Player - Game about gamers, gaming (discussion)
Working on a framework right now for a game, about gaming itself. Very proc-gen in nature; 2D stuff. Trying to hit that balance between "simple enough to implement easily" and "deep enough to stay interesting over time." Where am I at so far?
25 "Actor" characters (for "in-game in-game"), made to star in games of their title and appear as NPCs or bosses in one another's games - kind of like if Touhou had a rotating lead character, perhaps?
-Special moves, fighting styles, and personalities based on Street Fighter/King of Fighters charas
-MegaMan Robot Master weapons/types with PokeMon-like effectiveness system between them
-Somewhat resembles some popular gaming protagonists as well
-Pun names like Rock'N'Guy, Slash'M'Dude, Rush'N'Bitch, Schorr Schwinhaut, etc.
-Five vehicle classes, associated with characters
-Five boss characters, usually unplayable; comical-villain archetypes
-A simple, ~80-frame per character animation system that's flexible enough to handle about anything
-Nearly 50/50 gender balance, character diversity in mind
-Variable physics system accounts for lead character; gives similar levels a "different feel" to them, and different abilities like wall climbing/jumping, spin dashing, buoyancy vs. swimming, hop'n'bopping, double jumping - and then level generation applies these skills to it's level design
16 Settings
-Highly inspired by Sonic the Hedgehog and MegaMan/MMX games, wanting to reflect that in level design
-The Binding of Isaac-style level progression ensures the existence of a difficulty curve; even if possible to deviate from it
-Would like adventure games to feel like Zelda/Gauntlet, JRPGs like Super Mario RPG/FF VI/Chrono Trigger in gameplay mechanics - but knocked to their essence, like Half-Minute Hero or Cthulhu Saves The World
-Some association with characters implied
-At least 2-3 horizontal navigation tools, and 2-3 vertical ones; working on widgets for top-down adventure games too
-Creatures, animations, and lore designed to be flexible enough to accomodate different gameplay styles
6-8 Gameplay Genres
-Sidescrolling platformer
-Top-down adventure/RPG
-Driving/Racing
-Space shooter (sidescroll, vertscroll, 360?)
-Fighting
-Musical
-Arcade/Puzzle (maybe?)
-Trading/Collectable Card Game(s) (maybe?)
8 Map-Generation Methods
-Direct left-to-right/top-to-bottom generation
-MegaMan style "super fort" with Metroidy feedback corridor, and a "fortress loop" on the other side
-Circular/Semi-Linear "story loop" with 6 stages, a branching path in stage 2 (to change ending?); possible second loop with altered terrain
-Structured Metroid/La Mulana style area with four biomes/bosses, and intricacies
-Dynamic structure, alternates between "navigation," "combat," and "trap avoidance" scenes
-Semi-structured Zelda/Terraria-style "zoned" map that interconnects
-Start-to-finish pathfinder method, generates locked doors or explodable walls, or one-way doors depending on mathmatical relation to neighboring rooms (+5/+7/+11?)
-There's another I'm forgetting, but I know it's there. OH DUH - single-screen/few-screen arenas, for arcade/fighting games. /facepalm
6 "Main Goal" objectives per generated title:
-High score?
-Speedrun?
-No Damage?
-Completionist?
-Low score?
-Kill 'em all?
A (very incomplete as of now!!) seven-chapter "dynamic story generator" that goes through the usual RPG fodder:
-1. I'm The Hero, and this is why...
-2. I'm The Villain, and this is why...
-3. The Problem is this... and you need the solution
-4. Disc 1 Final Dungeon
-5. The twist! Such drama...
-6. Getting the gang together...
-7. The final showdown/This isn't even my final form (x3 or so)
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TBQH, I'm thinking of wrapping it all together in a "gamer simulator" with an arcade, that generates some titles, and a store/console/portable system for other titles, or something along those lines. But I'm not 100% yet. The other idea is to wrap them up as a "mission system" for some core game, but persistence of one games' assets to the others could get weird.
Ideally though, the in-game games themselves should be maybe 10-20 minute jaunts that respect the player's time, allowing them to dip out or continue at their own merit, while not breaking the immersion of being a game itself, if that makes sense.
Also working on designing some math/word/color etc. based code-cracking systems for puzzle generation, but that may or may not be happening.
Right now I'd just like to discuss the game. Does it sound appealing? Doable? Like something you'd play, or participate in creating parts for?