I've been trying to recruit all the developers we need for this project. In the process I've had to answer I lot of questions about what the project actually is. Originally, I was trying to keep things rather up in the air, but that didn't work out, so I spent a couple days talking with various people and deciding on some concrete aspects of the game.
As said in the intro, this is a Zelda like game. In other words, it's an action adventure game with a top down perspective, some use of items, and some puzzles. What I'd like to introduce in this post is the theme and setting.
What I've come up with is a space ship theme. There have been many very good games which all take place aboard one ship, such as Metroid Fusion (Nintendo, GBA), Marathon (Bungie, Macs), System Shock (Looking Glass, DOS/Mac), and even Space Station 13. Obviously the time period is the future, with advanced technology. However, I feel that it's important to say one thing... THIS IS NOT STAR TREK FUTURE. All the problems we face today have not been solved, they've just been spread across several planets.
Ultimately, the storyline is up to someone else, but I imagine there the ship will probably encounter some form of alien or biological experiment gone wrong (etc.) at the start of the game, only because we need to have critters for the player to stab. I imagine that aliens and bio-critters have been encountered in this universe before, but they should still be very foreign to the people in the story. We're probably sufficiently far in the future that the story does not take place in the Sol system.
This setting will allow for ease in creating plots lines and puzzles, while also providing a large number of possible scenarios. For example, the player's mission at a certain time could be to reactivate oxygen supply, having to first obtain a vacuum suit, and being mindful of its oxygen supply. We also have access to aliens, bio stuffs, crazy AI, and robots.
That's it for this post. I have more info for the specific people dealing with those areas, such as for the level designer (I have ideas on puzzles) or the storyline person. I am still seeking a graphic artist for the 'pixel art' to be used in the game. Contact me here, on the pager, via email, or whatever else is comfortable for you, and we'll get started.
ID:287838
![]() Jul 17 2009, 5:34 am
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Edit: Don't pay any attention to this post. It is left over from when this forum was used for something else, and has nothing to do with Casual Quest.
Zaole wrote: where are the others? convince them to use this forum so i can see what's going on! The others so far are Zaltron, who I've worked with in the past, and Popisfizzy. since you've got more of the basics of the game settled, if you were asked to give percentages as far as what aspects of the game (puzzles, combat, etc) are most important/prominent, what would you say? Combat is by far the most important. Think of the original Zelda games, and how varied and challenging the combat was. Think also of how the enemies worked in concert with the landscape. Puzzles will probably be of the "how can I possibly accomplish that while under fire from these enemies" sort. There will also be some basic exploration type "puzzles", where you simply have to explore the landscape (ship-scape?) until you figure out how all the doors and switches work, and how to move on. also, what's your stance on group playability now? what you've said so far is making it sound more linear and single player. Take a single player zelda game, and add two more people (optional). You can play it single player, or you can play it with one or two other people. This is exactly how Secret of Mana worked. will there be a world map-esque system, making travel between locations easier? No. The game takes place on one ship (we're thinking) and you move around on that ship. Think Metroid Fusion, only top down. will it be more of a free-roaming game where different players go to different places all on one server, or will it be more of a 'one group of players working together on one server' kind of thing? One group of players working together on one server. I'd love to move this along more quickly, but we're had some family problems over here. My great aunt, who my family takes care of, had a severe fall last week, and we've been tied up with her medical and personal issues. Another thing holding me back is the art; we still don't have an artist to do the sprites or the background. |
since you've got more of the basics of the game settled, if you were asked to give percentages as far as what aspects of the game (puzzles, combat, etc) are most important/prominent, what would you say?
also, what's your stance on group playability now? what you've said so far is making it sound more linear and single player. will there be a world map-esque system, making travel between locations easier? will it be more of a free-roaming game where different players go to different places all on one server, or will it be more of a 'one group of players working together on one server' kind of thing?