davekuyk

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About davekuyk

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  1. Your first game idea - What happened to it?

    My first game idea was horribly derivative and flawed. Many of my early game ideas were. Mostly they were melds of whatever I was playing at the time and/or whatever I most recently saw on TV. Thus games such as: [list] [*]TMNT RPG [*]Transformers RPG [*]Underwater sub-combat combining Space Invaders with Combat [*]A Wizardry Clone but outdoors instead of in a dungeon [/list] ...were born.
  2. In Everquest (the first one), at least at the start, all player names on the RP (role play) servers had to pass through a human filter; i.e. an online gamemaster approved (or not) the requested name. Seriously. This worked quite well when it worked well, however, just as any system relying on people, it was only as reliable as the people involved. Back then GMs didn't get the training nor were they monitored as GMs today are; they pretty much did what they wished. Many took the name approval seriously, others didn't.
  3. [quote name='aattss' timestamp='1338294119' post='4944305'] [quote name='Orymus3' timestamp='1338226746' post='4944088'] I've seen this premice used in a game not too long ago. Basically, you're the mundane merchant that sold gear to heroes. It had a nice ring to it, but of course it wasn't an rpg. M [/quote] It only counts if you're actually mundane, not just if you're a merchant. If you're a merchant, but still special, then it doesn't count. [/quote] Even mundane folks need jobs - like being a merchant!
  4. Help me flesh out game idea

    I read camping and I kept thinking you meant camping in the shooter sense. Hah! Anyhow, I like the idea a lot. I took it as, in the daytime you are a nice guy doing benevolent actions such as farming, raising livestock, building your campground, and so on. At night you are pretty much a bad guy, looking to steal, poach, etc. I like the dual nature of the game - good at times, evil at others. I can imagine scenarios where the player wants to be a bad guy all the time, even though the evil actions may not be available during the day. However he could still do questionable actions such as leave his neighbors pig pen door open ("Oops, did they get out?"), or somehow pinning his nocturnal activities on someone else. Lots of possibilities here.
  5. If combat is the major problem then combat events could be encapsulated to essentially allow them to take place outside of time. (Kind of like the US Govt. has items that are "off-budget. I should try that. But I digress.) The way I see it working is the player decides to allow each combat encounter to run on "auto" or actively participate. All combat encounters take the same amount of time (a week, month, whatever is appropriate. For the active encounters everything outside of that encounter is paused, allowing the player however much time as needed for that particular encounter.
  6. A lot of good ideas here, really too many good ideas Simplify and focus. What is your core? It appears to be stealth and zombies. That is a unique twist on a tried and true genre. Begin there - what does it mean to marry stealth and zombies? Minimize everything else and concentrate on this core. Get the core right and then do everything else. Develop prototypical fights where stealth is needed. Perhaps stealth is used to disable zombies, or distract them or just to sneak by groups of them. Whatever it is concentrate on developing this first. I guarantee you what you start with is not what you will end with. Issues will come up, things you thought would be fun really aren't and new inspiration will strike. I guess what I am saying is don't worry about the 80% of the game which is NOT new (UI, weapons, inventory, health model, etc). Concentrate on the 20% which is new and different and unknown - the zombie/stealth idea.
  7. I am not going to go as far and say you are wrong, but perhaps you are over-complicating the idea here. I believe a theme for a game should be simple, summed up in as few words as possible. Once the theme is decided upon [i]everything[/i] in the game should support it however possible. Portal (1 and 2) is a good example. I believe the theme of the Portal games is minimalism. It isn't testing, or puzzles, or the portals themselves, it is minimalism (IMHO). You see this everywhere: [list] [*]The story (I enjoy the story, but one must admit, it is [*]The characters (a minimal number for each game) [*]The dialogue (only one speaker in the first game, three in the second (and one is never seen in "the flesh")) [*]The environment (clean, sterile and composed of simple shapes and colors) [*]The UI (few colors, simple shapes) [/list] Another example might be Diablo - the theme is darkness and evil. Everything seems to exude a general feeling of darkness. This is seen in the gameplay, the UI and the cut scenes. These are what I believe good and effective themes are.
  8. I don't see a reason to get caught up in the terms. I believe they are largely interchangeable. Zelda has character progression to some extent (gaining hearts for example), so that isn't a strict rule. Something like Diablo has more action and RPG elements, so if anything that comes to mind as being an Action RPG, but adventuring is certainly part of the game too...
  9. How is this different than [i]The Sims[/i]? Or is it?