I'm surprised no-one's made a thread like this before.
To start off, I'm also surprised that EA haven't set a Medal of Honour game around 1862, when the actual medal was first created. On the other hand, with the theme of the new Assassin's Creed, maybe it's more of a possibility now.
2013 Resolution:Keep up with my job and Open University courses, and finish Fall Chicken.
Me and my friend came up with a game concept a long time ago that would be a massive-scale Action RPG where you take the role of World Conqueror. You would start out small, leveling up and becoming strong enough to take over a small village, then a town, then a city, then a kingdom, eventually taking over the planet and developing a method of space travel. You could then fly around and take over various planets and send armies to help conquer the larger planets while your protagonist remains incredibly powerful and leagues above the average soldiers. Some planets would have other all-powerful beings that would serve as bosses and rivals, and some of which would be able to take over planets you already own, leaving you to fly back and protect them. On top of that there could be an ally system for some of said beings and a Planet buying/selling system. I've kinda added the odd idea to it over time and might've even discussed it here before. I still find it a neat idea but it's hard to imagine me ever getting into game design. :P
Though that doesn't stop me from coming up with other ideas. I've already conceptualized a distant RPG sequel to WOE that if I ever got around to I'd probably just say "fuck it" and turn it into a comic instead.
The game idea I've probably put the most thought into, though, would be a fast-paced third person fighting game akin to the DBZ Tenkaichi and Naruto fighting games, but with larger scale levels and different mechanics. It would basically be a big cross-over fighter featuring characters from the major three stories in my fictional universe. The roster would consist of Wings Over Ethereal, Blackjack Chronicle, and Project Guardian characters, with some guest appearances from other stuff I've made I guess. I've even gone as far as coming up with a control scheme and some gameplay mechanics. Just random ideas I jotted down. I might as well post 'em here since I'll likely never put them into action. Like I said I doubt I'll ever get into game design despite my massive love for gaming. (FYI: This control scheme is based on Sony controllers.)
[ Basic Controls: ] L Analog Stick = Movement R Analog Stick = Camera
/\ = Trigger Clash Mode [ ] = Physical Attack (Hold for heavy attack. Heavy attack will change depending on when you hold it during a combo.) O = Mana Attack (Hold for heavy Mana attack. Heavy M. Attack varies depending on your distance from the opponent. From far away you fire a larger blast, from close up you use an air-wave that blasts the opponent away and gives you some distance.) X = Tap to Quick Dash and hold for Fast Movement (Tap to Jump and hold for Parkour Movement)
R1 = Defense, (use in conjunction with Up/Down/Left/Right on L. Analog Stick for dodging/swaying in respective directions. With correct timing the player can also redirect some large mana attacks with the same method.) R2 = Flight, (press to enter flight mode, which increases player speed and maneuverability but disables Clash triggering and lowers defense.) R2 (for characters unable to fly) = Hold down to shift X Button controls from Dashing to Jumping and Fast Movement to Parkour. (Both flying and jumping have some extra aerial physical attacks.)
L1 = Mana Gather, (charges player's Mana/Energy.) L2 = Teleport, (allows user to vanish and re-position their character within a 2-3 second window to anywhere on the battlefield the player can reach before time is up. Has long cooldown.) L2 (for characters unable to teleport) = Hold to take cover behind structures and debris. (Player disappears from enemy sight until L2 is released or the enemy player destroys the structure you're hiding behind.)
D-Pad = Each direction activates a corresponding special attack/ability. (This includes grapples and temporary forms.) D-Pad (group characters) = Up/Down = Switch between characters. Some characters are actually two in one, which gives them double health and the player has two fighting styles to utilize but the range of specials is limited to one for each of the two characters and one shared Ultimate. They also have generally lower stats than the average characters to balance the extra health bar.
[ Mana: ] Mana is a player/character's source of energy. It is not used for movement or flying, but Mana Attacks, Special Attacks, (except for grapples,) and Teleporting all require mana. Mana also raises a character's stats. The more mana a character has, the more it increases his/her stats such as Attack and Defense. Mana is lowered when being hit with strong attacks. (Exceptions being Specials and Clashes.) The more mana your character has stored, the more you lose when hit with strong attacks. (However your Mana cannot fall below 25% from being hit by the enemy, save for one exception;) If your mana reaches 100%, you reach "Full Power Mode."
[ Full Power Mode: ] All stats are greatly raised, but any strong attack, (once again sans Clashes and Specials) from the enemy will drop you to 0%. From Full Power Mode the player can either fire an Ultimate Attack or transform, (though not all characters can transform.) Teleporting and Hiding are disabled in Full Power Mode, and L1 shifts to the Transformation button.
L3 + R3 = Ultimate attack. You must hold the two Analog Stick buttons until your character enters their Ultimate Stance, after which releasing the buttons will cause your character to use their Ultimate. Being interrupted will cost you no mana, but still leaves you vulnerable so it's best to use it from a safe distance. Ultimates will be able to destroy any structures in it's path, so taking cover won't escape it. It'll be more difficult to dodge than any other attacks in the game.
L1 + D-Pad = Transformation(s) for characters that they are available for. Some have multiple forms/stages that cost different amounts of mana. This can include an Etherean releasing their wings or things like Twitch and Knuckle's "The Game."
[ Clash Mode: ] This mode is entered if either player connects with a Clash Trigger Attack. Clash Mode shows the two characters "clashing" at high-speeds, DBZ-style.
[ Clash Mode controls: ] /\ = Trigger mid-clash Special Attack, (if available for current character.) Tap [ ] repeatedly = Physical Attack O = Defensive Stance X = Sway
[ Clash Mode Mechanics: ] - If a player attacks with no opposition, blows are landed. - If one player attacks while the other defends, a meter of the defending player rapidly fills up, and when reaching it's peak the defending player can land a powerful counter attack, which sends the countered player flying out of Clash Mode. (To avoid the bar being filled, the attacker would have to switch to defense during his/her combo, exiting Clash Mode at short range.) - If one player attacks while the other dodges, the dodging player will begin swaying and avoiding all physical attacks, and can counter if using correct timing, (indicated by a flash/twinkle amidst the opponent's attacks,) and land a flurry of free physical attacks, after which Clash Mode is exited at long range.
- If both players defend, Clash Mode is exited after a moment and the players return to normal gameplay near each other. - If both players dodge, Clash Mode is exited after a moment and the players return to normal gameplay at a farther range. - If both players attack, both take damage from the blows until one of the two switches to Defense/Dodging or uses a Clash Special, (stance cannot be switched until after 2 seconds of simultaneous attacking.)
- If a player is using a character with a Clash Special available and has the mana to use it, said player can trigger Clash Special at any time during Clash Mode.
I've also wanted to incorporate some form of a "Perk" or Ability system, giving players a set amount of points in which they can allocate different abilities. These abilities would cost various amounts of points, the better ones costing more points. These could vary from simple stat increases to faster Mana Gathering to lengthened Teleport time to Universe-canon abilities like high-pressure surrounding a player when they reach Full Power Mode, causing the opponent to be weighed down a bit as they get closer to that pressure.
Yeah, I've put way too much thought into it for something that'll probably never end up happening.
Someone on Mangafox wrote:majeh was a legendary swordsman... but i haven't seen him fight with a sword... all i've ever seen is him bitch-slapping his enemies to submission...
Seven Rain wrote:Me and my friend came up with a game concept a long time ago that would be a massive-scale Action RPG where you take the role of World Conqueror. You would start out small, leveling up and becoming strong enough to take over a small village, then a town, then a city, then a kingdom, eventually taking over the planet and developing a method of space travel. You could then fly around and take over various planets and send armies to help conquer the larger planets while your protagonist remains incredibly powerful and leagues above the average soldiers. Some planets would have other all-powerful beings that would serve as bosses and rivals, and some of which would be able to take over planets you already own, leaving you to fly back and protect them. On top of that there could be an ally system for some of said beings and a Planet buying/selling system. I've kinda added the odd idea to it over time and might've even discussed it here before. I still find it a neat idea but it's hard to imagine me ever getting into game design.
This idea reminds me a lot of Spore, what with the progression gameplay and stuff
2013 Resolution:Keep up with my job and Open University courses, and finish Fall Chicken.
avian-reader wrote:To start off, I'm also surprised that EA haven't set a Medal of Honour game around 1862, when the actual medal was first created.
As interesting as the setting might be, it doesn't offer much for good fun gameplay. It's too easy to end up with a repetitive game that becomes boring after the first hour or so. That, if you want to be historically accurate, of course.
You might have noticed how you hardly ever see any military shooter set anywhere before WW2. That's the reason.
Meh, at this point almost everything's been done (with varying degrees of success). I'd like to play a parody game that uses every single video game cliché and makes fun of itself...but I bet it's already been done too.
Pharaoh Man wrote:Meh, at this point almost everything's been done (with varying degrees of success). I'd like to play a parody game that uses every single video game cliché and makes fun of itself...but I bet it's already been done too.
Yup, it's called "Eat Lead: The Return of Matt Hazard". But it wasn't particularly successful.
There were actually some real funny ideas tossed in, but it was more amusing to read of them in the promotional material rathen than actually playing the game. I honestly believe that parody jokes work better when subtle and placed in an easter-eggish way. When they're too obvious they tend to get old quickly and hardly make you laugh a second time.
Not to really rain on anyone's parade but anyone who has a serious idea that they'd really like to create at some point shouldn't post about it in this thread. People love to steal others' ideas and the internet is the perfect place to do it. A thread like this where it's clearly labeled is a perfect way to find someone's idea and capitalize on it. Normal ideas are fine but anything too elaborate that can easily be translated into a working game are of risk of being stolen. I mean I doubt anyone would really post here if they were going to work on it but I wanted to post up a little warning just in case.
That being said, I agree with Raging Ghost, I too would like to play this game.