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Gin Hindew 110

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About Gin Hindew 110

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  1. i can do concept art... but you are looking for a motivated artist, which im not, so ok, i'll go back to sleep
  2. I am a writer, do some drawing and some game design and i have been building some lore and mechanics for an rpg, i am looking for people who want to make an rpg as a long term project and this lore and mechanics will be actualized and deepened over time The idea is a standard save-the-dying-world story with the heroes gathering the mcguffins to revitalize it and the bad guys gathering them to take that power for themselves and achieve godhood, the player however starts as a member of an organization called The Sunset Fortress who believe the world is dying because it moves in cycles of destruction and resurrection as a natural development, so, if the heroes succeed the world will reset into the age of humanity once more and wont evolve but if the villains succeed they will indeed become gods but a chunk of the world will be missing as it would become part of their powers, the heroes are stagnation and the villains are a decreasement of the world, the Sunset Fortress aims to survive and be transformed into a new species suited for the new world The gameplay would be a combination of traditional rpg and base building, with the player going out to gather the mcguffins to power up and grow the fortress while fending off the villains and heroes, the fortress is a bunker and a ship that moves underground pushed by the forced of the planet's mantle so the heroes and villains have to find them and assault them every time the player gathers enough mcguffins The story would have two parts, one before the end of the world and one after it's rebirth, the idea is that the heroes and villains also survived and became transformed and now want to plunder the powers of the new world to become new entities more suited to their old ideals while the Sunset Fortress wants space for the new civilizations to expand The overall theme of the story is to accept retirement in order to let the new generations grow About the mechanics i was thinking in using consumables on a more active way by combining them with spells, for example, boosting healing magic by combining a spell with a potion or boosting fire magic by combining a fireball with an explosive item, the idea is to avoid becoming a walking warehouse and to add an extra mechanic for variety's sake Another mechanic would be the transformation of the world, the state of several places and powers before the end will affect what they would become after the rebirth, this will be more of a positional thing to avoid too much work, for example: if the Unbreakable Spirit gets broken pre-end then after-end the spirit will be in a new form but with a small dungeon and low levels, if the spirit is not broken it's dungeon will be bigger and the spirit will be at a higher level Also, both villains and heroes will start as clichés but will get some fair points going on for themselves, the heroes think they are doing wrong by damaging the world to save their people but they care more for their people than they care for the world while the villains know they are stealing from the world but there is no point on fighting for a predetermined future when we are the ones making the future, the Sunset Fortress will also have characters that are fine with becoming a new species but some others want to become a new species and then to also become the greatest new species of the new world At the end the three factions will fracture and the final confrontation will be among the ones that are already satisfied and want to let the world grow to grow themselves on it while the other party wants to get as much as they can for themselves while the world is still young I have wrote some stuff in spanish, my mother language, i also made the covers https://www.amazon.com/dp/B00U52L75K https://www.amazon.com/dp/B00T2TRD1Y And also had blog i have not actualized in forever but it had plenty of content back in the day http://homo-antropos.blogspot.com/ You can see some of my drawings here Or at my deviantart... sparsely updated too https://www.deviantart.com/juracan/gallery/ As you can see i'm mostly getting out of a period of slumber... gimme five more minutes? This will be actualized as i come up with new elements, i mostly want to make a traditional rpg so RPGMaker is fine but if someone wants to use any other engine is up to themselves, i mean, they will be the ones doing the programming so they can choose the platform, i can do some art design but animation may be too much as i have no experience on it, is anyone interested?
  3. I am a writer and also do some game design and i have been building some lore and mechanics for an rpg, i was thinking of posting it and actualizing it over time because i was also thinking of making it as a long term project and to find people who could use it for a game so i may as well post some of it here The idea is a standard save-the-dying-world story with the heroes gathering the mcguffins to revitalize it and the bad guys gathering them to take that power for themselves and achieve godhood, the player however starts as a member of an organization called The Sunset Fortress who believe the world is dying because it moves in cycles of destruction and resurrection as a natural development, so, if the heroes succeed the world will reset into the age of humanity once more and wont evolve but if the villains succeed they will indeed become gods but a chunk of the world will be missing as it would become part of their powers, the heroes are stagnation and the villains are a decreasement of the world, the Sunset Fortress aims to survive and be transformed into a new species suited for the new world The gameplay would be a combination of traditional rpg and base building, with the player going out to gather the mcguffins to power up and grow the fortress while fending off the villains and heroes, the fortress is a bunker and a ship that moves underground pushed by the forced of the planet's mantle so the heroes and villains have to find them and assault them every time the player gathers enough mcguffins The story would have two parts, one before the end of the world and one after it's rebirth, the idea is that the heroes and villains also survived and became transformed and now want to plunder the powers of the new world to become new entities more suited to their old ideals while the Sunset Fortress wants space for the new civilizations to expand The overall theme of the story is to accept retirement in order to let the new generations grow About the mechanics i was thinking in using consumables on a more active way by combining them with spells, for example, boosting healing magic by combining a sell with a potion or boosting fire magic by combining a fireball with an explosive item, the idea is to avoid becoming a walking warehouse and to add an extra mechanic for variety's sake
  4. You are asking for too much without showing anything yourself so i have no intention of following your parameters, for a "mind bending puzzle" i would suggest an eldritch abomination trying to enter reality to eat people, the puzzle is reality and its a box because its how reality looks from outside the universe, the progression would be on several people with more means trying to stop the player from entering reality PM me if you are interested but don't ask for so much without at least showing your portfolio
  5. thats a pretty cool idea, and im a s*cker for magic systems so lemme make some diagrams and i will share some ideas, but first gotta have dinner
  6. Gin Hindew 110

    Alternative names for fantasy classes

    How about making composite classes? i always say that consumables are under developed so its a way to give versatility without making many changes Alchemist priest (apothecary?): spend healing potions for increased recovery magic Alchemist assassin(poison master?): spend poison vials to increase damage Man-at-arms: automatically equips the armor or weapon that has resistance or advantage against an enemy, basically sacrifices inventory space for versatility Mage archer: spend arrows to increase spell damage Defender: spend elemental consumables to increase elemental resistance Attuned swordsman: can store a spell cast on him by an ally and unleash it with the next attack you can also use typical production or non combat classes Blacksmith: bonuses to equipped gear Villager: can forage items from the scenario, if the items are worth it this can make a class very valuable even if its not a fighter Scholar: increases the team's likelyhood of critical hits, only fights by using consumables, maybe can use two every time? Ambassador: can only be used in events related to their country, units from that faction decrease their critical rate, cannot attack but cannot be attacked, a meat shield
  7. Gin Hindew 110

    GameDev - Critique/ Book of Alex

    The first two screenshots look pretty generic but from the gifs onwards they are pretty cool, specially the movement, to make easy hit effects i suggest using typing flowing out from the enemies or from the protagonist's attacks, like magic particles but with letters
  8. Gin Hindew 110

    Cycling strategy game

    Bicycles and strategy? say no more! Just take a page from real life and introduce the mechanic of... DOPING!!! Dope your player so much that he can perform at peak power but not so much that he will die of cardiac arrest! the trill! the risk! But seriously, a tactic cycling game sounds very weird, i can think of this: the scenario is divided in squared areas, or rectangles since its a race, and every area has a percentage of risk and a percentage of speed, meaning that the most risking areas can provide speed boosts but you risk the bicycle getting damaged, the player has to choose a route with minimizes the risk but maximizes the speed, and if several cyclists happen to be in the same area at the same time their speed decreases but the risk is the same The other side of the strategy would be to buy stronger but slower parts for the bicycle or weaker but faster parts, this would allow to traverse areas with a certain level of risk with no risk at all obtaining a boost from the area even if the bicycle is slower, then the real strategy would come from selecting the area less likely to be occuppied by other players to avoid the speed penalty
  9. Gin Hindew 110

    My new Game Survival Taxi

    i did not play the game but the screenshots look like there is not a clear route, mabe adding some floating icons above it? if the game is about carrying a passenger it would make sense to know the main route, the important part is that it can also allow to take detours without getting lost, which improves the gameplay as the player now has options, what about leaving helpful items outside the main route? to reward exploration
  10. Gin Hindew 110

    How to avoid open-world grind?

    -Turn grinding into a source of consumables widely used by the player, like having one-use spell enhancers/barriers dropped by different enemies or healing items that have low healing but can be spammed, of course, those items should be on their own dedicated button to prevent turning their use into a chore - Make grinding have more than one reward, specially turn the grind into some short term objective AND the standard long term one Example, you need 100 tortoise pelts to trade for Unstorable Pouch, or you need to hit 1000 times with your stick to upgrade your Stick Mastery Technique, then, killing tons of enemies is a must but is also very boring, to avoid that you give your character a power bar that can store up to 5 special power strikes and every power strike has to be charged by killing 5 enemies, killing 100 enemies every time is a chore but 5-25 is not so much variations: Have a tree that feeds on the essence of defeated enemies, more essences give better fruits have merchants or the state pay for every monster eliminated the aforementioned consumables Based on this imagine you go on a quest to fetch the All-Seeing-Eye but the road is plagued by scorpions and tortoises, you kill the enemies and obtain fire barriers, water shoots and refill your power strikes to spam everything against the Fire Cockatoo guarding the eye, then you go back to the town and deliver the pelts required for the Unstorable Pouch, cash in your reward from killing monsters and feed essences to the tree to receive some healing fruits, this way a fetch quest is still a fetch quest but not as boring as it could be
  11. Gin Hindew 110

    Suggestions needed for "Humanitarian game" mockup!

    fetch quests are a given, x person forgot his medicine/money/phone/pet
  12. Gin Hindew 110

    Turn based statistics driven strategy game

    The statistics by themselves would be VERY boring to see, its better to visualize them in some way like small icons popping up around the map for stuff lice crime or poverty and then having the excel sheet to consult the specifics Lets say your map is 100 squared areas and there is a crime icon popping up every time the crime rate increases, so, if the crime rate is 5% you would have 1 icon popping up every 50 seconds, if it increases to 10% that would be 2 icons every 45 seconds, 90% would be 18 icons every 10 seconds and so on The idea would be the sensation of urgency, like its alive and beating faster, same with the other statistics, you could have the roads giving a sensation of movement that speeds up when comerce is booming, buildings that get specific color when developed towards certain industries and the map could start as gray or white to give a clear impression of growth, the main idea is to make the map look alive in a technical way
  13. Gin Hindew 110

    MMORPG Brilliant Game Idea.

    Too late bro, the game was already made, here is the trailer https://www.youtube.com/watch?v=fXgZGZMaUks
  14. Well, thanks for the advice
  15. Gin Hindew 110

    Early idle game concept looking for ideas

    For the attack, the player sets some grid points as attack areas and the units will go there to attack, he thing is, you set a large amount of attack points, like 20 or so, and the points will have priority tiers, this is, they will attack in the 1 points and if those points are free of enemy units they will move onto the 2 points, then onto the 3 points and so on, and of course, they will go back if enemies are detected in the previously cleared point, this way the player can set a large amount of routes for the troops and just let them move as they are produced
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