Wednesday, August 17, 2011

Standing on the Lip of the Canyon

I just now had a very evil idea for Obake. However, this idea requires some context.

In Obake, you have three weapons that can be fired at any time. Firing a weapon slows your ship down somewhat. Firing two makes you go slower, and three slows you down to a crawl. Normally, this would be an incentive to not fire all your weapons at once. However, you need to be precise in order to dodge some of the more complex bullet patterns the bosses throw at you.

However, firing also heats your ship. Get it hot enough, and your weapons cease to function until the temperature goes back to reasonable levels.

Your ship also starts going faster again, smacking you directly into whatever bullet you were trying to dodge.*

Now, there is a way to cool your ship if you don't have enough time or leg room to let go of the trigger. You can graze. That is, you get very, very close to bullets. This is what the title of this post refers to. The more weapons you have firing, the more damage you deal to the boss, and the slower you go. Yet, you need to constantly graze lest you overheat.

Now for the evil bit. There is a score multiplier that changes, depending on how hot your ship is. If the meter reads 53% for example, your multiplier is x1.53. Thus, the player is encouraged to keep their heat gauge high, putting themselves in even greater peril because of the promise of a bigger reward. Granted, most players don't care about score. I am certain that a good portion of Obake's audience will, however.

*JackMackerel suggests; "If you overheat, have a trollface flash really really quickly on the screen." I'm tempted to put this in.

----

Edit: Shlapintogan mentioned something interesting that I overlooked. Keeping your heat high increases your multiplier, but discourages you from grazing. We managed to come up with a workable solution for this mutual exclusivity, though. Grazing has its own separate multiplier, which isn't as lucrative as the heat multiplier.

To prevent the player from having to look away from the play field to check their multipliers, sound cues are used. For example, there is a tick sound played every time you graze a bullet. As your graze multiplier increases, the pitch of the tick changes. Likewise, the heat meter has its own sound and pitch changes.

Thus, the player has three options.

1) Play it safe, and don't worry about score. Graze only when you need to, and keep your heat low.
2) Graze when you can, and get a small bonus.
3) Keep your heat up, and get a large bonus.
4) Attempt to juggle both, possibly net record scores, get bitches, and lose a bit of sanity.

The last option would be impossible for all but a small set of players, so Shlap suggested this. Have a region (45 to 55% or so) that if you stay in for both bars, nets you a bonus. Once both bars are in the sweet spot, the player is notified via a chirping sound. As the player sustains the bonus, the chirping gets more rapid, culminating in a ding that tells the player they have completed the bonus. Look to Beat Hazard for refinement and inspiration.

Sunday, June 12, 2011

Like Snatch, but with cyberpunk (sort of)

The setting is inspired by Ghost in the Shell, but the game itself would be a lot closer to Shadowrun. Full-body cyborgs* exist, but are uncommon. The PC just so happens to be a full-body cyborg. Since he's an enforcer for a mobster, this comes in handy. One day he tries to screw over his boss, and gets put in a sexbot for his disloyalty. His first task is to shut up a mole for a rival mobster. It's possible to sell yourself to the other guy, but only if you do it right.

From here, you have a few options. Work for your boss and gradually regain his trust, or betray him and work for his rival. Each path has its own quests and storyline associated with it, as well as an ending.

Or, you could try to take down both bosses yourself. Might not want to do this right away, though. Keep doing jobs and making friends. Buy a safehouse. Once you're well-connected enough, you might just be able to pull off a mutiny. You can do it any time you want, but you might want to check if your friends have your back.

You upgrade by buying better bodies, armor, weapons, and firmware. You can also upgrade what you already have. Since your inventory is limited to what you could realistically carry, it's a good idea to invest in some built-in tools for your body. All the bodies you buy stay with you, and you pick which one you want to use for the mission. You can also arrange for a drop at a predetermined location, in case you need to swap during the mission.

*People with just a brain and some spine to call their own. Everything else is robotic.

Friday, March 4, 2011

Cat and mouse TPS

As the "cat", the player chases somebody through a procedurally generated urban environment. The player is always locked on to the target, and can adjust their aim with the mouse/right analog stick. Of course, the player has to dodge obstacles as well as whatever the "mouse" is throwing at them.

As the "mouse", the player is running away from somebody through the same environment. The difference here is that the player needs to get to a designated location. In order to lose your purseuer, you can shoot at things to create obstacles, take tight turns, go in unexpected directions, etc.

No matter who the player plays as, the game is about speed and quick reflexes.

Saturday, January 8, 2011

Idea for an eroge

There are two kinds of eroge. Those that are plot with porn, and those that are porn with plot. This is the former, with the tropes of the latter.

A normal, average Japanese teenager wakes up to a normal day. At the breakfast table, his little sister seems a bit more reserved than usual. At school, he finds that his childhood friend is a bit shy about talking to him. The class president barks at him rather harshly- more so than usual. Everything seems a little bit off. It isn't for a few days that he realizes that he's in an eroge- a very smutty one at that. People he's known for his entire life have been reduced to stereotypes. Needless to say, he doesn't take this very well. After a slight internal breakdown, the game's first choice is presented.

This is where the game's save system comes into play. You see, this game doesn't have a normal save system. Instead, it tracks which choice points you've encountered, and which choices you've taken. As the game progresses this becomes a large map, filling itself with your choices. At any time you can exit to this map and go to any other point in the game you've already been to. This is essentially an automation of what eroge players already do- make a map of choices and save at every opportunity. The catch is that the PC remembers his choices, and new ones appear as he gathers more intel. Thus, the player might want to go down a bad end in order to learn something.

Wednesday, January 5, 2011

Obake -crazy bullets

Ponicalica showed me a tech demo he made recently for what i'm calling crazy bullets. Here's a short explanation from the man himself.

"Every frame, they set their horizontal velocity to one of -4 and 4 and their vertical velocity to one of -3.5 and 4.5.

Basically, it's one of these except tweaked a bit to get the bullets to drift down."

I'm not sure how to write these into the fluff just yet. I was thinking that what the player sees is an abstraction of what's actually out there, for the player's and the PC's convenience. This doesn't change the gameplay at all, but provides a good explanation for why the bullets are so visible. The crazy bullets appear a lot bigger than they actually are in gameplay, though. The circle that the player sees is just where the bullet is likely to be at that given moment. It's dangerous, but you can plow through a field of crazy bullets and not get hit.

This doesn't seem like something a lot of players would risk, though. Perhaps area denial is a better role for the crazy bullets? It'd tie in with the fluff, as well. UAVs can't be sure exactly where these bullets will be, so they steer clear entirely.

Sunday, January 2, 2011

Transcendant State info

Note to self: fill out the section below, but don't forget to write about areas other than the poor cities. Talk about the capital as well.

Note to others: this isn't done yet. Feel free to read, but there's more coming.

Leprosy is common in certain areas. Those not inoculated are forced to adopt prosthetics, for obvious reasons. Official prosthetic surgeons are often weeks away and far too expensive for the common leper, so being a street doc is a profitable business. Street docs tend to be somewhat lax about safety, unless it directly concerns them. Street prosthetics tend to be rather haphazard and cheap, and aren't always accepted by the body. The process of installing the prosthetic is very painful and bloody, necessitating the application of painkillers. Unfortunately for would-be cyborgs, the only available painkiller is a homemade alcoholic drink that usually contains motor oil among other creative ingredients. This is also used as an antiseptic.

More notes.

Somehow, a Transcendant State spy has managed to infiltrate (MAGIC NATION). Your job is to take the place of his contact, and reroute any useful information to us.

(MAGIC NATION) technology is about advanced as Earth's, minus anything to do with computers. It's never stated outright, but (MAGIC NATION) are kind of like the Amish. It's not that they hate technology or advancement, but that certain things are outlawed- mostly computers and prosthetics.

Friday, December 31, 2010

Opening for an RPG idea

The player starts in an office, at a computer. The PC is reading an article titled Cartographer I project delayed, researchers refuse to explain why. We hear a door opening, and the PC quickly alt-tabs to a program with various data on it. He swings around to face the person that just entered the room. It is a man in his late twenties, wearing a lab coat.

PC: Yes?

PERSON IN LAB COAT: Well, since we're going to be using your soul for the project, we thought it would only be right for you to decide the physical features of the host body. I've uploaded a program to our intranet. You can use that to decide what you'll look like in your next life. It's in a hidden folder in the main directory, so you should be able to find it pretty quickly.

PC: Thanks. I'll get right on it.

PERSON IN LAB COAT: I'll leave you to it, then. (beat) By the way, your reaction times have slowed. I managed to read that headline before you switched windows.

PC: (muttering) Dammit...

The PC opens a terminal window and opens the program. Another window pops up, and this is where the player designs their character. Options are body shape, skin tone, facial features, sex, etc. The player also names the PC here.

Once the player is done, fade to black.

The player sees nothing, initially. After a few seconds, the player's eyes open to reveal a white room with a door. It takes a few seconds for their eyes to focus. The PC is on a bed, and gets up. The PC stumbles for a bit before regaining its balance.

VOICE: Ah, you're awake. Glad to see that, I am. How are you feeling? Good, I take it? If not, feel free to rest.

PC: What's going on? Where am I?

VOICE: Hm. Seems you haven't recovered any of your personal memories yet. At least you know our language. Anyway, you are the result of an experiment to capture a soul and put it in a dormant body. As you can tell, the experiment was a success. You are free to leave the room now. If you have any questions- and I'm sure you do, feel free to direct them to anyone who's not working.

The player hears a click, and a light just above the door handle changes from red to green. Once the player exits the room, they are free to explore the lab. Talking to the staff lets you learn more about the project, and the surrounding world. You can also visit an obstacle course and a firing range, as a combat tutorial. It's about lunchtime when you wake up, so there are a lot of people with free time. The in-game clock doesn't advance until the player exits the lab, by the way. This section of the game is basically a tutorial, so the player isn't required to talk to all of these people and is thus skippable. I'm looking at you, Custom Robo.

At the firing range, the player has access to various firearms and is allowed to train with them. The guns available are mostly (BORDER NATION) weapons, but a few (CYBERPUNK NATION) and (MAGIC NATION) weapons are there as well. You are allowed to fire at targets, and can choose the range. Moving targets are available as well.


The person at the firing range has some knowledge he's willing to spare you for, mostly about weapons. Which weapons are best for what situations, the differences between various manufacturers, etc. He talks at some length, and you have the option to request (politely or not) that he stop.

He also mentions a challenge he has for you. Give him however much money you're willing to bet. Complete the challenge, and he'll double it. Try as many times as you want. The challenge is designed to be impossible, but you can win it. You'll just have to cheat. Sneak in your own weapon, mod it, use special ammo, rig the course, etc. If he isn't going to play fair, you don't have to either. Bet a small to medium amount, and you'll get double if you win. If you bet a lot, he'll still accept, thinking that you can't win. If you beat him, he'll admit this and offer you everything he has on him. Since this challenge was off the books from the start, and he tried to con you, you have a lot of leverage. Thus, you have a few options.

1) Give me the money.
2) Bullshit. You're holding out. (He is. If your speech skill is high enough, you get the extra cash. If not, you get the regular amount and he hates you a little more. May be this could tie into a later quest?)
3) Keep your money. I'll take a favor. (He thinks you're talking about a sexual favor, which the PC corrects. I'm not sure what to do with this option. Maybe have it tie into the same quest? Any advantage this gives you should not be required to complete said quest, but would make it easier.)
4) Keep your money. I'll take a gun. (He can't give you one of the range's weapons, since they're all licensed to the range and kept in stock. If one of them went missing, the bureaucrats would know. Instead, you get to choose from his collection. All the guns have women's names. Mabel, Vera, Beatrice, Jayne, Seras, etc.)

Whether you take the challenge or not, you can pay this guy to mod your weapons.

In the cafeteria, the player can ask about the outside world. If they do, they're directed to a specific person. In-game, this is because he knows a lot about history, politics, etc. Design-wise, it's so a bunch of dialog doesn't have to be recorded several times over by different VAs. Once the player talks to this person, they can discuss the following topics.

- What is the soul transfer project? (An experiment to capture and transplant a soul into a dormant body. The project director's health was failing, so he offered himself as the donor.)
- I remember the name Cartographer I. Do you know what that is? (The Cartographer I is the first man-made satellite, currently under development. Its main purpose is to see what's behind the Fog Wall.)
-- Fog Wall (A border of fog surrounding the continent, about three miles from the shore in every direction. Nobody that has gone into the Fog Wall has ever returned. The player doesn't learn this for some time, but it's actually utility fog.)
- What's outside the lab? (Player's question is answered, and conversation turns to the political state and how it got there. From then on the player can ask about any of these topics.)
-- (MAGIC NATION)
--- Magic (Not as diverse as the magic you'd find in a "normal" fantasy setting, but very powerful. The downside is that you're literally using your soul as ammunition. It's also possible to absorb memories, adding them to your soul. This results in more "ammunition" for spells, but is likely to drive the receiver insane. Since this isn't like regular fantasy magic, maybe I should call it something else?)
---- Sleeper agents with false memories
--- Political state
-- (BORDER NATION)
--- History and founding (Born out of the latest of many conflicts between (MAGIC NATION) and (CYBERPUNK NATION). The two nations have been fighting for as long as anyone can remember. )
--- Political state
-- (CYBERPUNK NATION)
--- Prosthetics (Think Ghost in the Shell. Prosthetic eyes are common, as are minor body mods. In the poorer cities, you can't afford a good prosthetic. Thus, infections and rejection from the body are common problems. Moonshine is a common antibiotic.)
--- Political state

Monday, November 29, 2010

Quest idea for Operation Mindfuck

Your (BORDER NATION) contact mentions a suspicious man they found. he claims to have lost his memory, but he is really a dangerous man working for the (BLACK MAGIC NATION). Since using black magic uses your soul (and thus memories) as ammunition, it is possible that he may be telling the truth. It is up to the player to determine what to do. Options are as follows;

Kill him- better safe than sorry.
Not sure yet- keep him around for study.
He's harmless- keep him around, and give him a life here.
He's harmless- Tell him the truth, and let him decide what he wants to do.
He's useful- Lie to him. Since he has no memories, he has no reason not to trust you.

(Note: Make up a new name for this game.)

Saturday, August 7, 2010

Some notes

Idea for Obake's final mission: Mid-mission, you get cut off from command. You're going up against impossible odds. You're fucked. When you get cut off, the music stops and is replaced with white noise. This continues until the level is over, or whenever comms are restored.

The goal of this is to make the player really feel like they're fucked. It will be hard. Very hard. But if the player can push through the barrage of bullets and defeat the immense force, they will feel an incredible sense of relaxation.

I might want to expand on this a bit. Mention it on IRC, and possibly with William on GTalk if he doesn't join the chat.

Another idea; Faptau saves the day by being the only Tau actually good at melee. All that wanking did some good, I guess.

Wednesday, June 2, 2010

Colliding Worlds

I thought of this on the bus. Here's the chat I had with Blackmoon when I bounced the game idea off him. Additional notes are below.
----
Joel:
I had an interesting idea for a game on the bus home.
Ever played Knytt?

mysticblackmoon:
Nope.

Joel:
Well, it's a bit like a Metroidvania, only there's no specific order and very few enemies.
Really though, the focus is the scenery porn.

mysticblackmoon:
Alright.

Joel:
Look it up some time.
Anyway, my idea was pretty much that, only in 3D and with Mirror's Edge or Assassin's Creed-style parkour.

mysticblackmoon:
Hm.
So it'd be kinda like the 2008 Prince of Persia, but not suck?

Joel:
Yeah.
Oh, and I liked that game.

mysticblackmoon:
It was pretty, but not fun.

Joel:
Well, I liked it. I guess we can agree to disagree.
I was thinking that the setting would be a bunch of different landscapes sort of shoved together.

mysticblackmoon:
Indeed.
Hm.

Joel:
If you can't imagine what I'm talking about, think a patchwork map.

mysticblackmoon:
No, I kinda kinda imagine.

Joel:
The plot (or what little plot there'd be) would be about this.
Basically, something has caused these plots of land to be removed from their original place and be smooshed together here. In order to get the land (and yourself) back to their original places, you have to collect these MacGuffins.

mysticblackmoon:
Hm.
You think you'll ever work on it?

Joel:
Maybe.
I'll put what I just said on my blog.
If I ever have the resources to make this kind of game, I'll probably go digging through my blog for inspiration.
That's where Obake came from, actually.

mysticblackmoon:
I see.
Joel:

Yeah.
It's very useful that way.
----
The PC is a short-haired blond women, possibly wearing a white hoodie. The parkour person with a hoodie is kind a cliché, though. I'm not sure if I want to do that. Hope is a possible name for the character. Dunno why.

As I hinted, the main focus of the game is the scenery porn. The plot coupons and parkour are there to give the game some actual content. Scenery porn is like a condiment- if used right, it can make something much better. It just can't work by itself.

The plot coupons give Hope knowledge and abilities. Say, the first plot coupon she picks up lets her sense what general direction plot coupons are in. Others might improve her parkour. In fact, maybe this is how she learns it. This also lets us explain the plot easily. Whenever she picks up a coupon, we're treated to a little video that shows what Hope has learned. Again, easy plot device.