Need ideas for my game! Any ideas works

YoshiMono

  • Posts: 24
I'm dreadfully confused.

Innes

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  • Posts: 1960
I'm dreadfully confused.

Confusion can work in games too - it adds to the excitement.
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YoshiMono

  • Posts: 24
I'm dreadfully confused.

Confusion can work in games too - it adds to the excitement.
FLASHING NEUROTIC SPAZZING NINJA KITTENS EVERYWHERE!

redfoxwaffle

  • Posts: 49
what does that mean?

pallavsharma91

  • Posts: 43
No-one has mentioned towels yet. It's always a good idea to include a towel in an rpg. If there's not enough room for a towel, then perhaps a face-flannel would suffice.
XD is that "The Hitchhiker's Guide To Galaxy" I'm sensing here? XD

captaincomic

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  • Posts: 6108
XD is that "The Hitchhiker's Guide To Galaxy" I'm sensing here? XD
Ha! I was thinking the same :D

Coppernerves

  • Posts: 10
So, ideas for an RPG action sandbox set in the contemporary world.

I reckon by RPG you mean it should give the player plenty of room to take different sets of equipment, take different approaches to problems, and side with a variety of factions, thus expressing either themselves.

When you say "sandbox" I suppose that means you choose which problems to solve, or at least which order you solve them in.

I would like to suggest that a lot of the gameworlds' problems should be things that are going to happen and need preventing, or which get worse over time, but to avoid rushing the player, this "quest time" shouldn't run out automatically, it should be "spent" by the players' decisions, which he has all the time in the real world to make, without having to press PAUSE.

This would give the player important choices, and allow him to meaningfully express his characters' priorities.


redfoxwaffle

  • Posts: 49
i always had that, all that happens if you don't press pause is that it turns from night to day and day to night as time passes but that doesn't effect the player. The player has all the time they want to use

Coppernerves

  • Posts: 10
i always had that, all that happens if you don't press pause is that it turns from night to day and day to night as time passes but that doesn't effect the player. The player has all the time they want to use

What if time was treated as a resource like currency?

The game would have a "near view" where the player walks around a limited zone, like a cave or town, without using time (unless he crafts or haggles or heals or something).

Then when he wants to move on to the next zone, he'd go into "far view" where he sees destinations, selects one, sees the time it takes to travel there, and then confirms the selection.

Then, he can stay in "far view", to go  further, or go back into "near view" to do stuff other than long distance travel, and see his calendar for what day it is in the game.

Then if he goes to a forge, and he navigates the forge menu to make something, the menu would state the required materials and time.

If he decided to heal himself, he would have to "rest", in the "rest" menu, there would be a slider, dragging it to the left means you don't restore as many hit points, but take less time.

The ratio of "restoration" to "time taken" would depend on the quality of the bed/terrain you use, the skill of whoever's healing you, and whether you use a bandage, which could only be used for one resting session.

Also the restoration to time ratio would be greater when you have more HP to start with, meaning that it pays to rest often instead of letting small wounds build up, especially if you don't have a bandage.