Author Topic: New idea for a game  (Read 2780 times)

Offline SharkD

  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New idea for a game
« on: September 23, 2009, 09:22:23 PM »
If you don't have a MyBrute account, get one, it's fun!

My idea for a game would be similar to GearHead, except done in flash where anyone can create an account. Leveling and equipment would be chosen randomly, like MyBrute, but you would be able to control your mechs in combat. Combat would be turn-based, ala GH, and you would challenge other players for short rounds, like in MyBrute. After a certain amount of XP you would also have a chance of gaining a lancemate. Lancemates would be player controlled, but their equipment and stats would also be randomized. Also, to make things more bearable you would still get half XP for losing as per MyBrute. Do you like the idea?

Offline Phil Munoz

  • Full Member
  • ***
  • Posts: 221
    • View Profile
    • http://aquietfrog.deviantart.com
New idea for a game
« Reply #1 on: September 24, 2009, 06:11:34 AM »
That's an idea tempting enough to make me want to learn how to make games in flash.

Offline SharkD

  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New idea for a game
« Reply #2 on: September 24, 2009, 11:19:53 PM »
Yeah, I've been wanting to do that for a number of years now. I did try to install HaXe this evening, but found out I have to actually log in as administrator instead of just using "Run as...". I'm not motivated enough to try again since I don't really have the time to work on it at the moment anyway.

Offline xpace

  • Full Member
  • ***
  • Posts: 171
    • View Profile
    • http://xpace.awardspace.com/
New idea for a game
« Reply #3 on: September 25, 2009, 01:11:11 PM »
Perhaps after GH2 is finished (no hurry), there could be an online GH3 ?
As good as these games are, I was just wondering if Mr. Hewitt has contemplated the GearHead future beyond GH2...

Offline SharkD

  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New idea for a game
« Reply #4 on: September 25, 2009, 08:38:33 PM »
OK, I got HaXe installed and managed to get a basic "hello world" script and red colored square working. I'll see if I can find a book on Flash at my local thrift store.

Offline SharkD

  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New idea for a game
« Reply #5 on: September 25, 2009, 09:33:03 PM »
Ideas so far:

I'll probably be reusing sprites I made for GearHead. I won't include models created by Joseph or someone else.

Advancement - Players are awarded one of the following randomly upon gaining a certain threshold of XP:
    1. A new level 1 lancemate (up to a maximum number?).
    2. An increase in level to either yourself or a lancemate. An increase in level means additional skill points which are distributed randomly.
    3. A new feat for yourself or a lancemate.
    4. A new piece of equipment for yourself or a lancemate.
    5. An upgrade to a more advanced mecha chassis for yourself or a lancemate (Maybe, see below.)

Choosing players to skirmish against - When choosing an opponent you are limited to players in the same XP bracket and having the same number of lancemates. (I *believe* the second condition is necessary.) Maps are generated randomly.

Skills
  * Marksmanship - the accuracy of ranged shots.
  * Piloting - affects the number of action points you get.
  * Melee - your skill in melee combat.
  * Hacking - causes opponents to lose control of their mechs, forces an ejection, electronic warfare, etc.
  * Engineering - strengthen powerplant/weapon/armor/etc.

In addition there could be an Initiative skill which affects one's order in combat and/or the likelihood of interrupting an opponent's turn.

I haven't worked out how skills will be applied yet. For instance, a point in Engineering could be applied directly in the form of an an improvement to an installed/equipped item. Each point in Hacking could make available a new type of software. Or, new software could be granted by feats solely.

Feats
  * Improved critical - critical hits do triple instead of double damage
  * Improved headshot - all headshots are critical hits

Mecha/equipment - Mecha have modules, similar to GH. The difference is that armor is not installed, but is applied directly to the module. Weapons are also directly attached with no distinction between being held or externally installed.

Not sure what to do vis a vis the assignment of starting/advanced mecha. If their strengths and weaknesses are well-balanced, they could just be assigned randomly. Otherwise, there would need to be some way of upgrading to more powerful mecha as the player character gains experience. I might allow players some choice in the matter.

Offline Joseph Hewitt

  • Administrator
  • Hero Member
  • *****
  • Posts: 2410
    • View Profile
    • http://www.gearheadrpg.com
New idea for a game
« Reply #6 on: September 26, 2009, 12:01:39 AM »
Quoting: xpace
I was just wondering if Mr. Hewitt has contemplated the GearHead future beyond GH2...

Yes, I have. GH3 will definitely be about the Earth-Luna war. I'm thinking of some radically different storytelling mechanics for this one- there will be no core story other than the war, all NPCs (and the PC) will be linked by a web of relationships, NPCs will perform their own missions which the PC may aid or oppose, and the game will have a one year time limit during which the PC can try to affect the outcome of the war. All things are of course subject to change before then.

I've also thought of a far-future game called GearHead 5000. It's set a few hundred years after GH2 when human beings are colonizing the galaxy. There are a number of technologies from GH1/2 which have been advanced to their logical conclusion: post-humanity, mind copying, FTL phase drives... The big MacGuffin in this setting is the shaped force field. Mecha are no longer physical objects, but force field projections created by a user's mind. The line between self and technology has all-but disappeared. Certain characters from GH1/2/3 may make appearances as computer-simulated mindclones. I'm not sure if this will be the definitive future of the GH universe, but it is something I'm thinking about.

Offline xpace

  • Full Member
  • ***
  • Posts: 171
    • View Profile
    • http://xpace.awardspace.com/
New idea for a game
« Reply #7 on: September 26, 2009, 02:09:01 AM »
Interesting stuff.
Quoting: Joseph Hewitt
...there will be no core story other than the [Earth-Luna] war, all NPCs (and the PC) will be linked by a web of relationships, NPCs will perform their own missions which the PC may aid or oppose...

Nice! I was actually thinking along similar lines.
Quoting: Joseph Hewitt
...and the game will have a one year time limit during which the PC can try to affect the outcome of the war.

But... why?

Admittedly, I don't understand how you plan to implement the one year time limit or what purpose it would serve (aside from a goal and a clear ending). But there are some, myself included, who've already voiced general displeasure with time limits in games.

That said, there were a couple games I've played where having a time limit was perfectly acceptable. One that immediately comes to mind is Valkyrie Profile (which is not a RogueLike) and another is Ragnarok (for DOS and a RL). Though, in both, the deadline is Ragnarok, which is understandable as it's the war to end all wars!

With the DOS Ragnarok, I think one would have to be really slow or incompetent (such as a new player) to miss the deadline. There's even a hidden artifact to slow down the progress of time. And with Valkyrie Profile you have no choice: The game is divided into time segments and it's impossible to "run out of" time. But there could be good or bad consequences (including death) for how you spend the time you have. (But, really, one had to intentionally fail to get the bad Death ending!)

This topic reminds me of a post I made to the GH2 Core Story: The Dramatic Choice thread. I mentioned the Phantasy Star III: Generations of Doom game and how the plot spans three generations of characters. Wikipedia puts it as:
At the end of each generation, the player determines the next main character by choosing which of the women encountered during the adventure he will marry.

So, I was thinking of a system where the player plays through and finishes their main quest (which is always a random variation of thwarting either Earth Alliance or Aegis Overlord in some major scheme to tip the balance in their favor) and then is given the option to date and romance an NPC of their choice. Then, if successful, the game can start over with the player now controlling the child of that marriage. This adds continuity. And by being the child of the old PC, it explains how you inherit items, money, etc.

Yes, I suppose a massive Earth-Lunar War could be ended in just 1 year. But that implies that one side or the other had a major advantage or disadvantage of some sort (or several). In my mind, such a war should be drawn out in years, if not decades.

Offline Joseph Hewitt

  • Administrator
  • Hero Member
  • *****
  • Posts: 2410
    • View Profile
    • http://www.gearheadrpg.com
New idea for a game
« Reply #8 on: September 26, 2009, 06:09:39 AM »
Quoting: xpace
But... why?

The time limit in this case wouldn't be a counter running down, but events happening around the PC. The idea is to depict a world in turmoil rather than a world in stasis. Obviously the rules would have to be changed to allow this setup to work- level-grinding would probably have to be reduced, for instance.

The PC can affect the situation, but can't stop time or delay the inevitable. I don't think this game would be so much about winning or losing, but instead about seeing what you can accomplish. You can nudge one side or the other to surrender, or just try to keep your hometown safe, or work for the highest bidder and ensure yourself a good life regardless of the consequences. If you don't interact with Earth or Luna, the war ends with both sides devastated and unable to keep fighting.

Quoting: xpace
In my mind, such a war should be drawn out in years, if not decades.

Twelve months is a nice length. It's an awful long time in GearHead terms. It also has precedent- for some reason, a lot of Sunrise wars last exactly one year (Space War I, the One Year War).

What advantage would there be to making the war last longer?

Edit- The underlying story mechanics I've been thinking about for GH3 are based on the game Sacrifice. Each of the major players has a "master plan" which describes the events of the war. Each node can either be won or lost (generally depending on the actions of the PC) which may or may not result in branching. Each master plan would lead to a conclusion state in month 12.

These high-level plans would be passed into the relationship web, and orders would be sent out through the military ranks, maybe eventually reaching the PC. The PC would also be able to send out orders to NPCs under their command.

Offline xpace

  • Full Member
  • ***
  • Posts: 171
    • View Profile
    • http://xpace.awardspace.com/
New idea for a game
« Reply #9 on: September 26, 2009, 10:44:17 AM »
Quoting: Joseph Hewitt
What advantage would there be to making the war last longer?

I was fondly thinking of my idea of GearHead "generations" (ala Phantasy Star 3) and how it could be implemented. However, your Sacrifice-based story mechanics sounds interesting, too.

Offline SharkD

  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New idea for a game
« Reply #10 on: September 26, 2009, 07:41:53 PM »
I found a tutorial on creating tile-based games. Hopefully it will be enough to at least get me started.

http://www.tonypa.pri.ee/tbw/start.html

Unfortunately, the tutorial is oriented to people using Adobe's SDK, whereas I intend to use HaXe.

Offline Inu

  • Newbie
  • *
  • Posts: 11
    • View Profile
New idea for a game
« Reply #11 on: September 26, 2009, 07:44:40 PM »
Quoting: Joseph Hewitt
Edit- The underlying story mechanics I've been thinking about for GH3 are based on the game Sacrifice. Each of the major players has a "master plan" which describes the events of the war. Each node can either be won or lost (generally depending on the actions of the PC) which may or may not result in branching. Each master plan would lead to a conclusion state in month 12.

These high-level plans would be passed into the relationship web, and orders would be sent out through the military ranks, maybe eventually reaching the PC. The PC would also be able to send out orders to NPCs under their command.

Just as Keikaku.

http://tvtropes.org/pmwiki/pmwiki.php/Main/Xanatos Roulette

Offline SharkD

  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New idea for a game
« Reply #12 on: September 26, 2009, 07:58:57 PM »
Quoting: xpace
I was fondly thinking of my idea of GearHead "generations" (ala Phantasy Star 3) and how it could be implemented. However, your Sacrifice-based story mechanics sounds interesting, too.

Would you mind moving this to a new thread?

Offline Joseph Hewitt

  • Administrator
  • Hero Member
  • *****
  • Posts: 2410
    • View Profile
    • http://www.gearheadrpg.com
New idea for a game
« Reply #13 on: October 07, 2009, 03:56:06 AM »
No problem. I've moved Ramadiel's response; I wish there was an easy way to move entire posts in minBB.

Offline SharkD

  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New idea for a game
« Reply #14 on: October 08, 2009, 02:29:02 AM »
Thanks. As for my own progress, I haven't been able to follow the excellent tutorial I linked to yet because it's written for Flash, whereas I will be using HaXe. I ordered a HaXe guide from Amazon which should be arriving shortly.