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Crumbly, but Good
Join Date: May 2006
Location: Montreal
Posts: 1,618
Reputation: 57
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OnRPG Game Development Poll!
Alright! For those of you who care, it's time to vote! A few proposals were submitted, so here they are. Basically, for those of you who don't know, this is the first part of OnRPG's game development contest. People submitted their ideas, and now OnRPG has to choose the proposal that sounds the most fun. The one that wins will be made into a game, by anyone who wants to participate, regardless of their programming knowlege; it's supposed to be for learning!
So, without further ado, we have here:
Land of the Broken Goddess, a 2D fantasy RPG;
The Offline MMO, a 2D puzzle/platformer;
Delta Cygnus, a 2D sci-fi turned based strategy game;
OMG! Soccer, 2D action/sports pitch;
The RPG Game RPG Game or 'Yo Dawg....', an RPG, and finally
The Survival of the Weak, a survival adventure game. NEW
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Originally Posted by Lina
Land of the Broken Goddess Author: Lina
Genre: 2D RPG
Summary: Taking place in a fantasy world, as most stories like this do, Vivian Gold is the hyper and optimistic heroine of this story. Somehow forced into a dragon slaying mission, she must find a way to not only slay the evil wreaking havoc in her world, but solve the mystery of her friend Jaqueline's strange destiny. With sadistic villains in the way, and strange romances going around, Vivian is going to have a hell of a time completing her mission.
Details:
Lovable, memorable characters: Been working on the personalities and backgrounds for these guys for years. Even the npcs and villains!
Simple but challenging gameplay: No complications for skill learning or menu configuration, just need to plan carefully on how you face your enemy.
Control all playable characters: No computer AI screwing you over: you control what each playable character does in battle!
Learn skills as you level up, and even more powerful skills can be learned after special plot instances that bond two or three characters together
Turn-based combat
Take advantage of your characters' positions (defensive characters up front, mages/archers in back, etc)
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Originally Posted by Alivda
The Offline MMO Author: Alivda
Genre: 2D Puzzle/Platformer
Summary: Single player, but has generic MMO classes in. Basically the plan is to make a 2D sidescroller like mario but more puzzle based, probably more like Trine as it would have more than one characters. The ‘classes’ would be Paladin, Ranger, Warlock & Priest, and they would each use their abilities to get from A to B and raise a level. But they would all have a unique and needed way of getting helping so all classes would be present in anyone level (though perhaps 1 or 2 could be absent if story takes it that way).
Details:
Classes:
Paladin - Male
Can ‘bubble’ his way past spikes and enemies to perhaps pull a lever, open a door ect, to let other classes get passed. Bubble is always on as the Paladin is too scared to turn it off.
Hunter - Male
The only class that can do damage in the game, shoots an arrow (he will have unlimited) to kill enemies. He also jumps twice a high.
Warlock - Male
Opens up a portal from the start of the map and the priests location, than teleports to him. He also has a pet (that the player controls) that climb up vertical walls an ceilings.
Priest - Female
Can rez characters that have died to the start of the map (not priest’s location as it could be used puzzle wise, like lever at end of the map opens a cage at the start that contains a key to open a door to the next level.
It’s basically a puzzle game with familiar characters (I chose WoW classes, as people know them and us MMORPG players would be fond of a hero that Divine Shield’s his way to the finish line). As puzzle games are coming back to be popular it could be fun to make one and I liked Trine’s idea of multiple characters but I would want mine to be always out so you would have to drag 4 characters to the finish line (the Warlock stops this for being to much of a bore) so the levels would last longer.
But this could be way to difficult to make as we would need good level designers to make sure it’s challenging but I’m sure there is talent in the community. I havn’t really thought about the story and I would quite like it to be funny with MMO language, creatures (like the main boss being a bore or something) and even an objective (are they doing it for fat loot? Or Achievements?) and even the characters need personalities like the cowardly Paladin, the Elitist Hunter, the roleplaying Warlock and the everything is her fault priest.
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Originally Posted by Bacn
Delta Cygnus Author: Bacn
Genre: 2D Sci-Fi Turn Based Stategy
Summary: It's the year 2150 and several major factions are at war with each other over control of resources and territory. Meanwhile they send countless colonists out into the galaxy to collect resources to help in the war effort. But most colonists land on planets where colonists from other factions have landed, forcing them to fight by themselves to take over the planet.
Details:
The map is divided into squares and every unit or towns takes up one square. Construction works much the same was they do in Civilization(You can also control multiple towns and they are created in much the same way), every town can build one unit or town upgrade at a time.
The game will only have 1 resource and resources are gained each turn from towns. The more towns a players has and the more income upgrades a town has the more resources the player acquires. A town cannot upgrade a town while constructing a unit. In addition to income upgrades, a town can also make construction upgrades, defensive upgrades and convert into an air or underground unit(but towns can only change unit type once).
The game also has a tech tree and research is done the same was units are created. As well as research to create certain units, there will also be research that can be done to give you passive bonuses to attack, income, construction time, etc. The objective is the standard kill everyone on the map that is standard for strategy games but the catch is there's a very high emphasis on altitudes. There are 3 heights: air, ground and underground, as well as on top of the water and underwater for areas where there is water although the addition of water and water-based units may or may not be included(all units will be available to all players. Units are not bound to any sort of faction).
Every unit and structure in the game is placed into a category based on one of the three altitudes where that unit exists in and each category has its own strength and weaknesses. Ground-based units are what every players starts with. Ground is strong against air, air is strong against underground and underground is strong against ground. Each category will also have it's own advantages and disadvantages aside from that, but they will be downplayed if they prove too hard to balance.
Units on the ground have a decent travel speed(except for scout units, which will travel faster but not be able to fight as well as normal units, if at all) and the best defense in the game. Mobile ground unites will be able to attack other ground units and air units and will have the only artillery units in the game. There will also be mobile units that must find a spot and take a few turns to set themselves up, after which they become stationary. These units will be able to attack underground units via massive shock waves in the ground. Ground-level towns will be able to be fitted with anti-air capabilities but not anti-underground units due structural damage that would causes to the town. Instead ground level towns will have to rely on the units mentioned before to protect themselves from underground units in order to keep them at a disadvantage towards them. Air units will have a very low defense but a very high travel speed. Air units will be able to shoot other air units but not all will be able to attack ground units. While bomber units will have anti-ground bombs, most units will have a type of bomb that will drill into the ground and create a massive shock wave that will destroy underground units. The air-based town will be a giant airship. It's the only town in the game that can move but it has extremely low defense. One of the issues with having water in the game is finding a way to nerf air units that travel across it, since most ground and underground units will not be able to travel in such areas at all. I'm thinking of either greatly decreasing their defensive capabilities while over it(making them easy pray for water-based units) or giving air units a chance to crash each turn when over water. Underground units will have a very slow movement speed and low defense unless attacked by a ground-level unit.
I have thought about making underground units generally undetectable unless discovered by certain units, but this idea might cause more harm then good and will most likely not be involved in the game. Underground units will have the ability to hollow out the ground below ground units and kill them easily. Some units will be able to station themselves in one spot and burrow up to the surface where they can shoot missiles at air units, but these misses won't be that effective and surfacing will put them at risk of being attacked by ground units as well. Underground towns will behave much like ground-level towns except they will be able to defend against ground units(maybe even capture ground units and convert them to resources) and unable to defend against air units.
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Originally Posted by Jujudoll
OMG! Soccer Author: Jujudoll
Genre: 2D Action/Soccer, Top down view, Up/Down scrolling
Summary: A bizzare soccer match between different professionals and with a twist of “fun and laugh” factors.
Details:
Opponents: 8 standard professions to choose + 1 hidden uber team – Shaolin Monk (only appeared as final challenger when you defeat all others).
1)Office clerk/admin/managers;
2)Construction workers;
3)Technicians/engineers;
4)Doctors/nurses; etc.
Visual: The playgrounds are actually the workplace of the different professions. Example, home ground belong to Office team, you can see its a carpet floor with office desks, photocopy machine, paper/files litter around. Or Construction team, you will be in the construction yard with sandy ground (people slip you know, except the home boys).
Audio: Worker grunts, office girl scream. Unique home cheering. Sound effect of running on cement, sand, carpet etc.
When playing with Shaolin Monk, you feel like playing in a temple where you can hear bells, gong, chants etc.
Gameplay: The playing field is smaller than the standard size, this is to reduce the boring running part of the game.
3 modes – Easy, Normal and OMG!
a)Easy – players not affected by environment, forgivable for new players.
b)Normal – players will trip, slip or fall flat, more fun factors comes in.
c)OMG! - spectators may throw objects in field (random) when their supporting team is losing, sometimes this may turn the tide.
Player control individual on the field by hotkeys 0-9, while goal keeping is automatic. Each one has a number tag on top of their head for easy ID.
Team formation: 4-4-2, 5-4-1 etc, and Attack/Defend toggle in-game.
You can hear whistle blown on decisive moment, but there is no referee in the field (or perhaps you need one?)
Gender not important in gameplay, just plainly as fun factor as visual.
Keyboard control.
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Originally Posted by BGLamb
The RPG Game RPG Game
or
'Yo Dawg....' Author: BGLamb
Genre: RPG
Summary:
Everyone wants to be the greatest RPG player in the world, but until now, that dream has been unachievable for most. Finally though, players will be able to put those elite RPG skills to use in crafting and playing the ultimate RPG gamer.
Players will choose their type of gamer and opening statistics and then manage their gamer's time between various activities. Chief among these will, of course, be playing the games themselves.
The player will try take their character from a total n00b to the best RPG gamer that ever existed. Possible lose scenarios include failing at studies enough that parents cut off the internet, failing at work enough to lose your job, or over-exerting to the point of hospitalisation. Also, the player will have to keep up the gamer's interest levels with new games or new friends to play with to stop them suffering from the dreaded MMO apathy.
Details:
I see this working more as a simulation game rather than a true RPG, although the traditional concepts of statistics and levelling will of course have to be present.
The player will manage the gamer's time in his 'real' life to make sure that his school/work responsibilities are met, as well as keeping himself well fed, well rested and excited enough to keep playing. A certain amount of socialising may be necessary to keep friends or a girlfriend (careful though, girls can be detrimental to a gamer's health) who can then be adventured with in game (in the game's games) meaning better (in game game) levelling and increased interest levels.
Money will need to be earned (or an allowance from the parents won by good studying) which can be spent on new games, new peripheries and eventually upgrading the PC.
I expect control over the in-game games to be fairly limited, but the possibility is there to implement more in game game control here.
From time to time the player will also be faced with possible “chance card” type choices of possible opportunities or dilemmas arising either in-game-game or in-life (in the game).
Various end-game possibilities are present; my favourite being the announcement, after a certain date, of the worlds largest LAN party which will see our trusty hero trotting off with his PC in tow to finally see just how high he ranks.
Implementation:
Due to the nature of the game, a very simple graphical interface will suffice. The game could be made with a few stat screens and buttons for actions but would benefit from a simple graphical representation of the main locale (the gamer's house).
Players could then click on the various objects (PC, fridge, bed) to execute the common actions and also get some visual feedback on the condition of the character.
Overview:
I think this would be an excellent choice of a game for OnRPG to attempt because it's very scalable. It could be knocked together in a rough form very easily, but at the same time could be extended as far as the imagination allows. Graphics could be set at whatever level the community feels up to without detracting overly from the soul of the game.
Likewise the amount of content in the game is infinitely scalable. The amount of player actions and the number of games the character could play can be added to very easily. The 'chance cards' can be very easily written by everyone here and programmed with a minimum of fuss.
This would allow everyone to have a real input into the game and make it a very engaging and personal experience for everyone.
Plus, I'm sure we'd all like to know who would get the highest score and be the real best RPG gamer of the forum!
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Originally Posted by timb0mb
The Survival of the Weak Author: timeb0mb
Genre: Adeventure
BACKSTORY:
In the year 2009, after the Large Hadron Collider was activated, idiotic scientist's worst fears had been realized. Only seconds after two particles collided, a small black hole was created. Oddly, it appeared to only suck up edible, non-living food. After only two and a half hours, all the food on planet Earth is gone. Because of this, people had to go out and hunt animals to survive. As the weak cowered in their weak homes, the steroid-abusing humans, as well as the men and women of the army, went out in search of food. After a couple years passed, in the year 2011, there was less food then ever, and ammunition was scarce. All the weaklings in their apartments homes had almost no food left.
GAMESTORY:
It is the year 2012. You play Jim Hartfur, a weakling. Jim only has a few scraps of food left. When someone knocks on Jim's door, he is suprised. Noone has knocked on his door since the disaster with the Hadron Collider. He takes a steak knife from his kitchen for protection, and goes downstairs. It is a homeless person. He still has some meat on his bones. You are hungry. Oh so hungry. He tries to speak, but collapses on the cement outside your door. You have no choice but to skin the meat off his bones and eat him. Something falls out of his pocket. It is the newspaper from one week after the disaster in 2009. It says that NASA has found life on Mars, and they have almost completed their rocket that can go to Mars.
THE GOAL:
You must stay alive, while getting to NASA. To get to NASA, you must be on the lookout for newspaper scraps that are located in the hungry weaklings homes. Those newspaper scraps, once combined, will make a full article that describes moreso about the times. The newspaper scraps may also contain a map, which which will help you figure out which way it is to NASA. Once at NASA, you must get the necessary parts to complete the rocket. They are scattered for a couple miles around the NASA station.
Once you get to the NASA station alive, and get all the parts and patch them onto the rocket station, you will then fly to Mars, where there will be a living civilization of humans, with food, water, and normal people who are working on repopulating the human species.
THE GAMEPLAY:
You will have a HP bar and an energy bar. You must fight off the hungry weaklings and eat to stay alive. Anything. People give the most energy. Although there may be some dead animals in the forest, yah never know.
You have to find newspaper scraps that contain articles, revealing more of the story line during 2009. One example of an newspaper article may be the article describing how bad it is at the current time, how many people are dieing, the scarce food, etc.
Some newspaper scraps may contain maps. These maps must have some direction in the right way towards the NASA station.
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Alright! That's all of them. Read up, and vote for whichever one you'd like to see made!
Also, if anyone notices a problem with their pitch, or any errors/formatting they want fixed, just PM me, and I'll handle it.
EDIT: Added in timeb0mb's submission.
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