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ScarfaceShinji

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  1. ScarfaceShinji

    Discussion of IPs rule needs to be changed

    Oh, OK. Alright. So unauthorised pitching is not allowed. Alright then. I would like this thread locked please.
  2. OK, so I got my thread locked. Because someone thought that I was violating an IP, he said I needed to "Acquire it". Well here's the thing, Pitch is different from Acquisition, so the rule should be. "Discussion of IPs is allowed as long as it's been Acquired AND/OR It's being pitched, which does not require acquisition. This really does need to be a rule.
  3. ScarfaceShinji

    Lego Fast And Furious Idea

    Well we'll see, I'm currently at College, and the two pitches are already on Slideshare. I may take a game design course at College. And Of course there's also the "Speed Champions" Idea I have.
  4. ScarfaceShinji

    Lego Fast And Furious Idea

    Got a new Idea, Lego Speed Champions, the game.
  5. ScarfaceShinji

    Lego Fast And Furious Idea

    Right, so I know you must not run before you can walk, but I've got an idea for a new LEGO Game, one called LEGO Fast and Furious, of course, there are a few problems with this. Mainly to do with Censorship, but basically, it would be a "Next-Gen Driving and Open World Platformer Game based on an existing franchise, but with a LEGO Twist". And basically, I think the Fast and the Furious would be perfect with LEGO. I'm currently at college at the moment, and I want to develop this game after College. I'm on a Transition course this year and I think after the Transition I may do a Game Design Course. Just because this game is a dream game of mine that I want to be reality. Now, like I said, I have ran before I walked, unfortunately, I've already submitted the Pitch to Slideshare, which can be seen on this link. https://www.slideshare.net/BobbyBinnie/lego-fast-and-furious I've also tried to contact TT Games about it, but like I said, I'm still at College, but Lego haven't really made a good racing game since Lego Racers 2. What do you think?
  6. So basically, this is about the future of VR Gaming. Mainly, if Nervegear was real and the ability to recreate realistic environments and haptics. So some of you may have watched or read or heard about an anime and manga called Sword Art Online. In it, there is a device called the Nervegear, now the catch in the show was that playing SAO, if you died, you die in real life. Because of the way it is programmed. But in real life, that's not going to happen. Basically, here is an Idea for a real life version of the NerveGear and what it's capabilities and games would be in real life. So I have been hearing that to experience all senses in the NerveGear would be difficult, and the idea is difficult as well. But I am partial to the Idea, as I absolutely love VIdeo Games and famous Franchises. So imagine this, a version of Pokemon for the Nerve Gear, the entire region of Kanto is simulated with Tens of Millions of NPCs and hundreds of gyms including 8 Large Shopping-Mall like gyms where you get the gym badges. The game is cel-shaded like in the Pokemon Games to distinguish it from reality, yet all the senses can be experienced in it. The thing is, you don't want it too realistic if it's Pokemon because even though some Pokemon look good realistic, some look creepy realistic. So it would be an evolution from Pokemon Go in that sense. The capabilities, I reckon, is to create a simulation of the earth with Billions of NPCs, possibly even larger. Possibly entire Galaxies like in No Man's Sky and Elite. Basically I want a machine that can push it to limits, do you think Quantum Computing will help? The thing is, is Virtual Reality must mean that everything you dream of is possible to do. Including explore the galaxy or Universe like in No Man's Sky(Which may get VR Support sooner than later). To Live in a world different from ours that is realistically or unrealistically populated. Like in Ready Player One or Sword Art Online, "A World of Pure Imagination" as Willy Wonka and the Ready Player One trailer would say. I'm sorry for rambling, but it's just my theory(A GAME THEORY) on the future of video games.
  7. ScarfaceShinji

    Exploring Level Design: Ridge Racer 1993

    The contrast with Sega Rally's "High Technology vs Down and Dirty environments" is also a subject I will talk about later.
  8. OK, so here is another point in Games Design I want to make. Ridge Racer, 1993, and how it created a realistic, almost fully functional city in just 1993. So almost everyone remembers the game Ridge Racer, released in the Arcades in 1993, the game was like Wipeout, marketed towards an audience of Boy Racers, Tuners and Club Culture. The game featured club music samples from the likes of The Prodigy, Kraftwerk and even Fatboy Slim's basic mix tapes. But here is something very special I want to tell you about Ridge Racer. It was pretty much one of the first games in history to have a realistic city environment that was also semi-functional. The game had a fully functioning starting light system(in the arcade version at least), an electronic checkpoint system, and a city that looks straight out of the future, with a replica of the Renaissance Center in the middle of it, also with a screen that acts as a live scoreboard. This means that the game's levels were way ahead of their time. And that it also featured a construction site with diggers creating what appears to be a new Hotel while the Airport is still functioning. And that's what I want to say that's even more interesting about the Level Design. Over the years, Ridge City was from a small coastal city to a massive power-house, and evolved into a massive Metropolis by the time Ridge Racer V came out. The original 1993 game also included planes that flew above, helicopters that also apparently had a suspicious looking "SEGA" logo on them. And of course a highway and a second road that functioned with Lorries and Cars. The game's level design though, is so brilliant, and the handling easily accessible, that here is what it's like to see the game in action. And this is what the game appears as, notice the awesome Level Design and everything, the cheer of the crowds, and the Ridge Racer theme playing. Michael G's voice booming. It's such an awesome game, with equally awesome level design. And just an example that sometimes Racing Games have the best level design. I am considering next doing Kingdom Hearts or Petscop, even though Petscop technically isn't a video game. I may be able to do some analysis into the level design. Any levels with fully functioning elements though, are my favourites. Shinji.
  9. ScarfaceShinji

    Exploring Level Design:Astro Waterfall Speedway

    Kudos to the original designer Naoki Tasaka and Naotake Nishimura.
  10. OK Everyone, so basically I've decided to leave my Arcade Game project alone at the moment, and instead explore a field that is interesting to me. Level Design, I just borrowed a book on Level Design and I've found the perfect place to start. OK, so this is about the Daytona USA 2:Battle On The Edge track Astro Waterfall Speedway, AKA Forest Island. Which I consider one of the most underrated levels in Video Game History in my opinion. So here we go. Astro Waterfall Speedway is more than just any track, it is an Oval circuit located inside a massive dome, that has a forest in it. And the dome is just amazing, the forest section is on the 2nd straight. And as well as that, it is a fully functioning racing circuit inside a dome. Now the Dome's location is undisclosed, but strangely enough, there is something similar to this dome, called Tropical Islands just 50 Km south from Berlin. The dome is like I said, one of the most intricately designed levels in Racing Game history. And it might not be one of the best levels in the world(it's too underrated), but it has several waterfalls with realistic water particles, birds flying ahead. Apparently though, International Speedway Corporation weren't too pleased about this speedway, so they asked Sega to make a "Power Edition" of the game so that it looked more like Daytona International Speedway.But I like this version better. Now what I also like about this circuit is it's realistic implications, so indoor kart racing circuits are a thing at the moment, and so is a basic Indoor Stock Car racing league in Virginia called Arena Racing USA. I watched Logan Lucky last week, and they said that Charlottesville Speedway is "Practically a City" so it's got a condominium and all that. Stuff like this Speedway could only possibly exist in the future. But revenue through the racing means that they probably realistically would make a lot of money. Also this circuit is larger than Tropical Islands resort, and unlike Tropical Islands, which was converted from an Airship Hangar, this must have actually been the original case for the Structure, who knows how much it costed. But when Daytona was recently Facelifted, it cost $400 Million. So that's one thing. Anyway, I think I know what inspired the "Forest Island Dome", Center Parcs in the UK. They have a dome similar to Tropical Islands and I'm pretty sure that this "Subtropical Swimming Paradise" may have been a research location for Sega. Daytona USA 3 is merely a rehash compared to Daytona USA 2, which actually features original, intricate track design and really good graphics. The main mechanics of Daytona USA 2 and graphics just make this level work. Here it is in action. Anyways, that's it, I'll see you later when I do more level design featuring Kingdom Hearts II, Tomb Raider 1 and Ridge Racer. Shinji.
  11. ScarfaceShinji

    More stuff

    So I am still transforming this Future Tank Championship Game into an Arcade FPS. With Arenas and all that. And I am considering, 8 Player Matches only, it could make the game much simpler and a life system, so each time you get destroyed you lose a life, but if you destroy an opponent you can gain a life, but be careful, life's are limited to 4 per player. However, that might break the immersion of the game. So I'm thinking that if it's 8 players it would have hitpoints increased to 2000. And that way I can make the arenas slightly smaller. I'm still considering setting them in Stadiums, and of course adding what I'd call the "Former Forest Dome from Daytona USA 2" back in the game. I'm thinking that the arenas should have Rectangle Shapes, Square Shapes or Oval Shapes. So here's my theory, 8 Players, each with 2000 hitpoints. And therefore it may take some time to whittle down your enemies. Also, the game needs to have a fast pace, like 60 mph fast pace. In an arena. The Tanks still need to have different weapons and have unlimited reloading ammo. I Reckon that Sega Amusements UK will be pleased by this Idea. And it's either going to be an original engine or Unreal Engine 4. This game will be popular I reckon, and if it gets really popular I'd port it. The Goal of the game in single player is to destroy everyone and win all the levels. And like I said, because of the unlimited reloading ammo system, Resources are not a worry. I will be making some Arena Concepts soon. Shinji.
  12. ScarfaceShinji

    Introduction and First Game Idea

    OK Then. Good then, maybe I'll redesign the game as an Arcade Game. Sega's answer to Cyber Sled that isn't Virtual On(I love that game a lot, they are revealing a new one next week).
  13. OK, my name is Shinji, or Robert. I am a student at Northampton College, I am Autistic, and yes, I may not be involved in the Game Design class as of yet. But I want to design video games, the problem is, I have no programming experience and I'm not too good at art. I have a lot of Ideas, but many of them are unrealistic. One of my projects is really big, but doesn't involve Unrealistic Numbers. It's a class based Hero Shooter with single seater Spider Tanks and Hover Tanks. Here's the main Idea. Look, I know I'm getting a bit big for my boots. But basically this is a game I want to make. It needs more tweaking though, I realized you can't just two weapon types on one tank, it's not tactical. It needs to be class based to ensure more tactics, so here's the thing. Have classes with Rocketeers, as in Rocket Launchers with 30-clip Rocket Launchers that fire at 3 Rockets per second. Snipers who have Sniping Railguns at 25-clip(Inspired by Widowmaker and Crying Wolf from Overwatch and Metal Gear respectively) Railguns. Minigunners, who use bullet Miniguns that are 500-clip. Plasma Tanks, that rapidly fire Plasma Balls at 400-clip. And Energy Tanks, that fire Energy at 300-clip. And all of them have unlimited reloading ammo like in Overwatch, and a reload button as well. Basically, I want it to be a 6 vs 6 game. With no COD-style Killstreaks. And a Sports Theme. So basically, there will be 24 Teams in the game. Each with their own individual sponsors, suits, liveries and stadiums. The stadiums vary from simple Speedball-like arenas, to Complete models of Towns. And a season adjuster from 12, 24 to 48 games per season. Another thing is that the attention to detail in the game must be good, like Daytona USA 2's Attention to detail, the Cockpits have Canopies and you can see individual Pilots in the Cockpit, fully animated, and there would be a radio system which would be the Daytona Radio System combined with Ace Combat's Radio System. The game would have a Team Headquarters system as well, where you can explore the Headquarters in First Person, talk to your fully voiced teammates, and practice on the training range. I also want full Replays that have Cockpit View and all that, and a Diegetic Interface as well. My Idea for the game is basically, Cyber Sled combined with Overwatch combined with Metal Drift combined with the basic idea of Motorsport. I know this is really big, it's not my first idea though, but many of my ideas are too big and involve procedural generation. I've heard of Kickstarter, maybe that could help. But like I said, I am autistic, don't know art that well, nor programming, but knows how to design a game through words. Shinji.
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