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A neat game idea.

Posted: Tue Oct 27, 2009 3:18 am
by D3luxe
In my Game Development class, we broke down into groups representing game studios. The teacher is our client, and he gave each group a different type of game to create.

The types he gave my group is Absurdist/rule discovery. Keep in mind all of this is an "as-if" scenario, so we aren't ACTUALLY doing any of the production on it..more of the pre-production planning, design concept, etc.

We decided to go with the Torque 3D engine based on the XBox 360 platform. We'll have a open 3D world (think GTA-esque) where the player can free-roam around the city.

You're playing as a mad scientist, who came across an amazing discovery in his lab. He discovered the ability to change matter with a simple beam. However, in his discovery there was a catastrophic accident which left his ray gun broken. The object of the game is for the player to progress through this city finding the parts to fix his ray gun.

The absurdist part is that since the ray gun is broken, though it still fires, the outcome of the shot is completely random. We don't have a whole list of random abilities yet, but they can do anything from change your enemy to a skyscraper, a car, set him on fire, freeze him, and various other abilities. I'll post up a more detailed, better list later on.

On top of these random abilities, you can insert "Cores" into the ray gun, which you find throughout the game. There are free-world cores, which you can find by exploring the city around you, and there are quest cores, which are only given through questing. There are multiple types of cores. As with the abilities, I'll post up a list of the cores, synergies, etc a little later when I get my hard drive back (forgot it at home 3 hours away..Doh!)

On top of all of this, the city has random events occuring all the time. Riots can break out in the streets, the city can be invaded by aliens, dinosaurs can rise out of the ground and attack. Here's a cool little feature with the random events:
Say a riot broke out in the streets. The rioters aren't necessarily targeting you, they are just wreaking havoc. You notice on the outskirts of town that a T-Rex is walking through the streets, and unlike the rioters, he will target you if you get close. You can aggro the T-Rex and have him chase you toward the rioters, and that in turn will cause a war between the dinosaur and the rioters. One type of core is a Grower Core, which is used to heal you or your target. If you want the rioters wiped out you could use the Grower core on the T-Rex to keep him alive, or you could use the area effect of the core to heal the rioters to help them down the beast.

I'll be posting updates as we work on this in class. Sound like it would be fun? Keep in mind it's an absurdist game, hence the invading aliens, dinosaurs, etc.

I'll also be posting up our enormous design doc when we're done with it in a few weeks in case anyone is interested in seeing a legit, complete design doc of a full fledge game.

Re: A neat game idea.

Posted: Tue Oct 27, 2009 11:36 am
by hallsofvallhalla
haha i like this. Reminds me of the Oblivion trick to make the goblins invade the village causing a big war. I love realism like that.

Re: A neat game idea.

Posted: Tue Oct 27, 2009 1:46 pm
by SpiritWebb
Thats interesting and funny...sounds great! Neat concept...hell I would play it!! :)

Re: A neat game idea.

Posted: Tue Oct 27, 2009 2:38 pm
by towcar
Haha looks like your learning a good deal from these classes cause that seems fun

Re: A neat game idea.

Posted: Tue Oct 27, 2009 7:44 pm
by Last Known Hero
Sounds very interesting, though I'd be careful with what they can be turned into a skyscraper might cause clippingissues or blocking the path of a player from advancing. Or just have a script that checks for the proper amount of room :)

Re: A neat game idea.

Posted: Tue Oct 27, 2009 9:41 pm
by D3luxe
Last Known Hero wrote:Sounds very interesting, though I'd be careful with what they can be turned into a skyscraper might cause clippingissues or blocking the path of a player from advancing. Or just have a script that checks for the proper amount of room :)
Yep, we've thought of that too. Every time the gun is fired it will randomly pick an ability to fire off. It will then run a series of checks to make sure the conditions are right to cast that ability. If everything is OK, the gun is fired. If not, it loops back and picks a new ability.

Hypothetically, of course..I wish we were actually developing this, I think it'd be really cool, but it'd be a ridiculous amount of work.

I think you guys are gonna be impressed by the Design Doc when we post that up..It details out EVERYTHING in very specific details.

Re: A neat game idea.

Posted: Wed Nov 04, 2009 8:00 pm
by D3luxe
Here's a little playtest we were running, with the damage formula I created. We wanted to see what would happen if the player encountered 3 enemies (1 elite, 2 normal), to see if the player could kill them or if the player would die. The DPS for the monsters, as well as the shots/sec for the character were detailed out in another page, but I just wanted to post the playtest up. The initial damage is between 20% and 40% damage. The player is always level 1, since it's a levelless game, but is easier this way to figure out damage based on enemy level.
damage% * (level difference * 1.5) / (defense * (0.5 * level))

Dino - lvl 3, 9 def (7-15 shots, avg 10)
6 DPS

Slime - lvl 2, 1 def (2-4 shots, avg 3)
6.6 DPS

Raccoon - Lvl 2, 1 def (2-4 shots, avg 3)
6.6


Player - 3 shots/sec


Average 5.3 seconds to kill all 3. Damage dealt from enemies is 101.76 over 5.3 seconds before shield, 81 after.

Max 7.6 seconds to kill all 3, Damage dealt from enemies is 145.92 over 7.6 seconds before shield, 116.7 after.

Min 3.6 seconds to kill all 3, Damage dealt from enemies is 69 over 3.6 seconds before shield, 55 after.


EDIT: Ran a simple playtest of 2 elemental creatures too, to see how many shots they can take and the difference a Pyre core makes inserted in the gun.
(damage% * (level difference * 1.5) / (defense * (0.5 * level))) + ((pyreCore% * fireResistance) + (pyreCoreDot% * fireResistance))


Elemental Ice Beast - Lvl 6, 8 def, -5% fire resistance
(30% * (7.5) / (24))
9 shots normal

(30% * (7.5) / (24)) + (3% * 1.05) + (0.5% * 1.05)
9.375 + 3.15 + (0.525 per second)
12.5% (0.53% per second)
Roughly 8 shots with core



Animated Oven - Lvl 4, 5% fire resistance, 6 def
(30% * (4.5) / (12))
9 shots normal

(30% * (4.5) / (12)) + ((3% * 0.95) + (0.5% * 0.95))
11.25 + 2.85 + (0.475 per second)
14.1% (0.48% per second)
Roughly 7 shots with core

Re: A neat game idea.

Posted: Fri Nov 27, 2009 5:33 pm
by ZeroComp
very nice I wish I could go to game dev school :cry:

Re: A neat game idea.

Posted: Mon Nov 30, 2009 2:15 pm
by hallsofvallhalla
that really does sound like a fun class