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zuloon

Cowboys, discuss

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Okay... this is a set of ideas I made today, in class (I'm in middle school). They don't have to be followed, you can reject them, flame, whatever, it only took me a day of boredom in class to think of this. The game is set in the period where cowboys reigned because it's so much more original than the medieval period. Most everyone in the game is a cowboy, if they not they are probably one of the following: *train engineer *civilian *owner of a business (saloon, gun shop, etc.) There are different styles that different cowboys prefer, some even have their own unique styles. What things in this game are equivalent to according to cliche RPGs: styles - Classes Unique styles - Unique classes GP (Gunpowder) - MP (Magic Points) GP is constantly taken in by traveling cowboys, just like MP is in most RPGs. style Finder Monk Class - Agressive; These cowboys are quick, and use either fists or a gun. The gun is used as either a melee weapon or a point blank weapon. Guns specialized for this style are more accurate and powerful up close, and not far away. Mage Class - Cautious? (I can't think of what to call it); These cowboys stray far from the fray and use GP excessively in order to create different effects (like elements... I guess). Knight Class - Chivalrous? (I can't think of a name for this one either); The followers of the chivalrous style are the only ones that ride horses. Though their shots are slow and require medium gunpowder (in between Monk and Mage) they are powerful. ... I know it's not finished. Just throwing some ideas out. -- George Tye

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So, uhhh... what's the game like?

Seriously, you got the start of the environment of the game, but I still have no idea what the actual game is like.

Other than that, you say that you want to keep away from cliched medieval settings, but then you basically just use the same, generic classes are are in most medieval/fantasy games. Admittedly, they've been changed to fit the environment, but it's largely just a cosmetic change, the game play parts of the classes seem to stay pretty much the same; you even go so far as to give fantasy equivalents of some things. And I'm also a bit confused about the mage class. How does this fit into a western setting?

That said, I think that it's nice seeing people interested in a westerner setting - they're pretty rare.

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Guest Anonymous Poster
well you said flame so...

this sucks
cowboys are gay, they just sit around eating pudding

BrokeBack Mountain aside...



equating different kinds of cowboy and gunpowder to different classes is just plain contrived and silly
there's also no historical precedent for even having this kind of gameplay dynamic for cowboys
look it up, they were mostly just poor farm hands
the whole lone ranger gun thing is just a myth

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Guest Anonymous Poster
Quote:
Original post by Anonymous Poster
cowboys are gay


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Quote:
Original post by Ezbez
So, uhhh... what's the game like?

Seriously, you got the start of the environment of the game, but I still have no idea what the actual game is like.

Other than that, you say that you want to keep away from cliched medieval settings, but then you basically just use the same, generic classes are are in most medieval/fantasy games. Admittedly, they've been changed to fit the environment, but it's largely just a cosmetic change, the game play parts of the classes seem to stay pretty much the same; you even go so far as to give fantasy equivalents of some things. And I'm also a bit confused about the mage class. How does this fit into a western setting?

That said, I think that it's nice seeing people interested in a westerner setting - they're pretty rare.


Yeah, I know. I'm an artist, so... I guess I only look on the outside, and not so in-depth.

What do you need to know about the actual game? I need to know what to say about it. Thanks for the feedback.

And, at Anonymous Poster: How would you know that cowboys are gay?

and...

You know what's "gay"? Homophobic slurs.

Dis'd. Lol, let the flame war begin.

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First of all you need to come up with gameplay elements, what will you do? shoot at people for 28 consecutive shooting one guy levels? No, i hope its not you need storylines, ideas for the kind of things you could do, what would you kill, how would you make money? Many questions you must answer as a game designer



Note: Yes a flame war will begin shortly after those remarks

Also I do thing the cowboy concept is sorta lame but I'll help make it 3% less lame

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Lol thanks for the comment...

I do agree, cowboys are sort of lame, but medieval settings are so cliche that, in my opinion, they're even lamer.

I'll think about what you said tomorrow during another boring day of school. :D

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You need a good story, no matter where/when the game takes place, or whether it has cowboys and indians (you didn't even consider them, did you?), or knights and knaves.

There have been far more western movies, tv series, and novels than there are those with a medievel theme. That's because there is apparently a genuine interest in the genre. Whether or not you can take this and turn it into a successful game is another thing altogether.

It doesn't bode well when you talk in terms of "knights/mages/monks" and "magic" when describing a cowboy game though. I realize that you're starved for terms, but you've got to get over that mindset if you're going to make this work. Yeehaw.



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Original post by zuloon
They don't have to be followed, you can reject them, flame...

The idea sucks.

Cowboys are awesome. Cowboys VS Ninjas, even better. [grin]

There are very few good western games, which leaves the setting open for alot of creativity. But your idea is, for the most part, crap. If the "cliche RPGs" are overdone, then why are you just putting a different skin on the same old crap? If you want to do a Cowboy GADOCRPG*, why not base your combat off of the old-west shootouts, where reflexes and positioning (such as hiding behind barrels or on balconies) is more important than casting "Cowboy Firaga". Bar fights just don't seem interesting if you can't throw somebody through a table, etc... and with some creativity it can be done turn-based (One possibility is to have nodes around the level that you can "Move" to and context-sensitive selections) And for the love of God, please don't have the player buy "Mythril Chaps" to increase their defense. Cowboys don't have "defense" because they don't have armor (unless you have a bulletproof vest). Cowboys have agility to avoid bullets and skill with a gun. Use this.

Most of this was pulled out of my ass in a matter of minutes. With some brainstorming, I'm sure you could come up with ideas 100x better. All you have to remember is that DQCs* work because they play to the strengths of fantasy worlds. Play to the strengths of your target.

*Generally accepted definition of Console Role-Playing Game
*Dragon Quest Clones

[Edited by - JBourrie on November 6, 2006 9:55:52 PM]

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Ditch the D&D titles/roles -- you wont get far living in that small box.


Cattle Barons & Range Wars
Miners & Mines
Farmers, Plows & Fences
Prospectors
Indians & Bandits
Sheriffs and Marshals
Stagecoaches & Railroads
Stables & Banks & Saloons
Trails
Lawyers & Gamblers
Cavalry
Water Rights
Tumbleweeds & Dust & Mud
Boomtowns
Rifles, Pistols, Knives and Fists


And Magic has little to do with Cowboys.





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