pmprog
DNF (Did Not Finish)
- Joined
- Apr 25, 2011
- Messages
- 4,150
Edit: I've removed the options because the voting is over - Hot Pursuit won, with Mutiplayer Tower Defence coming a close second.
My Werewolves project is pretty much done from a coding perspective - bar some fixes when Wakey has finished the world and graphics. So I'm looking at my next game project.
My current thoughts were of a top-down space shooter, where you build and configure your own craft - completely - from components. The plan was also to allow you to custom configure weapons (chose if your missiles have homing, cloak etc.).
Between days at Replay, I searched ProjectorGames (who had some games at the expo), and found they had a http://www.youtube.com/watch?v=8IEyKfIDdzc. Which leads you back to http://www.youtube.com/watch?v=8Szr2NwA-cM, again very similar to my idea; Which made me think, is it worth making this game?
So... I thought I'd throw out a few ideas to the community and see what people would like to see. The game might not be a Pandora exclusive, but it'll definately be a supported platform.
A bit more detail of the game choices, things are still subject to change though
Unnamed Space Top-Down Shooter
Primarily Multiplayer, but single player "campaign" option. You can custom build your space craft, and weapons. Each option (from hull fragment, to engine, to weapon to accessory) cost a set amount of "points", you can design as many craft as you want, and when joining multiplayer, the host sets the points limit - craft must be less than or equal that value to join. Basically you're all placed in a relatively large "arena" and it's basically deathmatch (maybe other gametypes supported, like CTF, Domination). Single player campaign would consist of similar combat, against CPU craft, and you earn points for each battle won, that you can use to upgrade your craft.
Hot Pursuit
Visual style of the original GTA (top down, 3D driving game). Action with a puzzle element. The goal is to rob as much money as possible, without being caught by the police.
On each level, you get a number of robbers, you declare which order you'll hit the banks (one robber per bank) and how long to remain in the bank for. You can drop them off anywhere on the map, and they'll walk to the bank, and hold it up. Time in the bank determines amount of money they collect, but the bank's security rating will trigger the police to come at different times (higher security, sooner the police will arrive). You then need to pick up the robbers and make it back to the safe house.
Foozie v2
I wrote a turn-based football (soccer) game (despite not liking football) called Foozie, which was quite slow, and you had to pass hundreds of turn codes between the two players. I was thinking of revamping this to be a better simultaneous-turn-based game, somewhat like FrozenSynapse, where you can "plan" up to several turns, then submit to your opponent and play the results as a full match.
JANE v4
An update to my Last Ninja remake that supports a better single player and multiplayer options.
Turn Fighter
Another simulataneous-turn-based game, but basically Street Fighter 2. You specify a move to do (dash forward, strong fireball etc.) You're move will be played for the number of frames it takes, alongside your opponents moves. When one move expires, they are then free to select the next move. This was original thought of for mobile phones where input is quite limited. I have no idea if it would actually be any fun though. It'd be almost real-time.
Multiplayer Tower Defence
The game works by having a map with several player "bases" (one for each player, all on the same map) and a number of "wave" starts. As you build towers and kill enemies, you get money, just like normal. However, you can also use your money to send an additional wave to your opponents base.
Look forward to hearing any thoughts too...
My Werewolves project is pretty much done from a coding perspective - bar some fixes when Wakey has finished the world and graphics. So I'm looking at my next game project.
My current thoughts were of a top-down space shooter, where you build and configure your own craft - completely - from components. The plan was also to allow you to custom configure weapons (chose if your missiles have homing, cloak etc.).
Between days at Replay, I searched ProjectorGames (who had some games at the expo), and found they had a http://www.youtube.com/watch?v=8IEyKfIDdzc. Which leads you back to http://www.youtube.com/watch?v=8Szr2NwA-cM, again very similar to my idea; Which made me think, is it worth making this game?
So... I thought I'd throw out a few ideas to the community and see what people would like to see. The game might not be a Pandora exclusive, but it'll definately be a supported platform.
A bit more detail of the game choices, things are still subject to change though
Unnamed Space Top-Down Shooter
Primarily Multiplayer, but single player "campaign" option. You can custom build your space craft, and weapons. Each option (from hull fragment, to engine, to weapon to accessory) cost a set amount of "points", you can design as many craft as you want, and when joining multiplayer, the host sets the points limit - craft must be less than or equal that value to join. Basically you're all placed in a relatively large "arena" and it's basically deathmatch (maybe other gametypes supported, like CTF, Domination). Single player campaign would consist of similar combat, against CPU craft, and you earn points for each battle won, that you can use to upgrade your craft.
Hot Pursuit
Visual style of the original GTA (top down, 3D driving game). Action with a puzzle element. The goal is to rob as much money as possible, without being caught by the police.
On each level, you get a number of robbers, you declare which order you'll hit the banks (one robber per bank) and how long to remain in the bank for. You can drop them off anywhere on the map, and they'll walk to the bank, and hold it up. Time in the bank determines amount of money they collect, but the bank's security rating will trigger the police to come at different times (higher security, sooner the police will arrive). You then need to pick up the robbers and make it back to the safe house.
Foozie v2
I wrote a turn-based football (soccer) game (despite not liking football) called Foozie, which was quite slow, and you had to pass hundreds of turn codes between the two players. I was thinking of revamping this to be a better simultaneous-turn-based game, somewhat like FrozenSynapse, where you can "plan" up to several turns, then submit to your opponent and play the results as a full match.
JANE v4
An update to my Last Ninja remake that supports a better single player and multiplayer options.
Turn Fighter
Another simulataneous-turn-based game, but basically Street Fighter 2. You specify a move to do (dash forward, strong fireball etc.) You're move will be played for the number of frames it takes, alongside your opponents moves. When one move expires, they are then free to select the next move. This was original thought of for mobile phones where input is quite limited. I have no idea if it would actually be any fun though. It'd be almost real-time.
Multiplayer Tower Defence
The game works by having a map with several player "bases" (one for each player, all on the same map) and a number of "wave" starts. As you build towers and kill enemies, you get money, just like normal. However, you can also use your money to send an additional wave to your opponents base.
Look forward to hearing any thoughts too...
Last edited by a moderator: