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Messages - Coppernerves

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1
Game Ideas / Re: Central theme ideas.
« on: February 10, 2013, 10:50:05 am »
*snip*

Um... what?!  Corporate Greed, I guess?  Not really sure whay you're saying or wanting to create.
Corporate Greed?

As in people who already have lots of money being irresponsible to make more money?
Yeah, that could be interesting, especially if there was an antagonist to compete against, who, due to there irresponsibility, could only be beaten by adopting similarly unethical practices.

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Game Ideas / Central theme ideas.
« on: February 08, 2013, 07:55:05 pm »
So I think it'd be cool to make a game by starting with a central theme, or an aspect of our world/society  to show, build the mechanics around that, and then build things like look, setting, narrative, and characters around the mechanics.

So, any ideas for what to show about our world?

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Game Ideas / Re: Would like input and ideas on my game.
« on: January 18, 2013, 06:05:22 am »
I found the ship difficult to control, so I'd like to suggest making the horizontal and vertical movement more similar.

Also it'd be cool if the enemy ships get destroyed when you dodge them in such a way that they crash into each other.

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Game Ideas / Re: Need ideas for my game! Any ideas works
« on: January 15, 2013, 07:18:47 am »
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.

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Game Ideas / Re: Need ideas for my game! Any ideas works
« on: January 14, 2013, 04:46:46 am »
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.


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Game Ideas / Re: vendictive platformer. good idea or awful one?
« on: January 14, 2013, 04:21:31 am »
Interesting, you'd have to make it clear that the environment is owned and largely controlled by some hidden antagonist, who is giving you the "prospect of freedom" so he can watch you squirm.

7
Game Ideas / Re: Game idea.. may need a bit of fleshing out
« on: January 14, 2013, 04:17:15 am »
Personally, I'd make the "reviving dead enemies" automatic, but only apply to enemies you take down yourself, at the risk of getting overrun.

The more enemies you manage to take out on your own, the more lackeys you'll have for the final boss.

You'd have limited health, which could be bought back at the end of the round, but if you get more lackeys earlier in the round, they'll handle the boss more, so you'll lose less health, and have more points to spend on new abilities.

Keeping any lackeys who survive the boss, for the next round, would give incentive to get in and fight the boss yourself.

8
Game Ideas / Re: Would this be makeable and playable?
« on: November 08, 2012, 06:07:12 am »
Handy, when you say help with coding, do you mean teaching me to code? or coding for me?

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Game Ideas / Re: Would this be makeable and playable?
« on: November 08, 2012, 12:57:33 am »
Thanks for the coding offer, I've never done any before, I'll see about downloading and getting to work as soon as I'd normally be watching anime instead!

As for sound, art, UI etc, isn't it possible to make more and import it?

10
Game Ideas / Would this be makeable and playable?
« on: November 07, 2012, 08:27:57 am »
I'd just like to ask a quick question first: How much data is stencyl to download? At the moment I've got a limit of 12 gig per day.

A game I'd like to make one day is a birds-eye-view RPG where you play a foreign agent sent to a state to assassinate a general, then evacuate before the assassination is discovered and all the exits get closed down.

You would have time limits, but the time wouldn't pass on it's own, it'd be a resource you could spend or gain at various menus.

You'd have to spend it to take out-of-town paths and roads, wait 'till night or day, gain money, eavesdropped clues, and access to places through employment, make things in shops cheaper through bartering, craft items, and do anything else I care to think of.

Time could be gained by completing sidequests that speed up, or increase the resources to be gained in, the coming invasion, or by sending reports on the intelligence and tools you've gained and might use to take down that general.

There would be many tools, maps, and bits of intelligence to buy, steal, find, or make, and many ways to complete the main quest, which would all only use a fraction of the tools and info that can be gained.

The foci of gameplay would be investigation, exploration, planning, deception, a bit of simple combat requiring preparation and dirty tricks to survive, and maybe some stealth.

I'm considering setting it in the Mortal Engines universe, in a small traction city which  in the past was a town which got swallowed, but subverted Municipal Darwinism by conquering the city that swallowed it, thanks to the badassery and strategic brilliance of the target general.

You'd start in the Great Under Tier (the gut) disguised as an old-tech scavenger, and would have to gain access to higher tiers of the roughly pyramid shaped city in order to reach the markets, the airship ports, the general and so forth.

The above concept would probably be very complicated and unsuitable as a newbie project, so I'll take the crash course and try to get some XP first, but I'd like to know if it's practical with the resources available in stencyl, and whether it sounds worth playing once made.

Also does anyone have any good ideas for names? Hopefully something sincere avoiding the words Quest, Mission, Ninja, Agent, or Assassin.

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