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Unread 09-24-2009, 03:29 AM   #1
Yumil
Action Hank ain't got nothin on me.
 
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Join Date: Oct 2004
Posts: 527
Yumil is a glorious beacon of painfully blinding light. Yumil is a glorious beacon of painfully blinding light.
Default Desperate for fun ideas

Long story short: I have game designer's block.The long story:
I have been trying to develop a game for Xbox Live Indie games since XNA was first announced. Yes, that's a long time. Anywho, I've done a lot of things, some with potential, some without, but have never been happy with my prototypes.

I finally have something I'm polishing just to release it, but it's not the best game(a old school cave type game where you race in between walls that get closer and closer), however it's simple enough that I feel that for a mere 80 points someone will buy it.

So, that's cool and all, but where is the designer's block I'm talking about. Well, I want to slowly show what I'm capable of so I can draw in other teammates that actually give a crap about what we are doing(I've shown some of my prototypes to friends of various skill levels in art to get them on. I might get a little help starting out, but quickly they become unmotivated).

Problem is, I'm having trouble designing fun original games. I've been getting better with Shmup's recently due to Shmup-dev.com's rapid prototyping sessions(note: these videos are prototypes, no polish is really done to them, so they are very far from a finished product):
Session 13
Session 14...Latest one
However, I do not feel I'm at a level with my enemy design that I would like to submit such a game yet. I'm still working on it, and each subsequent prototyping session, my code base will grow and I'll have a good shmup...sometime...in the future.

Ok, so besides that I have no idea which way to go. I had thought of doing a Coliseum style game with a jRPG battle system, but that takes art skills I dont have even if it's old school Dragon Warrior/Earthbound only see enemy type deal. Content wouldn't be a real problem since I've done pen and paper and have played countless jRPGs so know how to balance that... I'll probably do that later.

Pretty much all I have left is a puzzler style game in my head(well I have others, but I feel I need to develop my portfolio and a team first before I head into one of them...COUGH COUGHA MegaMan clone and an episodic Zelda clone The problem with the puzzler is beyond the basic concept I don't have a clue on simple mechanics that could make fun challenging puzzles.

I want to make a 2d tiled puzzle game. The basic jist of what is in my head is that you will control two characters(with personalities similar to the Venture Brothers) and go through a variety of puzzles either exiting or defeating a boss.

You'd control each character with one analog stick and the camera would split as they moved away from each other. The triggers on each side of the controller would be how they interact with interactive stuff.

The first room, which will be the only puzzle accessible by the trial game, will be a You Have To Burn The Rope Knockoff including a song telling the player to buy the game(yes I know bad, but I wanted to do it in a 2D zelda like tile format anyway). The solution would be to move both characters on switches on each side of the room. Simple, but enough to show how the game is played. It's enough to entice the player to buy it as funny songs have already shown that effect as with I MAED A GAM3 W1TH Z0MB1ES!!!1

OK, cool concept, where's the block? Well, I don't know what mechanics I should put to make such a game fun. I mean blocks, locked doors, keys, and switches are all I can really think of. There's got to be more mechanics that I can use and still keep the game simple>.<

This thread is a desperate plea for ideas that might help me further the design this game and hopefully add more to the two PC idea. I'd be very happy if anyone would help me.
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