-The themes are coming of age and teamwork, and power corrupts on the part of the villain.
-My main characters were envisioned to be "everymen", very average. I think I'd like to stick to the premise that their backstory is unspoken and uninteresting, so that players can comfortably assume their persona.
-The city 17th-18th century in terms of culture. The tech level of the world is varied because it was once occupied by an advanced race who potentially ascended or destroyed themselves. The invaders are seizing the land and people to achieve power and "order".
You're making me think about a lot of things I hadn't considered! I suppose that "teamwork" is the most clear theme I can build gameplay around. For "power corrupts" I can make the evil forces over-estimate the protagonists. For coming of age, I suppose the quests would emphasize education, mentorship, perserverance, planning, communication etc. This is a very interesting set of potential problems. I'll have to think about how to use them.
The guards with unique flaws is an interesting idea, I will start thinking about using some of this.
More questions or thoughts are welcome, it helps me to solidify the ideas.
Well I agree that does add a lot of fun but that would take a lot more work.
Because of exactly what you said. If there is cheating it won't be fun, and preventing cheating is a lot of work. Hosting an online server to display the scores is also more work.
I already have a full-time job, I want a casual project that is fun, I don't want to worry about administrating such a system.
By map I mean level or area. Whatever they are, I agree, there should be several of them, and you have play the game to move to another level. Unless we are building an open-world game, like Minecraft, then the whole world is one map.
Multiplayer is quite a big task. 2 people playing together with 2 controllers on the same computer is quite easy, but to play online is too much work.
Because its not multiplayer, I don't want to work on anti-cheat too much. Each player should have their own responsibility not to cheat if they want to have fun, and since its not multiplayer, they can't ruin anyone else's game.
Wow excellent! Lots to think about.
-The themes are coming of age and teamwork, and power corrupts on the part of the villain.
-My main characters were envisioned to be "everymen", very average. I think I'd like to stick to the premise that their backstory is unspoken and uninteresting, so that players can comfortably assume their persona.
-The city 17th-18th century in terms of culture. The tech level of the world is varied because it was once occupied by an advanced race who potentially ascended or destroyed themselves. The invaders are seizing the land and people to achieve power and "order".
You're making me think about a lot of things I hadn't considered! I suppose that "teamwork" is the most clear theme I can build gameplay around. For "power corrupts" I can make the evil forces over-estimate the protagonists. For coming of age, I suppose the quests would emphasize education, mentorship, perserverance, planning, communication etc. This is a very interesting set of potential problems. I'll have to think about how to use them.
The guards with unique flaws is an interesting idea, I will start thinking about using some of this.
More questions or thoughts are welcome, it helps me to solidify the ideas.
I'm excited
Yeah sorry... me not read good
1. I want to put in as much time as possible.
How do I get onto a team?
Can I help with this? I'm a programmer.
trentsteel8@gmail.com
Well I agree that does add a lot of fun but that would take a lot more work.
Because of exactly what you said. If there is cheating it won't be fun, and preventing cheating is a lot of work. Hosting an online server to display the scores is also more work.
I already have a full-time job, I want a casual project that is fun, I don't want to worry about administrating such a system.
:) Sorry
Kayzer,
By map I mean level or area. Whatever they are, I agree, there should be several of them, and you have play the game to move to another level. Unless we are building an open-world game, like Minecraft, then the whole world is one map.
Multiplayer is quite a big task. 2 people playing together with 2 controllers on the same computer is quite easy, but to play online is too much work.
Because its not multiplayer, I don't want to work on anti-cheat too much. Each player should have their own responsibility not to cheat if they want to have fun, and since its not multiplayer, they can't ruin anyone else's game.
Are you still interested?
Yes easily. Do you want it to work in a web browser? Or do you run it stand-alone?
I think I could do that. So, tell me a bit about the game you'd like to make.
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