly works out and lifts weights. He is possibly the most physically adept person in Beeville. His weapons range from a shotgun, sawn-off shotguns, a rifle, and an antique scythe. He can pick up weapons around town like planks, pipes, rocks, etc. Heath's plan is to push the escaped prisoners into the old prison complex that was abandoned after the computer powered complexes were opened. This can be done by scaring the escapees with your weapons, but some are to stubborn or violent to return. You either have to subdue these people, or simply kill them. On your quest to contain the prisoners, you will often find residents of the town being menaced by convicts. You have the option of saving them or leaving them. If you save them, you can gain support from the frightened town residents. Some will even join you on your quest and then a squad mechanic will come into play.

~~~~~~~~~~~~~~~~~~~~~~~~~

Thanks to Sithre for the basis of this idea

Revenge of the Penguins

On the continent of Antarctica, Penguins have lived peacefully for millions of years...until one day ignorant scientists bring Polar Bears to Antarctica as part of a wildlife relocation expirament. The polar bears start destroying the penguins' way of life that thy have enjoyed for so long. All hope seems lost until a lone penguin steps up to the challenge to drive out the Polar Bears. Armed with 2 blades he found at an old whaling station, he stes out to slaughter the Polar Bears. As the heroic penguin kills more and more polar bears, a conspiracy starts to unwravel...were the Polar Bears sent here to actually destroy the penguins instead of just a simple expirament? This game would control similar to God of War.
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Re: Game Ideas
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Old October 2nd, 2005, 04:49 PM
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Default Re: Game Ideas

Hulk: Gamma Mutant Melee

This, basically, is a fighting game taking place after the 2 hulk games published by Vivendi Universal. The fighting controls are similar to the Hulk games, but they vary from character to character. All characters have a Rage meter that gives the access to special attacks. During fights, he army and other forces will attack the fighters. Sticking you with the choice to either fight off the attacking military or focus on your foe.

Story: Following the events of Incredible Hulk: Ultimate Destruction, Bruce Banner is captured by malevolent aliens during his travels. The aliens hope to extract the Hulk from Banner's subconsious, they want to use Hulk in a war they are waging on another planet. Unfortunately, the aliens did not know that Bruce had several Hulk personalitys. When the expirament is performed, a bridge between Banner's mind and the real world is created. Savage Hulk, Gray Hulk, The Professor, and Guilt Hulk all escape. Banner turns into Mindless Hulk due to the rest of his Hulk personas being extracted from him. The many Hulks destroy the alien ship and run rampant. Guilt Hulk however, pocessed the mind of a human that witnessed the whole event. Guilt Hulk would occaisonally surface from the human and cause mass chaos, and he'd disappear back into the human almost instantly after attacking. The Government thinks the Gamma mutants are responsible for this, and the United Nations begins an extermination opperation on all Gamma mutants.

Characters:
Savage Hulk:
The green rampaging green goliath we all love, Savage Hulk has relatively weak attacks and is slow moving compared to the rest, but his Rage attacks are the best. Savage Hulk's fighting style is mostly crude punches and such. Hulk's rage attacks are Super Ground Pound, Sonic Clap, and Megaton Punch.
Joe Fixit (AKA Gray Hulk): The wise-cracking mob-enforcer, Joe Fixit has relatively low stats in all categorys, but his rage meter fills up the fastest.Joe's fighting style is that of a street fighter: punches, low kicks, and slams. By far the most talkative character, Joe's rage attacks are Super Air Slam, Super Sucker Punch, and Eat Dirt.
The Professor: Banner's perfect vision of the Hulk, the professor has the most balanced stats. His fighting style is a mix of kick-boxing and karate. His rage attacks are Super Karate Chop, Jaw Breaker, and Corkscrew Kick.
Mindless Hulk: His stats are mostly the same compared to Savage Hulk, but he is faster and a better jumper. His fighting style is like a feral animal's. His rage attacks are Thunder Roll, EX Flail, and Air Pounce.
She-Hulk: Balanced stats like the professor with similar fighting style. Her Rage attacks are those of Mindless Hulk.
Harpy: The best physical speed in the game with higher-than-average strength. Harpy also can fly. Her rage attacks consist of Super Concussion Blast, Gamma Dive, and Concussion Tackle.
Ravage: His stats are equal to Mindless Hulk's, but he has the fighting style and rage attacks of Savage Hulk.
The Abomination: By far the best physical strength among the characters, Abomination also has sufficient speed and jumps. His only downside is that he has no Rage attacks.
Half-Life: The energy vampire is extremely frail, with horrible physical strength, but excellent speed. He has no Rage attacks, but he can drain Health from his opponents. Most of his attacks are just ways for him to drain Health from the foe.
Flux: Looks like a Hulk, dresses like a military man. Flux has a kick-boxing esque fighting style with good speed. He has lower than average strength, but he has bombs that he can use in battle. Flux's Rage attacks are Bomb Barrage, Kick Bomber, and Air Punching Bag.
Mercy: Even as frail as Half-Life, Mercy has low stats in all physical categorys. The benefits of Mercy are teleporting, Psy-blasts, and psy-shields. Her weak physical attacks resemble Karate. Mercy's Rage attacks are Psy-Barrage, Teleportation Drop, and Psy Karate Kick.
Madman: He resembles Savage Hulk, but with red skin. Madman's attributes are excellent strength, but very slow movement. His Rage attacks are the same as Savage Hulk's.
The Leader: Ah, the Hulk's big-brained arch nemesis. He has almost zero physical attacks and low stats. Relying on Telekinetic Abilitys for fighting, The Leader barrages the foe with Psy-Blasts. His Rage attacks consist of Duplication, Disappearing Laser, and Mind Melt.

Arenas:
Ross's Base: An underground base, this arena is totally enclosed and excellent for throwing the opponent around and slamming them into walls. Weapons availible to use are pipes, robot parts, crates, and pieces of rubble. Soldiers and Hulkbuster mechs wil attack the fighters in this arena.
The Desert: An open arena with plenty of room to run around. This arena is a nightmare for slower fighters. Soldiers, Tanks, and Helicopters will attack the fighters here. Avalible weapons are tank parts, helicopter parts, and boulders.
Las Vegas (Downtown): Gray Hulk's turf baby. Fighters can hide behind buldings, or use them to slam opponents into. Mobsters and Policeman attack the fighters here. Avalible weapons are pieces of rubble, cars, crates, dumpsters, pipes, and street-light poles.
Hulkbuster Testing Grounds: A fighting level that looks like a toned-down Roman colosseum. Hulkbuster Mechs will attack your characters here. Availible weapons are Hulkbuster parts.
Banner's Subconcious: This arena looks like a napalm bomb was justed dropped on it. No availible weapons here. The arena is totally barren except for the rocky boundarys. Devil Hulk stands beyond those boundarys and he will occaisonally throw rocks at the fighters.
New York Scyscrapers: This arena is atop buildings. It'll test your fighter's jumping ability, because you automatically lose the fight if you fall off. The building tops don't provide much fighting room, so its alot of jumping around. Enemies that attack here are helicopters. Avalibe weapons are Vents, poles, and helicopter parts.
Rocky Mountains: An arena in a mountain gorge. No outside forces besides Sasqutaches, Bears and wolves will attack here. Availible weapons are boulders and trees.
Amazon Jungle: Trees everywhere, plenty of places to hide, plenty of animals to get in your way. Attacking enemies here are Jaguars, Natives, and crocodiles. Availible weapons here are trees, logs, rocks, and animals.
Savage Land: A mix between a Jungle and a desert, Savage Land is a relic from 65 million years ago. Attacking enemies here are Raptors, Triceratops, Trexes, and Pterodactyls. Availible weapons are boulders, logs, trees, and dino carcasses.
Arctic Tundra: A barren snowy wasteland. The snow is somewhat slippery, adding a small hindrance to fighters. Attacking enemies are Polar Bears, Soldiers, and Kodiak Bears. Availible weapons are icicles, ice blocks, and rocks.
Subterranea: Underground in Moleman's kingdom, this arena greatly resembles the inside of a cave. Attacking enemies here are Cave Monsters. Availible weapons are stalactites, stalagmites, boulders, and rubble. The walls of the aren can be hit to cause rocks to fall from above.
The Leader's Colosseum: The most grand arena of them all, a futuristic roman colosseum. There is no outside interferance or availible weapons.
Guilt Hulk's Realm: This arena resembles a dark, murky swamp. A single platform is in the middle of this swamp, and the water beneath it is acidic. No outside interferance or weapons.
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Re: Game Ideas
  #63  
Old October 2nd, 2005, 05:55 PM
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Default Re: Game Ideas

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Reggie Fils-Aime: Revenge of Nintendo

This will a an FPS with nintendo's new Executive Vice President of sales and marketing, Reggie Fils-Aime. Many have heard of his revolutionary speech he deleivered at this years E3. This is where Reggie goes on a shooting rampage in such places as Sony Computer Entertainment, Microsoft Production Studios, and more. Reggie will blast anyone who opposed the DS and the Gamecube. The final boss will be a giant mechanized X-Box fighting alongside a colossal hovering PS2. Reggie will be armed with regular weaponry like pistols and uzis and knives. But he'll also wield weapons like the the Fireball hat from Super Mario Brothers, Fire Arrows from LOZ, Plasma Beam from Metroid, etc. But there will also he real world/nintendo world hybrid weapons: Like the Poison Mushroom Cannon, Koopa Bazooka.
"My name is Reggie, I'm all about kicking *** and taking names."
Nice....
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Re: Game Ideas
  #64  
Old October 22nd, 2005, 11:28 PM
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Horror Movie Icons Fighting Game

An old idea from my sophmore High School year (about almost 6 years ago now I think).

Concept is simple... taking all the modern horror movie icons and throwing them into a fighting game. Major crossover basically.

Storyline is like a mixture of Marvel's Secret Wars and InCog's Twisted Metal Black. Someone's collecting together all these characters to fight it out and see whose the best of them all.

-List---------------------
-Jason Voorhees (Friday the 13th)
-Michael Meyers (Halloween)
-Officer Cordell (Maniac Cop)
-Freddy Krueger (Nightmare on Elm Street)
-Leatherface (Texas Chainsaw Massacre)
-Chucky & and his bride (Child's Play)
-Pumpkinhead (Pumpkinhead)
-Pinhead (Hellraiser)
-Tallman (Phantasm)
-The Creeper (Jeepers Creepers)
-Ash (Evil Dead)
-Ghostface (Scream)
-Lionel (Dead Alive)

I'm sure I'm forgetting some of those whom I added originally. Lost the original list but never forgot the idea. I may or may not have had Laurie Strode (Halloween), or Alice Johnson (Elm Street 4 & 5) in it, as again I don't remember.

Obviously, for the most part, these characters are predominantly EVIL intentioned. Ash, Laurie, Alice and Lionel are perhaps the only "heroes" in the whole story.

-Arenas---------
-Crystal Lake: Big Forest Tourism Level, full of hidden weapons and other treats to use. Trees can be knocked into (by either throwing an opponent into them or punching/kicking/etc them) and eventually fall over from repeated hits. Cabins can be tore up and smashed up. Various stuff from Freddy vs. Jason like the pressure airtanks, and the construction site. If you play your cards right you can uncover various spots where Jason's stashed bodies, and even his mother's head.

-Elm Street: Suburbia. light poles, parked cars, sewer lids, fences, etc. to use as enviromental weapons. You can even knock your opponent into Nancy's house (1428) or even into the basement where Freddy's hat is in the furnace.

-Boiler Room: Freddy's main lair, full of smoking pipes and various room levels. Heavy Influence from Freddy vs. Jason. Slashing into pipes can cause smoke to billow out, or water. You can knock down heavy pipe fixtures onto your opponent, etc.

-"Pleasure" Room: Cennobite Central. Chains, pieces of body parts and faces adorn the walls. Spiked pillars and a gooey floor are what await you here. Some Pillars can be knocked over and used as a weapon.

-The Cabin: Where that damn book is. A smaller forest level than Crystal Lake. Full of surprises too, like if you throw your opponent into certain trees the branches will grab them and attack. Deadites (Linda chief among them) will randomly pop up out of the ground and attack and/or hold you or your opponent down, thus open to an attack. You can go into the cabin too, where EVERYTHING'S laughing at your characters, causing damage to certain parts of the cabin causes blood fissures to spurt out like firehoses. Finally... Ash's severed hand creeps around from time to time.

-Sawyer Home: Leatherface's stomping grounds. Very bloody, with bodies hanging from hooks and rooms full of bones. You can go into either the cellar or the dinining room. In the dining room Grandpa's watching the action. Lotsa weapons, like sledge hammers and whatnot.

-Farm & Cornfield: Full of farm tools and the like. If you play your cards right, you can get that spearing weapon used in Jeepers Creepers 2. When not playing as the Creeper... a certain figure is in the background... hanging on a post...

-Sanitarium: Where a great deal of these characters belong if you ask me . Full of many things to use, and plenty of stuff to knock your opponents into. Crazy people are also present in some parts, and will influence the gameplay in various ways.

-Cemetary: The Tallman's turf. Zombies are prone to rise from their graves and attack... as well as those little robed dwarves lurking about. Headstones and statues work as various weapons.

-Monroeville Mall: Why not include THE mall in a game based around iconic modern horror? HUGE area, with plenty of places to go to, stuff to smash into, and maybe even a zombie or two every once in a while. Even plays that mall music from the movie.

-Lionel's House: Poor Lionel lives here and there's plenty of things to find, like various zombies (Biker, Kung-Fu Priest, Nurse, Lionel's Mum) who will attack as well. Like every other arena is almost fully destructable. Do things correctly and you can get Lionel's mutated mum to attack your opponent.
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Last edited by SuperXAsh; October 23rd, 2005 at 12:08 AM.
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Re: Game Ideas
  #65  
Old October 23rd, 2005, 12:33 PM
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Default Re: Game Ideas

SXAsh! How can you have a fighting game starring the best of the Horror genre without a Hell arena!?
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Re: Game Ideas
  #66  
Old October 23rd, 2005, 03:27 PM
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Default Re: Game Ideas

Quote:
Originally Posted by SuperXAsh
Horror Movie Icons Fighting Game

An old idea from my sophmore High School year (about almost 6 years ago now I think).

Concept is simple... taking all the modern horror movie icons and throwing them into a fighting game. Major crossover basically.

Storyline is like a mixture of Marvel's Secret Wars and InCog's Twisted Metal Black. Someone's collecting together all these characters to fight it out and see whose the best of them all.

-List---------------------
-Jason Voorhees (Friday the 13th)
-Michael Meyers (Halloween)
-Officer Cordell (Maniac Cop)
-Freddy Krueger (Nightmare on Elm Street)
-Leatherface (Texas Chainsaw Massacre)
-Chucky & and his bride (Child's Play)
-Pumpkinhead (Pumpkinhead)
-Pinhead (Hellraiser)
-Tallman (Phantasm)
-The Creeper (Jeepers Creepers)
-Ash (Evil Dead)
-Ghostface (Scream)
-Lionel (Dead Alive)

I'm sure I'm forgetting some of those whom I added originally. Lost the original list but never forgot the idea. I may or may not have had Laurie Strode (Halloween), or Alice Johnson (Elm Street 4 & 5) in it, as again I don't remember.

Obviously, for the most part, these characters are predominantly EVIL intentioned. Ash, Laurie, Alice and Lionel are perhaps the only "heroes" in the whole story.
That's a good list you got their, may serjust removing the Tallman & Pinhead, replice them with Robocop and The Toxic Avenger just to beff up the 'good guy list', add some characters.
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Re: Game Ideas
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Old December 16th, 2005, 11:33 PM
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Left Behind: The Game

This would be a game based off the popular Christian fiction series. But instead of dealing with faith and such, this will center on the chaos of the initial aftermath of the Rapture.

You play as a new soldier stationed at a Military base near Chicago. You and fellow soldiers are all new recruits fresh out of Basic Training. Upon the reports of the disappearences, the more expirienced and elite soldiers at the base depart to ascess the situation. Unfortunately, the elite soldiers are killed in a car accident caused by the panicking people of Chicago. You and your fellow new soldiers are faced with a huge mission: neutralize the chaos of the disappearences. You cannot call another base for help, the soldiers in other bases are too busy handling the chaos of their own location.

Your character has the highest rank among the new recruits, so he becomes the commander of the squad. You play in a Free-roaming city of Chicago. The game's missions will center around neutralizing the chaos of the people. You can do this in any way you see fit. You can try to find a peaceful way to stop the riots, or you can use violence to quell the problems.

The gameplay would be 3rd person shooter with squad controls. You select which squadmates follow you into the missions, but there is some depth here in choosing who goes. Each character has their own special skills, but there is more than that for factors in squad-choice. Each character has their own personality, and will react their own way when things get hectic. Some characters will flee, others will become violent in the situation and crazily attempt to shoot down the rioters. Some will stick by you the whole time, but few of your fellow soldiers will do so. You can order your squadmates to follow, defend, push back, and stay. Push Back orders your squadmates to charge toward a mob and drive them back by using their gun as a blockade. Push Back is a difficult process to master, but is quite effective in quelling a riot peacefully.

You can use any means necessary to stop rioting pedestrians. You can use Gas Grenades, verbal commands, bullets, or even resort to running them down with vehicles. The best thing to do in a major riot is to try to force the mob apart and force them into buildings. As you go about your mission of calming things down, you will sometimes have to cooperate with the Police. The Police can provide extra firepower and support in a shoot-out, as well as aid in vehicular matters. But the Police will only assist you if you can impress them with your skills. If you simly end riots with bullets and death, they will resent you and refuse to help you. By calming riots peacefully, you will gain the support and trust of the Police, making them availible for assistance at any time.

The vehicle selection would be large. Many vehicles can be found lying around the city, their drivers disappearing in the rapture. Cars, Buses, Trucks, Taxis, and more are all lying around the streets. Many of the cars you find lying around the street are banged up and already damaged, not very affective for demolition derby-esque missions. You can try to commandeer vehicles, but the people driving will rearely stop for you and would rather run you over. At the Military Base, you have access to Military Issued Jeeps, Hummers, and trucks. As you progress, you can unlock Tanks, Helicopters, and Planes to use in your peace-restoring efforts.

The enemy AI would be people relying on primal instincts and efforts. They would act similarily to the way the people did in the 2005 remake of War of the Worlds. The people will bunch up and act very violently in their time of worry. The best way to calm them is to scare them with your weaponry. Most pedestrians will be unarmed, but you will sometimes come across a gun-wielder. The pedestrians will try to fight you with anything they can find. Some will try to use their fists, others will attack with objects found lying around the enviroment.

The game would have online multiplayer. Players can go together into the streets to Chicago for various Multiplayer modes. There is Large Scale co-op, when a group of up to 24 players will band together to quell a much-larger-than-normal riot. There will be standard Deathmatch and Capture the Flag. Capture the Flag would be interesting because you can use the enviroment to make a barricade and traps for the opposing team. There will be Race Mode, where your main objective is to get to the center of the city. The players will be placed at different points on the outskirts of the city and will have to use any means necessary to get to the center. Driving isn't the best option, for the streets are jammed with driver-less cars. Other obstacles would be a rioting group of people that you will have to get passed. Competitive Riot Ending would place 4 teams of 6 in different buildings and they compete to see who can stop a riot the fastest.
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Re: Game Ideas
  #68  
Old January 30th, 2006, 07:03 PM
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Talking Re: Game Ideas

*long gasp* My perfect thread! Excitment overdose!
Anyway, I work somewhat for Palladium, a rookie developer company obsessed with making the new STARFOX game. Seriously, we are.
I help design levels.. I've made a good Fichina level 1H, our taskmaster likes.
The plot is that pirates invade.
But I have my own ideas, so I'm slightly rebelling from Baha and Kayzee's thing.. (that means idea)

STARFOX: LYLAT WARS
Andrew Oikonny's taken a break from invading the Lylat System.
Unfortunately, a nasty new enemy arrives, calling themselves the Covenant.
A lot of mayhem ensues.
Here's a sample level
(level) SPACE ARMADA
(level title)Chaos!
(description) This is a rail shooter mission, meaning you cannot control which way you're going.
This has lots of enemies.
About half-way through, you are given the choice of taking a giant carrier down, or avoiding it to destroy some missiles aimed at Cornerian battlecruisers.
The carrier would be ala Space Armada, the third level of the SNES SF. You must avoid obstacles to reach the core.
The boss is a giant dreadnought. Again, you must fly through obstacles to reach the core. Except the cores guarded by mini-insectors, and a shielded gate.
Once you destroy the gate, your teammates appear from a vent shaft, and you now must concentrate on the three shield generators surrounding the core. After they're destroyed, you must quickly eliminate the core.
End of level.

Well, that's part of my idea. I can post more if you want.
Ciao for now.





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Re: Game Ideas
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Old January 30th, 2006, 08:00 PM
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Cool Re: Game Ideas

Welcome aboard, Retro! Looks like we will have an excellent opportunity to get some real insight into just what all goes into this popular pastime!
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Re: Game Ideas
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Old January 31st, 2006, 06:27 PM
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Quote:
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Welcome aboard, Retro! Looks like we will have an excellent opportunity to get some real insight into just what all goes into this popular pastime!
Well, I'm not technically a designer, but I partially work for 'em. Level consultant. I've given several ideas, only two of which were accepted.
(partially because one was kinda plot-holey, and the other came from watching Godzilla: Final Wars.)
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Re: Game Ideas
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Old January 31st, 2006, 06:54 PM
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Default Re: Game Ideas

I've gone through the effort to write out my Sasquatch idea in great detail.

GAME TITLE(tm): SASQUATCH
Game System: Unspecified as of now


I. GENERAL INFORMATION

Imagine this, hundreds of years ago, in the forests of Oregon, before the white man came to this country, it was just the natives and the beasts. The natives feared one beast above all, that was the Sasquatch. This hairy ape struck fear into their hearts and they would make it legend. To this day the sightings continue. But what do we know about this beast? What does it eat? What kind of life does it live? Those questions have remained unanswered...until now. In this game you play as a Sasquatch. You control the legend. You can be a gentle giant, or a ferocious beast that will define fear...

In this game, you play as a bull male sasquatch living in the Oregon wilderness thousands of years ago. Its a free-roaming world with woods, plains, and mountains. You have to defend your territory from newly arriving humans and various other foes. The humans are too strong in groups, so you have to scare them at first. Sneaking around at night making loud noises and roars unnerves the humans and they aren't as stong next time they confront you. Some times, another male sasquatch wants to invade your territoy and take it for himself and you have to drive the invading sasquatch out with your hairy fists of fury. You can build strength and muscle out of battle by moving heavy boulders around and ripping down trees. More muscle not only gives you stronger attacks, but also makes you more intimidating. If you are intimidating enough, some foes will back down without a fight. Fighting Techniques can be tested and perfected on human warriors. You can also invade other Sasquatch's territorys and battle for them and expand your land. If you become intimidating enough and show your strength in battle, most wandering males will back down from a territory merely by smelling your scent you leave to mark your territory. To keep your Sasquatch in fighting shape, you have to keep him well fed. Roots and berrys are common, but provide little relief from hunger. The most satisfying way to feed is to eat large portions of meat. You can hunt deer by attacking them, you can steal a meal from smaller predators, or you can be a scavenger. If you kill more than your fill, you can drag it back to your cave and store it there for a later day, perhaps a day when you are hungry and no deer can be found. A major foe in this game is the bears, they are just as large and strong as a Sasquatch. Bears have excellent endurance and cannot be fended off with attacks that make short work of humans. Unless you are very strong, attack a bear's weak spots to fend it off. Wolves also present problems, their group attacks are hard to stop and they hurt badly. The group attacks can be prevented by running around and jerking from side-to-side during a fight. You can use various objects lying around the enviroment for weaponry. Bones, tree limbs, rocks, even a human corpse can all be utilized for offensive use. The humans are very controllable, you can scare them into the coldest, darkest cave, or you scare them into believing that you are a god and they will leave offerings of food out to you.

II. DETAILED GAME DESCRIPTION

Basic Concept -- You essentially play as a Sasquatch and live out its life in the Oregon Wilderness.

Background Story -- The game starts with your Sasquatch being a yound adolescent. The first part of the game would be your Sasquatch following it parents around and learning all the things a Bigfoot needs to know. After that, there is no more scripted events or anything like that.

Objective -- Basically, be the best Bigfoot you can be.

Gameplay -- In a free-roaming enviroment, the controls would be similar to a hybrid of the Grand Theft Auto games and Peter Jackson's King Kong. The combat would be similar to the controls on the Kong levels of Peter Jackson's King Kong, but the movement would be like a heavier version of the on-foot portions of the 3D Grand Theft Auto games. Combat would rely heavily on brute strength, but you can find objects lying around to fight with. You can wield stolen spears, rocks, bones, sticks, logs, and other things lying around the enviroment. By forcing your sasquatch to lift heavier objects, they will eventually be able touse larger objects in battle like larges logs or boulders. You have to make sure your sasquatch eats often, or they will lose muscle and bulk, in turn weakening them. The best source of food is a healthy portion of meat. You can eat any creature you can kill.

The title screen would be a Sasquatch looking down on the player, shrouded in darkness.

The combat system is unique. Since its a beast you're controlling, you won't be relying on some fancy karate discipline. I'd rather have it be like a Wrestling game's controls. You'll rely heavily on punches and grapples. The enviroment plays a big role in combat. For example; you can slam your opponent into the ground, bash their head on a rock, toss them off of a ledge, or swing them around and hit trees with the foe (causing even more damage to them).

Instead of relying on scripted events and such, this is an almost entirely free-form game. Several AI processes would be running at once. There is the movements of groups of deer, rival Sasquatches, human tribes, and wolf packs. The Deer move freely around the map, and can be tracked if the player desires to do so. Humans are an odd part of whats happening, you can deal with them in various ways. You can be a gentle giant and befriend the humans, this can result in the humans giving you food and assistance in battle. If you prefer to act violently towards people, they will fear you. But you cannot simply charge into a group of humans armed with spears and expect to live. You'll have to stalk them at night, attack them when they are alone, and make noise at night around their villages. This brings the people to fear the Sasquatch, and they may even leave offerings of food near their villages to keep you away. The other male sasquatches wander around their territorys on the map, but sometimes they will try to expand their territory by challenging another Sasquatch for their territory. This system would work out like the Gang Warfare system on GTA San Andreas. Each Sasquatches territory would be marked on a map at the bottom corner of the screen. When a rival male sasquatch enters your territory, you will be alerted. If you don't respond, they will simply take your territory without needing to fight you. You must cofront them in combat if you wish to keep your territory. You can simply fend them off with a short scuffle, but they might return for a rematch later. If you want to ensure that they don't return to bother you, you can chase them after they flee from your land and then proceed to give them the beating of their life, or you can kill them; both ensure that that certain Sasquatch won't bother you again. Your fighting will influence which Sasquatches will try to take your territory. If you fight only enough to fend off a foe, the other Sasquatches will see you as an easy target and you will have to face more intruders. If you fight brutally and even kill the intruding rivals, you will mostly be left alone in your territory. If your fighting truly scares the other Sasquatches, this may make territory-expansion easier. The territory holder would be afraid of facing you in combat and would give up their land without a fight. Another AI process I will describe is the wondering packs of wolves. The wolves wonder around the map, mostly following the movements of the deer. Mostly you won't have trouble with wolves, but sometimes they may try to take an animal you have killed and you'll have to either let them have it or fight them off. The wolves are easily dispatched with a few good blows, but they hunt together and fight together, making a fight against an entire pack a frustrating expirience. Swinging attacks that can hit multiple foes are the best for dealing with wolves. Other enemys would include animals such as Mountain Lions and Grizzly Bears. These would randomly (and rarely) spawn in the enviroment. Mountain Lions are easily killed, but Grizzlies are stronger even than the rival Sasquatches. The only thing you can do, in the beginning at least, is fend them off.


The planned perspective for this game is 3rd person.

This game doesn't rely on such things as cutscenes, missions, and chapters. The entire game is dropping you into a woodland playground and you make your own memorable moments as you play throughout the enviroment, lving out the Sasquatch's life however you please.

The heart of the gameplay is the feel of being the legendary Sasquatch. What I hope will keep the people interested is the large enviroment and bounty of things to do as the Bigfoot.

I'm thinking that for multiplayer, we could have up to 4 players (up to 8 via online) dropped into various spots on the map. You could either play co-op, or fight each other. Though primarily you can only play as Sasquatches, there would be additional characters unlocked. I'm thinking of adding other mythical creatures; such as the Loveland Frogman*, a Reptilian Humanoid*, El Chupacabra*, Mothman*, and the Jersey Devil.*

On the subject of difficulty, I really want it to be a pick up and play game, so I'm guessing it would have medium difficulty overall.



III. OTHER ASPECTS OF THE GAME


World -- The world of this game will be based on the Oregon Wilderness, assuming that the white man's interference has been removed. While trees dot a large portion of the landscape, there are a few open plains along with mountains. In one spot is the human village. I'm not really shooting for accuracy on the native american culture more of a mishmash to accomodate the theme of the game. The village will have tepees surrounding one large fire area. Dotting various spots throughout the map are large totem poles. These mysterious totem poles are never explained, but their function is a teleporting mechanism. As you discover them, you'll be able to teleport to other totem poles.

The user causes the events to play out by accessing it themselves. No missions tell you what to do, you do whatever you want.

I want to include a robust character creation system. While you always have to play as a Sasquatch, you can customize many things about it. Hair length, Hair color, Scale options, etc. The scale options are important when designing your character. If you create a small Sasquatch, it will be fast but weaker. Vice versa with larger characters created.

The onscreen user interface will have the standard health bar, along with a map in the lower right-hand corner of the screen.

The menus exist mostly for listing personal stats only. One of the menus is a chart displaying your Bigfoot's stats. The stats are Respect, Muscle, Human Status, and Hunger.

Onscreen messages would be few. One will flash if your Territory is under attack, but other than that, no messages will grace the screen.

Graphics -- For graphics, I myself would like a Resident Evil-esque art style. A huge emphasis would be placed on making the animals look ferocious as possible. The humans would be crafted to look meak and helpless at times, to symbolize their weak role in the game.

In the case of a game with multiple graphics modes, tell which one will be used. Whenever there are other games or products to which the reader can refer for a feel of the graphics style, it's a good idea to mention it.

Sounds and Music -- Sound effects will be centered around the sounds of the forest. Alot of roars, crashes, growls, and yelps will be involved. I wouldn't give the humans any direct dialogue, just yelling and screaming for them.

For music, I'd go for a varied score. When the player is idle and not doing anything, the music will be slow. When the player gets into fighting, running, chasing, etc; the music will speed up. When your Sasquatch runs low on health, the music will slow back down again and turn to more tragic, depressing music.


* http://en.wikipedia.org/wiki/Loveland_Frog
http://en.wikipedia.org/wiki/Reptilian_humanoid
http://en.wikipedia.org/wiki/Chupacabra
http://en.wikipedia.org/wiki/Mothman
http://en.wikipedia.org/wiki/Jersey_Devil
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Re: Game Ideas
  #72  
Old January 31st, 2006, 06:56 PM
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Default Re: Game Ideas

I also have a Space Pirate game I want to make.
METROID: PIRATES
You play from a first person perspective.
Starting out as a technician, you help the pirates in taking over a Galactic Federation controlled planet.
Eventually you become a Space Pirate Commando. The game ends after a transmission comes over the holocom- Zebes has been destroyed. Guard Frigate Orpheon as it goes to Tallon IV, our backup Headquarters.
There'd be an unlockable campaign, with Ridley as the main character.
Think about it! A game where you're a Space Pirate! Swords, blasters, rum- Wait, rum?
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¡LA LLAMA! La llama es a quadruped que vive en los ríos grandes como el Amazon. Tiene dos oídos, un corazón, una frente, y un pico para comer la miel. Pero se proporciona las aletas para la natación. Las llamas son más grandes que ranas. Las llamas son peligrosas, así que si ves uno donde la gente está nadando, gritas: ¡Mirar hacia fuera, allí ser llamas!

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Re: Game Ideas
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Old February 1st, 2006, 05:23 PM
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Quote:
Originally Posted by Retro_Metroid
I also have a Space Pirate game I want to make.
METROID: PIRATES
You play from a first person perspective.
Starting out as a technician, you help the pirates in taking over a Galactic Federation controlled planet.
Eventually you become a Space Pirate Commando. The game ends after a transmission comes over the holocom- Zebes has been destroyed. Guard Frigate Orpheon as it goes to Tallon IV, our backup Headquarters.
There'd be an unlockable campaign, with Ridley as the main character.
Think about it! A game where you're a Space Pirate! Swords, blasters, rum- Wait, rum?

There'd also be a extra campaign on Tallon IV and Aether.
You'd have 1 unlimited ammo gun: your repeating wrist blaster. (would a scythe count as a gun?)
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¡LA LLAMA! La llama es a quadruped que vive en los ríos grandes como el Amazon. Tiene dos oídos, un corazón, una frente, y un pico para comer la miel. Pero se proporciona las aletas para la natación. Las llamas son más grandes que ranas. Las llamas son peligrosas, así que si ves uno donde la gente está nadando, gritas: ¡Mirar hacia fuera, allí ser llamas!
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Re: Game Ideas
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Old February 26th, 2006, 04:29 PM
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Default Re: Game Ideas

Here is my Sasquatch idea, totally reworked with lots of new things added in

GAME TITLE(tm): SASQUATCH
Game System: Unspecified as of now


I. GENERAL INFORMATION

Imagine this, hundreds of years ago; in the forests of Oregon, before the white man came to this country, it was just the natives and the beasts. The natives feared one beast above all, that was the Sasquatch. This hairy ape struck fear into their hearts and they would make it legend. To this day the sightings continue. But what do we know about this beast? What does it eat? What kind of life does it live? Those questions have remained unanswered...until now. In this game you play as a Sasquatch. You control the legend. You can be a gentle giant, or a ferocious beast that will define fear...

In this game, you play as a bull male Sasquatch living in the Oregon wilderness thousands of years ago. It’s a free-roaming world with woods, plains, and mountains. You have to defend your territory from newly arriving humans and various other foes. The humans are too strong in groups, so you have to scare them at first. Sneaking around at night making loud noises and roars unnerves the humans and they aren't as strong next time they confront you. Some times, another male sasquatch wants to invade your territory and take it for himself and you have to drive the invading sasquatch out with your hairy fists of fury. You can build strength and muscle out of battle by moving heavy boulders around and ripping down trees. More muscle not only gives you stronger attacks, but also makes you more intimidating. If you are intimidating enough, some foes will back down without a fight. Fighting Techniques can be tested and perfected on human warriors. You can also invade other Sasquatch's territories and battle for them and expand your land. If you become intimidating enough and show your strength in battle, most wandering males will back down from a territory merely by smelling your scent you leave to mark your territory. To keep your Sasquatch in fighting shape, you have to keep him well fed. Roots and berries are common, but provide little relief from hunger. The most satisfying way to feed is to eat large portions of meat. You can hunt deer by attacking them, you can steal a meal from smaller predators, or you can be a scavenger. If you kill more than your fill, you can drag it back to your cave and store it there for a later day; perhaps a day when you are hungry and no deer can be found. A major foe in this game is the bears; they are just as large and strong as a Sasquatch. Bears have excellent endurance and cannot be fended off with attacks that make short work of humans. Unless you are very strong, attack a bear's weak spots to fend it off. Wolves also present problems, their group attacks are hard to stop and they hurt badly. Running around and jerking from side-to-side during a fight can prevent the group attacks. You can use various objects lying around the environment for weaponry. Bones, tree limbs, rocks, even a human corpse can all be utilized for offensive use. The humans are very controllable, you can scare them into the coldest, darkest cave, or you scare them into believing that you are a god and they will leave offerings of food out to you.

II. DETAILED GAME DESCRIPTION

Basic Concept -- You essentially play as a Sasquatch and live out its life in the Oregon Wilderness.

Background Story -- The game starts with your Sasquatch being a young adolescent. The first part of the game would be your Sasquatch following it parents around and learning all the things a Bigfoot needs to know. After that, there is no more scripted events or anything like that.

Objective -- Basically, be the best Bigfoot you can be.

Gameplay -- In a free-roaming environment, the controls would be similar to a hybrid of the Grand Theft Auto games and Peter Jackson's King Kong. The combat would be similar to the controls on the Kong levels of Peter Jackson's King Kong, but the movement would be like a heavier version of the on-foot portions of the 3D Grand Theft Auto games. Combat would rely heavily on brute strength, but you can find objects lying around to fight with. You can wield stolen spears, rocks, bones, sticks, logs, and other things lying around the environment. By forcing your Sasquatch to lift heavier objects, they will eventually be able to use larger objects in battle like larges logs or boulders. You have to make sure your Sasquatch eats often, or they will lose muscle and bulk, in turn weakening them. The best source of food is a healthy portion of meat. You can eat any creature you can kill.

The title screen would be a Sasquatch looking down on the player, shrouded in darkness.

The combat system is unique. Since it’s a beast you're controlling, you won't be relying on some fancy karate discipline. I'd rather have it be like a Wrestling game's controls. You'll rely heavily on punches and grapples. The environment plays a big role in combat. For example; you can slam your opponent into the ground, bash their head on a rock, toss them off of a ledge, or swing them around and hit trees with the foe (causing even more damage to them).

Instead of relying on scripted events and such, this is an almost entirely free-form game. Several AI processes would be running at once. There are the movements of groups of deer, rival Sasquatch, human tribes, and wolf packs. The Deer move freely around the map, and can be tracked if the player desires to do so. Humans are an odd part of what’s happening, you can deal with them in various ways. You can be a gentle giant and befriend the humans; this can result in the humans giving you food and assistance in battle. If you prefer to act violently towards people, they will fear you. But you cannot simply charge into a group of humans armed with spears and expect to live. You'll have to stalk them at night, attack them when they are alone, and make noise at night around their villages. This brings the people to fear the Sasquatch, and they may even leave offerings of food near their villages to keep you away. The other male sasquatches wander around their territories on the map, but sometimes they will try to expand their territory by challenging another Sasquatch for their territory. This system would work out like the Gang Warfare system on GTA San Andreas. Each Sasquatch's territory would be marked on a map at the bottom corner of the screen. When a rival male sasquatch enters your territory, you will be alerted. If you don't respond, they will simply take your territory without needing to fight you. You must confront them in combat if you wish to keep your territory. You can simply fend them off with a short scuffle, but they might return for a rematch later. If you want to ensure that they don't return to bother you, you can chase them after they flee from your land and then proceed to give them the beating of their life, or you can kill them; both ensure that that certain Sasquatch won't bother you again. Your fighting will influence which Sasquatches will try to take your territory. If you fight only enough to fend off a foe, the other Sasquatches will see you as an easy target and you will have to face more intruders. If you fight brutally and even kill the intruding rivals, you will mostly be left alone in your territory. If your fighting truly scares the other Sasquatches, this may make territory-expansion easier. The territory holder would be afraid of facing you in combat and would give up their land without a fight. Another AI process I will describe is the wondering packs of wolves. The wolves wonder around the map, mostly following the movements of the deer. Mostly you won't have trouble with wolves, but sometimes they may try to take an animal you have killed and you'll have to either let them have it or fight them off. The wolves are easily dispatched with a few good blows, but they hunt together and fight together, making a fight against an entire pack a frustrating experience. Swinging attacks that can hit multiple foes are the best for dealing with wolves. Other enemies would include animals such as Mountain Lions and Grizzly Bears. These would randomly (and rarely) spawn in the environment. Mountain Lions are easily killed, but Grizzlies are stronger even than the rival Sasquatches. The only thing you can do, in the beginning at least, is fend them off.

The humans are more or less pets here. At first, they’re very weak. You can go in and kill them off one by one for food or you can help them, break some trees and leave them for the people. If you help them build the village larger and larger, you get rewards out of it, like access to support from humans in a fight. Be nice to them a lot, and they'll worship you, but they will come to depend on you. They will not do anything for themselves; they’ll be useless for assistance. At first, the humans’ only weapons are spears. Over time however, they will invent the Bow and arrow, along with learning to use fire against you. If you terrorize the humans too much, you may find yourself getting caught in traps they set to capture/kill you. The technology levels of the humans are listed below:
§ Spears- the humans’ weapons will be spears. This is the initial technology level for the humans at the beginning of the game. Though spears can be used at long range, they are better used at close-range.
§ Bows and Arrows- This is the second level of human technology. When they are in this phase, they are primarily long-ranged fighters and are very weak at close range.
§ Fire- The third level of human technology. When humans learn to use fire, they will be dangerous at close and long range. At long range, the humans will use flaming arrows. At close range, the humans will use torches.
§ Traps- The 4th level of human technology. When humans start using traps, they will still use fire, only with traps part of their pre-battle strategy. Note that no trap is "random" and invisibly set off... even traps set off directly by humans, if you look you should be able to spot them peeking out at you... maybe you could get the drop on them. The traps the humans use are listed below:
o Tiger traps- deep holes in the ground covered by sticks and leaves. These could be spotted if you look, but are mostly hidden. You can climb out, but usually there is a stake at the bottom to impale you when you fall in.
o Ambush- the humans will find a hiding place and prepare to jump at the right moment to surprise their foe and attack them. In the mountains, they can hide behind rocks and boulders and cause rockslides on a foe.
o Tripwire- Using sinew, the humans construct a string to trip their foe and cause something to happen. Usually when a tripwire is activated, a group of logs will be sent rolling toward the target that activated the wire. Sometimes, tripwires will cause trees to fall over on top of the foe.

A second important species resides in the land, and this species is initially stronger then you. You have to play smart, not strong, in order to get food and resources before it takes them away. As you get stronger, so do they. You’ll never be able to easily beat it. 3 species of Reptilian Humanoids reside in the game’s map. These Reptilians HATE humans. The Reptilians live in family groups. Essentially, there are three “clans” living in various parts of the map. The Reptilian species are listed below:
§ Cave Reptilians- Cave Reptilians are the smallest species of Reptilian, but they are also the quietest and fastest. These creatures live in the cave found in the Highlands region. The Cave Reptilians are master ambush predators. Since they can see in the dark, they are able to set up massive cave ambushes or night ambushes that are almost impossible to escape from alive.
§ Prairie Reptilians- Prairie Reptilians are medium built and the most intelligent of the Reptilians. The Prairie Reptilians live in the lowlands and live as hunters and gatherers. Prairie Reptilians hunt in groups. Each group can have up to 20 Reptilians working together to destroy a target.
§ Lake Reptilians- Lake Reptilians are the largest version of the reptilians, but they are slow and clunky on land. Unlike the other two species of Reptilians, the Lake Reptilians don’t use their claws for a fight. Lake Reptilians rely on their strong legs for kick attacks on land. They are most dangerous underwater. When you swim, they can ambush you from underwater and pull you under like a crocodile.

So, you get two relationships going. One involves you helping humans, and getting love, gifts, etc., but the Reptilians will hunt you. Or hunt down humans, destroy buildings, stuff like that and the Reptilians will give you gifts too. Each has different things to offer. The humans have weapons, but the Reptilians have brute strength and beastly speed to assist you with.

One major aspect affecting gameplay is weather. Along with the day/night cycle, occasional weather that will be seen will be rain and thunderstorms. Rain has no effect aside from a change in the cosmetic aspect of the screen, but thunderstorms can affect gameplay. When lightning strikes, it can start forest fires (which will alter the look of the map is not stopped). To stop a forest fire, you must use your muscle to rip trees out of the way to isolate the fire to let it burn out on its own without causing anymore harm. If you encounter a fire, you can grab a stick or a bone to make into a torch. Torches can be used in fights for a weapon, or they can be used to start fires (a great method of destroying human villages).

Stats are very important here. The physical stat categories are Muscle, Climbing, Running, and Swimming. Each can be honed in different areas. Just running around, the best place to do it is in the fields of the Lowlands, can increase your Running Stat. Climbing can be increased by scaling rock faces and tall trees. Lifting heavy objects can increase muscle Stats. Swimming in the lake or assisting Amphibious Reptilians can increase Swimming Stats.

The game also relies on an In-Game clock. The clock is essential to the Generation System described below. Time passes quickly. An In-game year amounts to about 20 hours of playtime. A year ends after a certain amount of things have been done. You can control when to end a year, but time will run itself if you choose not to. To end a year, you have to have a working shelter, food and have a certain good status.

This game will use what is called “The Generation System.” While living out your character’s life, you can mate with female Bigfoots. Choosing your mate is important for the baby that will be produced. For example, a female that is a good climber might result in a baby with high climbing stats. You then have to raise your child, protect it, but if you coddle it, it will never grow. Eventually, your Sasquatch will die of old age, then you get to restart as the child, with a lot of the skills and traits of the parents in it. This process can be repeated over and over. When your Sasquatch is about 20, mates become available. Sasquatches die around age 75-100, depending on how good of shape you have it in.

When two Bigfoots mate, the create-a-character screen is brought up again to design the baby. Your options will be limited to what’s available in the Gene Pool. The gene pool options consist of the collective traits of the parents and their ancestors. Mating with many different Bigfoots will make many more options available in the gene pool.


The planned perspective for this game is 3rd person.

This game doesn’t rely on such things as cut scenes, missions, and chapters. The entire game is dropping you into a woodland playground and you make your own memorable moments as you play throughout the environment, living out the Sasquatch’s life however you please.

The heart of the gameplay is the feel of being the legendary Sasquatch. What I hope will keep the people interested is the large environment and bounty of things to do as the Bigfoot.

I’m thinking that for multiplayer, we could have up to 4 players (up to 8 via online) dropped into various spots on the map. You could either play co-op, or fight each other. Though primarily you can only play as Sasquatches, there would be additional characters unlocked. I’ll explain the additional characters in the secrets section. Multiplayer modes will be explained below:
§ Death match- you and your fellow players are dropped into a random area on the map and the main objective is to be the last player standing in a hectic melee.
§ Gene Exchange- You and another player’s Sasquatch swap genes for your gene pool.
§ Co-op- You and up to 3 other players will have the option of just running around the map and working together if you wish.
§ King of the Hill- The King of the Hill crown is placed at the top of one of the mountains in the Highlands. The objective here is to reach the top first, using any means necessary…
§ Capture the Flag- the players are divided into teams and are tasked with hiding and guarding a flag. You have to capture the other team’s flag and safely bring it back to your side of the field. If your flag is captured, you can beat up the player who captured your flag and take it back.
§ Kidnapping- you and up to 2 other players are tasked with infiltrating the human village to kidnap a specific child. The humans however, have traps set up all around the village and are ready to attack with flaming spears and arrows.
§ Genocide- you and up to 7 other players are dropped into isolated areas on the map, separate from each other. Then, hoards of either humans or Reptilians (you choose which) will attack you until you die. You see how many you can kill before you are killed. When the last player goes down, the scores are recorded to see who killed the most enemies.

On the subject of difficulty, I really want it to be a pick up and play game, so I’m guessing it would have medium difficulty at the beginning, but as the game goes on, the difficulty gets harder.



III. OTHER ASPECTS OF THE GAME


World – The world of this game will be based on a fictionalized version of the Oregon Wilderness, assuming that the white man’s interference has been removed. While trees dot a large portion of the landscape, there are a few open plains along with mountains. In one spot is the human village. I’m not really shooting for accuracy on the Native American culture more of mishmash to accommodate the theme of the game. The village will have tepees surrounding one large fire area. Dotting various spots throughout the map are large totem poles. These mysterious totem poles are never explained, but their function is a teleporting mechanism. As you discover them, you’ll be able to teleport to other totem poles. I’ll list descriptions of the main areas of the game:
  • The Highlands: This is a mountainous area. These high mountains can be climbed to get a very nice view of the entire game’s world if you desire. There is a large volcano accessible in this area, similar to Mount Saint Helens. The top can only be accessed if you have decent climbing skills. Also in this area are caves, where you can meet and interact with Cave Reptilians. Animals seen in this area are Mountain Goats and Wolves.
  • The Woodlands: This is the wooded area. Trees to climb are abundant here. The humans reside in this area. This is also where you can find other Bigfoots to fight/mate with. Animals to find here are Wolves, Elk, and Bears.
  • The Lowlands: This is grassland. The Prairie Reptilians reside here, and the humans hunt here. Deer and Coyotes are the animals worth noting here.
  • The Wetlands: The main attraction of this marshy area is a large lake. The lake is full of stat-enhancing fish and a lake monster known as Ogopogo*. Also dwelling in this area is the Lake Reptilians.

The user causes the events to play out by accessing it themselves. No missions tell you what to do, you do whatever you want.

I want to include a robust character creation system. While you always have to play as a Sasquatch, you can customize many things about it. Hair length, Hair color, Scale options, etc. The scale options are important when designing your character. If you create a small Sasquatch, it will be fast but weaker. Vice versa with larger characters created.

The onscreen user interface will have the standard health bar, along with a map in the lower right-hand corner of the screen.

The menus exist mostly for listing personal stats only. One of the menus is a chart displaying your Bigfoot’s stats. The stats are Respect, Muscle, Human Status, Hunger, Reptilian Status, Climbing, Running, and Swimming.

Onscreen messages would be few. One will flash if your Territory is under attack, but other than that, no messages will grace the screen.

Graphics – For graphics, I myself would like a Resident Evil-esque art style. A huge emphasis would be placed on making the animals look ferocious as possible. The humans would be crafted to look meek and helpless at times, to symbolize their weak role in the game.

In the case of a game with multiple graphics modes, tell which one will be used. Whenever there are other games or products to which the reader can refer for a feel of the graphics style, it’s a good idea to mention it.

Sounds and Music – Sound effects will be centered on the sounds of the forest. Allot of roars, crashes, growls, and yelps will be involved. I wouldn’t give the humans any direct dialogue, just yelling and screaming for them.

For music, I’d go for a varied score. When the player is idle and not doing anything, the music will be slow. When the player gets into fighting, running, chasing, etc; the music will speed up. When your Sasquatch runs low on health, the music will slow back down again and turn to more tragic, depressing music.

IV. SECRETS

I want Sasquatch to be a deep game full of reasons to keep playing, so I want to add in a lot of secrets to keep the gameplay fresh and entertaining.

Special Mates-
§ Orang Pendek- Once your climbing stat is maxed out, you will be able to climb to the very top of the highest mountain on the map. On top of the mountain is a totem pole. This totem pole will teleport your Sasquatch to a jungle area in Sumatra. Here, you’ll encounter a member of the small forest apes Orang Pendek*. Mating with this creature will throw orange hair and great climbing into the gene pool.
§ The Yeti- Once your strength stat is maxed out, moving a fallen tree can access a cave in the forest. This cave contains a totem pole that transports your Sasquatch to a snowy area in the Himalayas that is limitedly explorable. In this area, you meet the Yeti*. The Yeti is a female and can be mated with. This will throw pure white hair and great strength into your Sasquatch gene pool.
§ Skunk Ape- Once your Running Stat is maxed out, your Sasquatch will be able to run up a slippery hill located in the Lowlands. On top of the hill is a totem pole that will transport your Sasquatch to a swampy area in Florida. Here you will encounter the shaggy Florida Skunk Ape*. Mating with this creature throws green hair and good running stats into the gene pool.
§ Alma- Once your swimming stat is maxed out, you can access an underwater totem pole that transports your Sasquatch to the Atlai mountains of southern Mongolia. Here, you can meet a member of the Alma* species. The Almas throw good swimming and pure-black hair into the gene pool.

Unlockable Multiplayer Mode Characters-
§ El Chupacabra*- Once you gain a full friendship with the Cave Reptilians, El Chupacabra will be unlocked in Multiplayer. The Chupa controls very much like Sonic the Hedgehog in his 3D titles with some hack-and-slash elements thrown in to represent the Chupa’s claws.
§ Lizardman*- Once a full friendship with the Prairie Reptilians is obtained, the Lizardman will be unlocked. The Lizardman controls very similar to the Sasquatches except for betting leaping, faster movement, and weaker moves. Punches are replaced with claw swipes.
§ Loveland Frogman*- Once a full friendship with the Lake Reptilians is obtained, the Loveland Frogman is unlocked in Multiplayer. The Frogman leaps around for movement and has slippery movement controls. His punches are weak, but his kicks are devastating. His jumping is also the best out of the multiplayer characters.
§ The Shaman- Once a full friendship with the humans is attained, the Shaman is unlocked. The Shaman is a human mage who uses a flaming spear in fights. He has medium speed and weak physical attacks, but he has his own unique skills. His health gradually refills over time and he can blend in with nature by holding down a button.
§ Beast of Gévaudan*- This is a reward for fighting off an entire pack of wolves in one assault. The Beast is a quadrupedal wolf creature that is fast, but not as fast as the Chupa. The Beast relys on medium power biting and pounce attacks.
§ Nandi Bear*- This is a reward for defeating a grizzly bear in one fight. The Nandi Bear is slow and very powerful physically.
§ Mothman*- Once you find the 4 pieces to the Mothman statue (one hidden in each area), you’ll unlock Mothman. Mothman relys on flight for movement and claw swipe attacks for offense.
§ Flatwoods Monster*- Once you have attained friendly relations with all variations of the Reptilians and the humans, you unlock The Flatwoods Monster. The Flatwoods monster floats around for movement and can float up any surface. For offense, the Flatwoods Monster relys on devastating Heat Vision. Also, a quick jab of a button will send it in a backdash, a move quite useful for dodging attacks.

God Mode- Once you unlock the Flatwoods Monster, God Mode becomes available at the Main Menu. God Mode is basically the same as normal gameplay, but you can set various aspects of it. You can decide what weather will be happening, the hostility/friendship toward you of the humans, technological advancement of the humans, the hostility/friendship toward you of the Reptilians, and set locations of forest fires. Also in this mode, you can control use your multiplayer characters that you have unlocked. Another aspect is that you can place the locations of human traps and Reptilian ambushes. After you create a scenario in God Mode, you can upload it to use in Online Multiplayer.



For Info on the Cryptozoological Creatures mentioned, visit:

http://en.wikipedia.org/wiki/Loveland_Frog
http://en.wikipedia.org/wiki/Reptilian_humanoid
http://en.wikipedia.org/wiki/Chupacabra
http://en.wikipedia.org/wiki/Mothman
http://en.wikipedia.org/wiki/Ogopogo
http://en.wikipedia.org/wiki/Almas_%28cryptozoology%29
http://en.wikipedia.org/wiki/Skunk_Ape
http://en.wikipedia.org/wiki/Orang_Pendek
http://en.wikipedia.org/wiki/Beast_of_G%C3%A9vaudan
http://en.wikipedia.org/wiki/Flatwoods_monster
http://en.wikipedia.org/wiki/Nandi_Bear
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Re: Game Ideas
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Old March 3rd, 2006, 09:52 PM
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Default Re: Game Ideas

Prehistoric Wanderer

Story: Cole Tanner is a Wanderer. Wanderers are soldiers planted in normally hard to survive locations (dense jungles, deserts, islands, etc.) that spend long amounts of time tracking hidden enemy factions. The year is 2079. Time-travel has just become a reality. And of course, going to see dinosaurs is a must for many. To test out the time-warp device, Cole is selected to go back and see how the living conditions are. He is outfitted with a special suit with a food developer, air recycler, and other items. He is also armed with a recharge pistol and a new brand of shotgun. While final preparations are being made, the time-machine accidently activates, sending Cole back many millions of years before the scheduled Cretaceous era. Upon arrival in the Devonian period, Cole is virtually on his own. His only contact is Richie, the tech man back in his normal time period talking to him via a new "time-radio" method. Cole must survive on his own, utilizing the creatures for food, creating a camp, and defending himself against dangers.

The name of the game is survival.

First off, don't worry about the oxygen dangers. Cole has his protective suit and keeps him safe from anything chemically based. However, his diet is not ignorable. You must kill edible creatures and transfer them to either rations or food on the spot (aka cook). But because of the oxyegn levels, fires are not available early on.

Cole is armed with three weapons, a knife, a pistol and a shotgun. The pistol has infinite ammo but does little damage to larger critters and it requires a charge after some time. In that case, you must put it away for some time. The shotgun does heavy damage, but is crap at range and requires ammo. This however, can be made from local mineral deposits. By collecting certains rocks and minerals, you can create your own ammo. The knife is a last resort and more of a tool than a weapon. It can get you out of a pinch though. It can also be used to create spears, but these break after time.

However, a camp is a necessary requirement. Camps allow for sleep, food storage, ammo manufacturing, and defense sometimes. This is also your save point.

The era you visit are the: Devonian, Carbiniforous, Triassic, Jurassic, and Cretaceous.

Creatures encountered include insects, reptiles, amphibians, dinosaurs, and some mammals.

Levels would be massive, holding many species. The creature and level design would be based off of the ones from the Walking With series. Also, the creatures interact with each other. For example, an awesome sight would be watching an Allosaur hunting down a herd of Apatosaurus. You can also hunt from these herds, but you can eliminate the herd after quite a awhile.

Secret level would be the Cenozoic era.
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