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Edited by CulinaryRdawg : 5/30/2015 5:28:30 AM
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Indie Game Ideas

Hello fellow Bnet users! I am an aspiring game developer, with the drive to create games heavily influenced by the community. We've all been disappointed with one company or another at a given time, and one of the major causes is lack of communication. These big companies have a story in mind, but never seem to ask the community until the game is out, and at that point, it's difficult to make changes. So here is my idea- I have a simple idea right now. I plan on having a game similar to Castle Crashers. You can play with up to 4 friends, and your character can have different elemental abilities. They range from the simple elements, to things such as cosmic manipulation. But that is all I have. I'm not the most creative person in the world, but don't think I'm just mooching on the community, or trying to copy another game. I'm merely trying to make a game that has had community influence. I am actively learning both Java and C++ programming, and when I have a complete story and ideas, I plan to post on Kick Starter. To round this up, here's what I'd like. I'd love to see the community pull together to come up with a story, characters, abilities, different elements, the whole shabang. Anyone that is open to that idea, and would like to not only help me, but become a part of this project, I welcome and thank you. Anyone who is against it, feel free to move on and ignore this thread. I won't hold it against you. Thank you again to anyone who decides to help, I will try to respond to every post :) -Ryan
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  • Hm.. Can't think of anything more general to say. I guess just ask if you need help with anything, and I'll see what I can think up. :3

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  • First thoughts: hub I see two options here. Open world: the levels are all accessed through one big open world, like LEGO: Lord of the Rings, or Sonic Adventure. This is preferable, but with a CC-type game I'm not sure if it works. (assuming you're going side-scroller) If 3-D go with this. Level select: a screen where you choose the level, Like Castle Crashers, or Halo. Pretty self explanatory. If you do this, I would recommend still giving a physical hub, like the old LEGO games. It could easily be a tavern, or home castle. No matter what you do, give us a place to look at everything we've earned, and a way to check how many collectibles are left in a level. "Green Greens" 5/5,555,555,555,555,555 Helmets 67/OVAH 9,000 Chestpieces 5/1,234,567,890 Magic Weapons 1/100,000,001 Conventional weapons These numbers are way too low, though :p

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    • . . . Did I ever make a first thoughts on combat? First thoughts: Combat There is a really strong appeal in low numbers. Paper Mario, Magic, Steven Universe Each one of those games used low-number health/damage values. Ignore the fact that those are all turn based. The low numbers, to me, gave a certain appeal that you just can't get with enemies that have 83,967,543,222 health. But in addition to the appeal, it's also easy to intimidate. If you do 4 damage, and the boss has 150 health, it's much more intimidating than doing 4,000 damage to a boss with 150,000 health. (to me) That said, a nice little number underneath/above enemies' health bars would be nice. :3 Combat itself depends. Do you want them to tank all the hits, or become expert dodgers? Maybe both? Either way. Each hand should be assigned a weapon, which is activated with a button. This allows for customizable combat, rather than "use yur sword nd magiks!" Instead its "use yur sword [b]nd[/b] magiks!" Wait.. [spoiler]jokes aside, customizable combat is funner in my opinion[/spoiler]

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      • I'd like to see a 16-bit top down shooter, similar to Arcade fighting games, where you play as a Velociraptor with a Machine gun and Melee attacks, with each level involving fighting enemy Dinosaurs, and a Boss at the end.

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        • Open world with Platinum Games style combat and gel shaded visuals that make it hard to tell the game is 3d (A la Fire Emblem Awakening's cutscene or Jojo's Bizzare Adventure)

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          • Well, I'm getting too tired to think of any more, but I'll be back! You haven't seen the last of me! (p.s. If you're planning on actually releasing it, on what platform(s) will you be doing so?)

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            • Idk why but Ill try to be here everynight for my usual idea things: Idk what the limitations are but adding multiplayer would be a great idea with manny battles and such. Another thing would be to add potions that increase a elemental power

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            • Before I re-read what I've posted, and iron out my ideas, is there any major gameplay element(s) that I'm forgetting? :o

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              • First thoughts: health and mana While low numbers are appealing for health, and damage, they are very limiting for mana. While you would start with 10 health 100 mana would probably be better. Both health and mana should be increased by finding "heart pieces" and "mana stars". They would be one possible reward from the chests, but would likely only be found in the most hidden ones. It'd be nice if you could unequip, and equip these hearts and stars. You may ask "but Intriin, whyever would you do that?" Well.. Say you're a completionist, and so you got all the heart pieces, and have 250 health, and 9,001 mana. But say you also want to challenge yourself, and fight the final boss with 10 health, and 100 mana. Just unequip all your heart pieces! :D However, it is important to note that you should be able to re-equip them at any time.

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              • (meant to post more, but I had to babysit >.>) Into detail: It's dangerous to go alone.. [b]Conventional[/b]: [u]Swords[/u]: I see swords as the most balanced of all conventional melee weaponry. A good amount of DPS and DPH, allowing it to be good against enemies big & small, but not excel against either. [u]Axes & Hammers[/u]: I see these leaning towards DPH, over DPS, making them great against strong enemies, but terrible against multiple weaker ones. [u]Arrows & Daggers[/u]: Leaning towards DPS over DPS giving opposite result of above. (and yes; melee arrows!) [u]Bows[/u]: value fire rate over damage, making them good in a pinch, but not as good for sniping/backup. [u]Crossbows[/u]: just the opposite. They're nice if you have 3 meat shields to protect you, but if something gets through your friends' defenses then its low fire rate will spell out your doom. [u]Shields[/u]: having a shield should nullify a certain amount of damage, when the "attack" button is held for the respective hand. Greatshields would slow you down, but had a large amount of defense. They also require you to be still. [b]Magic:[/b] [u]Summon Sword/Axe/Hammer/Spear/Arrow/Dagger/Bow/Crossbow/Shield/Greatshield[/u]: basically the same as their physical counterparts, except that they deal elemental damage. [u]Magic Blast:[/u] Now then.. It's difficult to say how these should work. Each element should have its own unique spells, as well as basic "shoot and fire". Not entirely sure but I can help come up with specifics later. [u]Staves[/u]: Basically the staves are what create the spells. Unique spells, which are usually stronger, require 2-handed staves. Basic spells require one hand. [u]Summon Rune[/u]: These are for summoning weapons. -Elements that hit their weakness do less damage than normal. Strength is opposite. -Hitting someone with pure physical defense with magic is basically hitting an unarmored target, and vice versa. -Not sure where spears fall.

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              • Into Detail: Jewelry: Rings: Rings provide small benefits, that can belong to any type of armor, and can even provide multiple. Rings rarely provide negative status effects, in turn for the fact that their bonuses are small. It wouldn't be a bad idea to put in some legendary rings that provide unique and/or large benefits. (and on that note the same goes for armor, weapons, and other jewelry) It's good to note, that as the rings' benefits get greater, the more likely it is to have a negative effect. (but also keep how far they are in the game in mind, +100 mana is probably a lot for a guy on level 1, but on level 295, it's probably minuscule) There should be 2 ring slots, and possibly have a few rings that have special effects when both are worn. Necklaces: Provide greater benefits, but tend to hold negative effects as well. As with rings the negative effects increase as the positive do. Necklaces are essentially made to make classes, for example, they could give you increased ranged damage but reduced melee, or increased damage per second, but less damage per hit. Crowns: Crowns provide [b]huge[/b] benefits, but come with a few equally huge downsides. You cannot get bonuses for matching armor, (in most cases) you lose your helmet, (which provides biggest bonus effects on armor) and of course, innate negative effects. This is probably going to be the hardest thing to balance.

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                • Into Detail: Armor As I said before, your "class" (in my opinion) shouldn't be a choice you pick at the beginning of the game, but rather a skillset defined by your armor set. But that also brings up the problem is exploiting armor effects, making you op. To prevent this (or at least attempt to) armor slots should do select things. The basic armor setup is usually Helm, Chest, Gauntlets, and Boots, so I'll use that. [u]Helmets/Hoods/Hats[/u]: these should provide only adequate armor rating, but give the biggest effects, of the four armor pieces. Where a chestplate would provide 5 defense, a helmet would have 3. But the helmet would likely have 25 extra mana, or health. However helmets usually have more abstract bonuses, like health, or mana. [u]Chestpieces/Robes/Shirts[/u]: These should provide more defense than any other piece of armor, but very rarely have any extra defense. See above example. [u]Gauntlets/Gloves[/u]: These should provide a little less defense than helmets, but with effects relating to damage. For example, the Gauntlets would have 2 defense, and +x% damage bonus to swords, or fire. [u]Boots[/u]: These should have about the same armor as Gauntlets, but with very minor effects, like movement speed, or jump height. And on one final note; aside from Cosmic or Paradoxical armor, which gives defense against everything, but eachother, armor should very rarely give defense against both conventional, and magical attacks, and if they do have both then it won't provide as much armor. Additionally magic armor usually only provides defense for one or two types of magic.

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                  • Storytime (shows world) Peace once ranged across the land of "Enchantsia", (don't actually use that name) a beautiful garden world, blessed with the power of magic, and peace. But no good things last forever. (the cutscene goes on it eventually comes over a land of dead trees, and black water, which it then dives down into, revealing a massive shadow) In Enchantsia's heart a darkness thrives, kept dormant for a millennia by the magic that lives within every being. (shows a man walking through a dark atmosphere, glowing blue) But lately that magic is fading. (glowing starts dying down, and the man falls dead to the ground) And with its death.. This darkness is being unleashed.. And with it.. (the man gets up, his eyes completely glossed over with black) The twisting, and corruption of life. (the man suddenly gets torn apart, turning into a monster) (shows another man, silhouetted) Now.. Warriors rise to stop this darkness. Whatever the cost. Okay, so there's my idea for an intro. I was thinking maybe a Dark Souls route, giving us basically all the story through item descriptions. (which I'd gladly help with) As you go through the story, if you're reading descriptions you learn that there was actually this huge conspiracy that's been draining the magic from the land. Basically the levels would start off bright and happy, but you'd slowly delve deeper into corrupted territory, eventually journeying underground, to destroy the center of it all, but by that time the world would be literally falling apart, giving access to Cosmic and Paradox magic.

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                    • First thoughts: leveling Do we want it? Probably yes. How to implement it? That is the question. I would say it's all gear based. Your "class" shouldn't be something you choose, and upgrade, but something defined by the gear and weapons you've chosen. (like Terraria) Getting better gear will be the equivalent of "leveling up". Perhaps add in Health Crystals and Mana Crystals, where finding 4-5 increases health/mana. Upon reaching the Cosmic/Paradox stage perhaps even add in the ability to start going down one path, with collectibles that give you Cosmic/Paradoxical effects, but can't be worn with eachother.

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                      • First thoughts: HUD/Controller layout Basic controls needed: Jump Attack/Block Revive teammate Special (possibly) Menu accept Menu back out Move Interact Ah, but why have us choose how players want to play? If you've ever played a Nitrome game (Nitrome.com) 90% of them (at least from when I used to play them) had a completely customizable control scheme. At the start of the game, show the controller layout, and a list of controls. Highlighting a control (jump) highlights a button (A), but selecting that button will prompt you to press a button on your controller to assign it. For example. Highlight "Attack/block (left hand)" Highlighted: "LT" Press A "Please select a button to assign [Attack/Block] to" Press X Pressing X will now attack/block with your left hand. If this is done, each player's health/mana bar should have a few buttons by them showing controls.

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                      • Quick updates. New class thought of. Summoner equipment. Low health, can summon bodyguards. Conventional would be things like warhorns to call in additional troops, magic would be things like summoning magical creatures. 2 max summons at a time, and summons can belong to any three subclasses (but obviously the power used would determine what) And a good example of a 2-D hub is AwW3, if you add more than one exit to reach the levels. (one last first thoughts I believe, then I'll think about the story)

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                      • First thoughts: multiplayer As you said; 4-player co-op, preferably on one TV. As I have also said, however, with that it might be difficult to bring in platforming puzzles. But the LEGO games have a genius fix to this; dynamic split-screen. If you've never played them, basically it goes split screen if players are too far from eachother. Not sure how that'd work in 4-player, but it's a good idea in theory. :3 As for competitive multiplayer, I would put it in. Something simple like CC. Perhaps your competitive, and co-op characters could be disconnected from eachother. Each their own gear, weapons, levels, etc. A com-version of PvP would be nice. Online multiplayer for both co-op and PvP would be nice, but do NOT force ANY co-op missions. Person want to play alone? That's fine? Want to add in activities designed for multiplayer? Give the guy going in alone a warning, but don't force matchmaking. Want to make an elaborate raid that requires 4 people? Please don't. ;-;

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                      • First thoughts: Level Design If loot is found in set spots then most of it should be in hidden places throughout the levels. A good example of this is Castle Crashers. You either had to use your brain or YouTube to find all the good stuff. A bad example of this is Steven Universe: AotL (don't judge) where you could literally find every secret just by swiping at every wall. (it's a phone game, so that's ok) Even if the levels themselves are extremely straightforward put some puzzles in there to get the best loot. Make it so that people not exploring will barely make it through the game alive. As for the levels themselves, an all-out beat 'em up like Castle Crashers is fun, but if you're going 2-D like CC add in some platforming puzzles, too. That might be difficult with 4 people, but we'll get to that with multiplayer..

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                      • First thoughts: Story Simple story: Go for something super simple, like "this king is bad" or "evil sorcerer". Complex story: Give me some ideas on what you want and I'll see what I can do to help.

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                        • First thoughts: options: Please give an option for brightness, and another to turn on/off gore and/or blood. Thank you. :3

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                        • First thoughts: Combat: As previously stated I think combat should be divided into two main categories: -Conventional weaponry -Magic Both have 3 subclasses: -Ranged -Melee -Defense [b]Conventional:[/b] -[u]Melee[/u]: Swords, Axes, Spears, Daggers, Arrows. -[u]Ranged[/u]: Bow & Arrows, Crossbows & Bolts, Throwing Spears -[u]Defense[/u]-Greatshields, Shields Swords would be balanced Axes & Spears would be leaning towards power Daggers and Arrows towards speed. Bows would be speed Crossbows power Greatshields and shields: obvious. Though conventional weaponry tends to be weaker than magic, it is effective against basically any enemies. [b]Magic:[/b] Magic is a bit more complicated, but is usually stronger. In addition to the 3 subclasses it has elements. [u]Elements:[/u] -Water: strong against Fire/Stone, weak against Life and Lightning -Fire: strong against Life, weak against Water/Lightning -Stone: strong against Fire/Lightning, weak against Water -Life(plants): Strong against Water, weak against Lightning/Fire -Lightning: strong against Water/Life, weak against Fire/Stone -Cosmic: end-game only. Strong against Paradox, weak against Paradox -Paradox: end-game only. Strong against Cosmic, weak against Cosmic. (Cosmic and Paradoxical magic, would come through in a form we can't conceive, appearing as a rift in spacetime, it is very resistant to Conventional weaponry, and most magic) [u]Melee:[/u] Summon weapon, short range blast [u]Ranged:[/u] Summon weapon, long ranged blast. [u]Defense:[/u] Summon shield, bubble -Summoned weapons/shields are less affected by weaknesses and resistances. -You can do a lot with blast, like charge times, constant streams, etc. -Bubbles require standing still. -All magic costs mana. Summons cost mana on summon, then fade, blasts cost mana on use, and bubbles cost mana by how long they stay up. -Cosmic/Paradox enchanted Conventional weapons, and armor are available end-game. -Cosmic gives very logical effects, such as increased armor/damage. -Paradox makes no sense, such as explosions around you whenever you're hit by a melee, or having a demon come protect you when you lose too much life.

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                        • First thoughts; Equipment; -Make your character earn armor, that is found from various chests. (armor is always in set place) -Allow character to equip 2 sets of armor; effects and vanity. -Armor effects vary between things like damage resist, magic resist, etc. -Full suits of armor (4+ pieces) provide additional effects (ex: "you have all 4 pieces of cosmic armor, cosmic magic is more powerful") -Armor bonuses can effect Jewelry, and Weapon effects. -Allow character to equip up to two weapons. -Weapon effects determine things like attack speed, damage output, magic effects, etc. -Like armor they are found in set places. -Some weapons give bonuses when dual-wielded, some cannot be dual-wielded. -Weapon effects sometimes augment armor effects. ("Your Cosmic Greatsword resonates with your Cosmic Armor giving ____") -Weapons come in 2 types; conventional & magic. -Conventional & magic can be dual wielded. -Jewelry gives various effects. -Found in set spots. -2 Ring slots, 1 necklace slot, 1 crown slot -Rings are weakest, but rarely have downsides -Necklaces are middle, but often carry negative effects. -Crowns are the best, but are extremely rare, get rid of helmets, and often have severe effects. (ex: Ring; "Cosmic dps + 10" Necklace: "Cosmic dps +50 Cosmic dph -10" Crown: "Cosmic dps +650 Cosmic dph -100") -All loot caches eventually reseal, but only regain consumable items. -All loot caches give you unique (armor/weapons/jewelry) & consumables on first opening. -Some loot (very little) is dropped randomly from enemies. -Enemies drop consumables. -Some unique enemies (like bosses) drop unique gear.

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                        • So after a day thinking I have a few ideas: every game has that one thing that makes them "that game" so I would try and add "force powers" so you can throw enemies around and such. But what would really be cool would be tons of different costumes and such. Welp im tired so ill catch you later.

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                          • Add companions!!! Weather it's dragons or cool robots Even dinosaurs would be cool. Add a leveling system for the pet to. You should add different unsociable attacks that you get from activities they do. Also add cooler Looking pets. Let's say that someone levels up their green dinosaur to level 50 then they would get a robotic dinosaur costume and so forth

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                            • *Cracks knuckles* alright this will be a long post but here I go (no punctuation): so you want to make a game like castle crashers eh? Well my idea of a game such as that will be simplified. Maybe make a game that involves your characer in a retro space quest traveling across the galaxy to stop a man from using a super laser. Make a class that fits everyone (mage,sniper,etc.) after that maybe add a space station as a level and or a ship. With totally random areas, maybe a bit of crude humor. Add tons of guns they can use but dont add MICRO TRANSACTIONS trust me they ruin the game if its shoved down your face. Those are just some basic ideas but I hope it helps. Cheers!

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