• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Bluefirehawk

Who is my enemy? Brainstorming

13 posts in this topic

Hi guys

I am stuck with the question "who is my enemy".
First a short overview about the game.
The game plays in a post apocalyptic world, where the humans fight for their survival. You are (of course) a human, you fight in a 2d real-time isometric shooter against an enemy more powerful than you are. To succeed, you need to work as a team, plan your attacks, assasinations, ambushes carefully and improvise in case shit happens.


I have an idea about what the enemy should be able to do in the game:[list]
[*]It should be unable to go in a specific enviroment. Because they are so strong, they would have wiped out the humans already, but they were able to set up some secure bases. My first idea was, that they are unable to go into the sunlight, so they darkened most but some small parts of the world.
[*]It doesn't have to be smart, but smart enough to shoot/throw something at the player.
[*]the units are commanded by "overseers", without them, they attack unorganised and without strategy.
[/list]
If you want to read more about the design, here is my topic in the game design forum : [url="http://www.gamedev.net/topic/628598-thoughts-and-problems-about-that-first-game/"]http://www.gamedev.n...hat-first-game/[/url]


I can only think of Aliens or Demons (Demon-Aliens!![img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] ), i would like to hear some ideas on:
Who they are,
why they are here,
what they shoot/throw,
and how the humans managed to set up secure areas. Edited by Bluefirehawk
0

Share this post


Link to post
Share on other sites
[quote name='Bluefirehawk' timestamp='1343901133' post='4965465']
I can only think of Aliens or Demons (Demon-Aliens!!Posted Image ),
[/quote]
Demons/Aliens in a post apocalyptic world ? What apocalypse ? Nuclear, alien invasion, religious ?


[quote name='Bluefirehawk' timestamp='1343901133' post='4965465']
i would like to hear some ideas on:
Who they are,
why they are here,
what they shoot/throw,
and how the humans managed to set up secure areas.
[/quote]
Ghul based ? Living under the surface in the dark, more powerful than a human, corpse eater, more intelligent than a zombie, but still not really clever.
1

Share this post


Link to post
Share on other sites
[quote name='Ashaman73' timestamp='1343903870' post='4965479']
Demons/Aliens in a post apocalyptic world ? What apocalypse ? Nuclear, alien invasion, religious ?
[/quote]
What apocalypse is not yet decided, it depends on the enemy/enemies.

Thanks for both ideas.
0

Share this post


Link to post
Share on other sites
[quote name='Bluefirehawk' timestamp='1343906628' post='4965485']
What apocalypse is not yet decided, it depends on the enemy/enemies.
[/quote]
You are creating some kind of [url="http://en.wikipedia.org/wiki/Chicken_or_the_egg"]chicken-egg-dilema [/url]here. What are you looking for ? Enemies from a game design perspective or from a setting/story perspective ? When you want enemies from a setting/story perspective, it would be helpful to define the setting first.
0

Share this post


Link to post
Share on other sites
He wants to define the setting based on the enemy, and the enemy has certain game play restrictions.

So, here is an idea.

They are beast-like. They came form underground released and awoken after being dormant for tens of thousands of years. The cataclysm that awoke them was a mega volcano the ruptured the earth. It also clouded the sky in a permanent dark haze. Small pockets of people that survived their first waves and the eruption are holding out somewhere. They stay safe with a perimeter of very high intensity lighting that forms a no-man's land around their last bases.

These guys can be actual beast that are more like predatory animals, or the can be beast-like humanoids that are using human tech found after their first attacks. Any level of intelligence can work here.

[url="http://upload.wikimedia.org/wikipedia/en/7/75/Clovermonstertoy.jpg"]A visual idea.[/url]
1

Share this post


Link to post
Share on other sites
Thanks for the ideas, I think i can start work something out.

I am still with one thing stuck. The enemy must not drop weapons the player can use. So they either have to shoot with something the player cannot use or I should explain why the weapons disappear. Any Ideas?
0

Share this post


Link to post
Share on other sites
Biological based weapons suck as spitting acid of shooting bone spikes? Too primitive to be useful such as spears? Make them melee fighters hitting and clawing but with movement mechanics to make it interesting (lunging, jumping, rolling, sprinting) ?


You could also just ignore the issue. Plenty RPGs leave equipment rendered in the art that are not in the loot.
Mass effect series drops ammo but not armour or weapons and you scan armour and weapons in predetermined places to get access to new types.
0

Share this post


Link to post
Share on other sites
I think you could get away with just not having their weapons be pick-up-able loot; I don't think people would notice or be bothered by it. A lot of games are already like that, anyway (at least older games). It might be better to do that than to come up with a convoluted or confusing reason as to why you can't pick the weapons up.
0

Share this post


Link to post
Share on other sites
Extra-temporal echoes of the humans' own racial tragedy. They fight their collective guilt and cannot escape a cycle of suffering.
0

Share this post


Link to post
Share on other sites
[quote name='Bluefirehawk' timestamp='1343973946' post='4965763']
I am still with one thing stuck. The enemy must not drop weapons the player can use. So they either have to shoot with something the player cannot use or I should explain why the weapons disappear. Any Ideas?
[/quote]

I believe no one has mentioned the option of their weapons being part of their body yet?

The intelligent race solution: Their race breeds for optimized usage of the body. So whereas scientists are bred for intelligence they also have multiple arms/fingers etc. to operate faster. The fighting force is created to be ferocious but loyal and submissive to their overseers. To optimize their battle capabilities and prevent their advanced weapons from being used against them they breed their fighter with their weapons as part of their body. Either instead of hands/limbs or above the hands on the lower arm .

As for the less intelligent race solution, just go with the last part really. There's no reason why alienish creatures would have sharp fangs/claws but not guns. If you don't want to go into much story overall just having an enemy sprite/model that has an arm as a gun is already enough imo.


Of course humans cannot be extremely advanced in bio mechanics or they would still be able to utilize the weapons in some way. Also it seems rather unlikely that they would shoot with bullets as ammunition, a gooey acid like substance would be better suited imo but there's room there.
0

Share this post


Link to post
Share on other sites
Hmmmm, a solution (which I don't believe anyone has suggested yet) is to have your enemy species be aquatic.

If you then imagine the nature of your apocalypse to be global flooding / submersion (melted polar ice-caps etc) then your aquatic adversaries become very deadly indeed. Your players (the surviving humans) survive on boats, floating structures and (formerly) very high ground (we're talking a WaterWorld base here). They are constantly raided by the predatory aquatic species, but they can't survive for long out of water (hence humans have at least a chance of surviving).

Perhaps the aquatic species are an alien invade (perhaps they even caused the global flooding as a terraforming measure, to make the Earth more hospitable for themselves). As to thrown weapons, an aquatic species could easily lend itself to spines, which could be directed at human opponents, but could be too jagged and/or poisonous for humans to pick up and use themselves.

Hope that helps!
0

Share this post


Link to post
Share on other sites
Thank you all for your input.
I haven't specified much about the enemies, but now I have some fresh possibilities. What I decided: where the enemies were before the apocalypse is unknown, anybody who would have known something is dead now.

I have also decided on the setting, it has been a while since I last posted in this thread and i worked a bit on it. The game's name is "Project Phoenix", I wanted the story to revolve around the project phoenix, a device under development, strong enough to banish the monsters from part of the landscape. The volcano / ashes scenarion just fits in, I especially like the almost obvious symbology.

If you care about the settings, I've written it in my blog: [url="http://www.gamedev.net/blog/1522/entry-2254893-the-fall-of-the-old-world/"]http://www.gamedev.n...-the-old-world/[/url]
and again, thank you for your help. Edited by Bluefirehawk
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0