Community Projects > Chain Games
Chain game ideas and discussion 2022-20??
Prpl_Mage:
@Fish
Meant Metroidvania less in terms of platforming gameplay and more in the progression design of it. But yeah, probably better suited for a different tool. So let's skip that.
Open world games like Red Dead Redemption has still managed to create a rather solid story, even if players go off to find missing teddybears or something at times.
Going a different route than experience level is also something I have found to be more appealing now that I have less time and patience for grinding. It also makes it easier to playtest and balance the game when new content is added.
@Momeka
Yeah maybe we should just stick to 2k3 for these ones, as you mention learning new tools would take time from actual content creation.
I do like the world building like the space station idea, but then again I'm a literature nerd who recently read a book, Outpost, which is about a colony establish far away from earth with no more ships appearing for 6 years. They're down on salvaging their equipment and compromise to survive. But then suddenly, a ship appears in orbit without a word. Lots of angles there.
I agree that those last ideas would need pretty clear restrictions and such for them to be viable.
@Moose
Agreed, the crawler looks great and would be fun to use in some way, maybe even make it the better part of the game. That is, if we can all learn to work it without screwing it up.
I'm honestly into doing any of these, but probably leaning more towards the open world or episodic as well. I mean, Heart of Gold worked out fine when we added to the game in the bugfixing round with more content into the world so an open world game shouldn't be too much of a stretch.
Momeka:
--- Quote from: Moosetroop11 on January 21, 2022, 03:16:00 PM ---As for the ideas of how to structure the game I'm against having multiple games in one folder because I don't think people will play them all - the single game concept makes the whole experience less daunting and more interactive.
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Yeah, I agree. Think it's more of a motivation to finish things up as well if you know that someone else will continue on after you.
--- Quote from: Moosetroop11 on January 21, 2022, 03:16:00 PM ---If it's possible to have that first person view above (it looks amazing by the way), for instance, presented in a way that we know how to change the textures and add objects and stuff ourselves
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I think it should be. The must daunting is probably the textures cause there is a lot of them that needs to be made for single tile. But once you made the art you just need to number and name it correctly and add it to the picture folder. After that you need to create a terrain ID and mark that on a tile in a tileset. Then you just need to place the tile in the map. For the art I think we should try to keep it pretty generic so it's easy to reuse, then we can do some recoloring as well and I think we'll get pretty far.
There is some other mildly annoying stuff with it. Like it doesn't use the actual player, instead it tracks position with variables. So when teleporting to it you need to set the variable location with numbers.
It will also be hard to have interactable stuff in there. We can have treasure chest and static stuff that you can press for a textbox or whatever. But no monsters moving around in the dungeons. I think doors would be hard too, specially if we want to animate them opening and such. We can probably do doors as long as the player can't see them opening. Like I press the button over here and in another corridor something opens.
If we decide to go with it, either I can start the chain game off or I can set up a skeleton project with the 3D stuff in it. Then I can write a getting started guide as well with some instruction and pictures. And if you run into problems just poke me, I'm usually around.
--- Quote from: Moosetroop11 on January 21, 2022, 03:16:00 PM ---(or in any other non rpg style like dread the rabbit etc etc).
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Yeah, I've thinking if I have some unfinished prototype somewhere that could be interesting. But I can't think of any at the moment. I don't think Dread would be doable for a chain game. It was a real pain adding new content to that game.
--- Quote from: Prpl_Mage on January 21, 2022, 11:44:37 PM ---I'm honestly into doing any of these, but probably leaning more towards the open world or episodic as well. I mean, Heart of Gold worked out fine when we added to the game in the bugfixing round with more content into the world so an open world game shouldn't be too much of a stretch.
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I'd be down for Open World. I had a stupid thought and maybe it's not doable at all. But what if we did one map that is 500x500. Then in a corner we put a city/village that act as the game hub. Or if that would take up too much space on the map we could have like an elevator access point and the hub could be underground. All around the hub is just wilderness and over the course of the game you have to move deeper and deeper into it. The further away from the hub it is the harder the enemies will be.
So the first person does not complete the whole 500x500 map, just do the parts on it required for their chapter. Then the next person fill out the wild with what they need and so on. If there is any gaps left in the end we just fill it out during the bug fixing round.
We could also easily add side dungeons and areas that takes to other parts to explore. But I like the idea of the main part of the game is this huge hostile wilderness map.
Prpl_Mage:
--- Quote from: Momeka on January 22, 2022, 08:05:19 AM ---I'd be down for Open World. I had a stupid thought and maybe it's not doable at all. But what if we did one map that is 500x500. Then in a corner we put a city/village that act as the game hub. Or if that would take up too much space on the map we could have like an elevator access point and the hub could be underground. All around the hub is just wilderness and over the course of the game you have to move deeper and deeper into it. The further away from the hub it is the harder the enemies will be.
So the first person does not complete the whole 500x500 map, just do the parts on it required for their chapter. Then the next person fill out the wild with what they need and so on. If there is any gaps left in the end we just fill it out during the bug fixing round.
We could also easily add side dungeons and areas that takes to other parts to explore. But I like the idea of the main part of the game is this huge hostile wilderness map.
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I was thinking more like Zelda or FFXV. Where even though you have freedom the game is still kinda divided into different "areas" where you throw in an invisible loading screen or such. So Hub could be one map, then the outlaying area is one map, and that one has connections to 4 other areas or such. So we each have a 500x500 stretch to work with and then add to the hub and the area around the hub to make a connection to our area and some more content.
But I suppose both can work of course, just thinking about limitations to the chipset and such if we all work in the game map. I remember several old PC games being a single map after all, the dungeons were just down in a corner somewhere that you couldn't reach.
Momeka:
Yeah, maybe a 500x500 would be too small for a full game area. Cactus Canyon in Hearts was two 75x75 but you can walk through them pretty quickly. So maybe splitting it up to several big maps is the way.
What kind of setting would you guys want to do for the next? I'm a scifi nerd, I love me some clunky looking space ships. But I also thought the Modern setting with just fantasy elements in it was kinda fun. There's stuff we haven't touched yet either like Time Travel, Cyberpunk, Steampunk, And-other-punks, Post Apocalypse (Gaia was kinda that, but we could do one less fantasy based), or maybe some Victorian age exploration in a fantasy world thing.
Moosetroop11:
Yeah theme wise I'm a big fan of scifi and our Juno chain game definitely caught my imagination. Time travel might be difficult to pull off but could be really fun if we get it right
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