GeometriX
22-11-2007, 12:09 PM
Hi folks
As some of you may know, I ain't no programmer, so I often get stuck with tons of ideas for making a game and no way to actually put them into practice. With my 3D course nearing its end, and my creative juices burning a hole in the pit of my stomach, I'm very much in that "gotta make a damn game" kinda mood at the moment. A buddy from college and I have decided that because Doom Patrol is just so freakin' awesome, and basically comes packaged with neatly organised assets just begging to be put into a game, it has to be done.
So far, this is still in its early conceptual stage, where we're trying to figure out exactly what we want to do, and what our goals are, but I figure it's never too early to pick the brains of the people who have been doing this whole game dev thing a lot longer than I have.
So, here goes, this is the blurb we came up with:
- Combining action-adventure with puzzle-solving in an isometric, multi-platform environment; guide your choice of characters from the Doom Patrol series through multiple worlds, each with multiple levels for you to explore at your leisure.
- Furious single or two player action, allowing for character switching on-the-fly.
- Unlock each character's backstory to access new weapons, new powers, and even new playable characters.
- In-the-field upgrades and ammo types (pickups) allow for customised weapons and powers through the powerful gene reassignment system. Some pickups are universal and can be combined with each character's powers to yield incredible new results, while other unlocks are character-specific, and will either enhance or extend a character's choice of powers.
- Don't just play each level to kill the final boss! Re-visit levels to gain access to hidden areas when you've unlocked the right tools for the job.
- Say goodbye to linear gameplay! YOU get to choose when and where you deal with situations as they arise. Not in the mood to save the day right now? Spend time honing your skills and practising your power combinations in the former JLA headquarters' hardcore training grounds, or read into the history of the Doom Patrol world that you've unlocked during the game.
-Breath-taking visuals combine lush, hand-painted backgrounds with retro-style environment rendering and expert charcter and environment animation, bring the world of Doom Patrol to life!
Basically, think Megaman meets Metal Slug with a dose of classic side-scrolling beat 'em ups. The power-stitching system (on-the-fly switching, enhancing and altering of powers) will be done using a radial menu of some sort, so as to not mess with the pace of a 2-player environment.
Essentially, what we want to achieve, is a side-scrolling action fest with as little classic platform-hopping as possible. We're aiming to mostly remove the annoying, repetitive, lava-jumping-over-bouncing-fireballs-on-the-moving-platform gameplay everyone is used to, and replace that with some intelligent puzzle-solving sequences that are built into the level design from the beginning, as opposed to just being tacked on at the end (which, IMO, typically makes puzzle-solving rather pointless). Careful gameplay balance is going to be the key issue in this game, so we're taking our time, planning the levels and concepts in detail before getting underway with the implementation.
Oh, and for those of you who have absolutely no idea what Doom Patrol is all about: Doom Patrol Wiki (http://en.wikipedia.org/wiki/Doom_Patrol).
Now, shower me with ideas :D
As some of you may know, I ain't no programmer, so I often get stuck with tons of ideas for making a game and no way to actually put them into practice. With my 3D course nearing its end, and my creative juices burning a hole in the pit of my stomach, I'm very much in that "gotta make a damn game" kinda mood at the moment. A buddy from college and I have decided that because Doom Patrol is just so freakin' awesome, and basically comes packaged with neatly organised assets just begging to be put into a game, it has to be done.
So far, this is still in its early conceptual stage, where we're trying to figure out exactly what we want to do, and what our goals are, but I figure it's never too early to pick the brains of the people who have been doing this whole game dev thing a lot longer than I have.
So, here goes, this is the blurb we came up with:
- Combining action-adventure with puzzle-solving in an isometric, multi-platform environment; guide your choice of characters from the Doom Patrol series through multiple worlds, each with multiple levels for you to explore at your leisure.
- Furious single or two player action, allowing for character switching on-the-fly.
- Unlock each character's backstory to access new weapons, new powers, and even new playable characters.
- In-the-field upgrades and ammo types (pickups) allow for customised weapons and powers through the powerful gene reassignment system. Some pickups are universal and can be combined with each character's powers to yield incredible new results, while other unlocks are character-specific, and will either enhance or extend a character's choice of powers.
- Don't just play each level to kill the final boss! Re-visit levels to gain access to hidden areas when you've unlocked the right tools for the job.
- Say goodbye to linear gameplay! YOU get to choose when and where you deal with situations as they arise. Not in the mood to save the day right now? Spend time honing your skills and practising your power combinations in the former JLA headquarters' hardcore training grounds, or read into the history of the Doom Patrol world that you've unlocked during the game.
-Breath-taking visuals combine lush, hand-painted backgrounds with retro-style environment rendering and expert charcter and environment animation, bring the world of Doom Patrol to life!
Basically, think Megaman meets Metal Slug with a dose of classic side-scrolling beat 'em ups. The power-stitching system (on-the-fly switching, enhancing and altering of powers) will be done using a radial menu of some sort, so as to not mess with the pace of a 2-player environment.
Essentially, what we want to achieve, is a side-scrolling action fest with as little classic platform-hopping as possible. We're aiming to mostly remove the annoying, repetitive, lava-jumping-over-bouncing-fireballs-on-the-moving-platform gameplay everyone is used to, and replace that with some intelligent puzzle-solving sequences that are built into the level design from the beginning, as opposed to just being tacked on at the end (which, IMO, typically makes puzzle-solving rather pointless). Careful gameplay balance is going to be the key issue in this game, so we're taking our time, planning the levels and concepts in detail before getting underway with the implementation.
Oh, and for those of you who have absolutely no idea what Doom Patrol is all about: Doom Patrol Wiki (http://en.wikipedia.org/wiki/Doom_Patrol).
Now, shower me with ideas :D