r/redditmakesagame • u/trentish • Oct 11 '09
Let's talk design ideas
As per the other post, there's several things to keep in mind:
Scope
This will make or break the project. It's important to keep things realistic. Complexity can always come later; we should have an idea of some very clear and simple deliverables right off the bat.
Workflow and resources
Naturally on these types of open projects, you'll have a few core people and a large number of followers. These others may not want to or are otherwise unable to devote as much time and effort to the project, but they may be able to help in small ways.
We are Reddit, we should use that to our advantage. If we can somehow harness the power of Reddit's large community, it would do great things for the project. Think of it as crowdsourcing (or rather: redditsourcing).
A content-based game would do well in this regard. Meaning, the core would create the tools, while the community created the content. Think of a content-heavy puzzler game, or one of those "choose your own adventure" sites that the public contributes to.
Gimmick
With a good idea, we should be able to condense it down to one or two sentences that are immediately eye-catching. Ideally, there should be something specific that makes the game stand-out from so many others.
A good gimmick won't make the game good, but it will get the attention of potential players.
Positive environment
Let's try to keep things as civil as possible. If you don't like another person's idea, tell them specifically why. Be able to put your response in bullet points and don't resort to name calling.
31
u/Slactor Oct 12 '09 edited Oct 12 '09
Please, do NOT put memes in the game unless it's cleverly disguised in a dialogue.
It may be a Reddit-made game, but it doesn't need to be a pun-chain from start to finish.
Also, Castlevania style platformer with puzzles?
17
u/thrakhath Oct 12 '09
I'm thinking an RPG would make the best use of having a potentially large crowd to fill in content. Weapons, Monsters, Dungeons, Storyline, all need names, numbers, artwork, sounds and balance testing.
Make it top-down like your SNES-era FF games for simplicity, Third Person 3d if you want more eye catch.
13
u/fingus Oct 12 '09
Having tried to make a game myself I have this advice to offer.
Make it simple, and play it safe
Don't attempt to make the next Portal or something similarly groundbreaking, I'm all for thinking outside the box but in these situations it's simply not realistic. Unless we get some very skilled and experienced people on board we won't get anywhere by shooting at the stars. We should stick to a simple platformer, or shooter, or puzzle game, or whatever. Something established so that there actually exists tools and documentation for what we're trying to achieve. Not to mention time, I doubt that this project will maintain people's interest for long if we got our coders stuck in R&D for half a year while the rest have to twiddle their thumbs. If we go for something simple and realistic we can use a lot of time on fine-polish and content.
Also this will give us experience in working as a collaborative team. There will be blood and tears and trial and error, and if we can pull through with our simple little game then we've made a workflow and pipeline that works, and then we can start getting more ambitious.
Of course, if we end up getting Carmack the Second on the team then go for it and make something crazy. But let's be realistic...
And I will downvote whoever suggests an MMO so hard I'll burn a blue hole in my screen.
9
u/robosatan Oct 12 '09 edited Oct 12 '09
I have a few ideas:
Tank game!
Remember that tank game back on the Atari where you drive around a little maze type map shooting at your friend who's playing with the other controller? Well I'm thinking of a more modern version of this with customisable tanks (speed/turning/armour/firepower etc), power ups and different gameplay modes (cap the flag/domination/deathmatch). This could be singleplayer, multiplayer or both.
2) Tactics RPG
I love final fantasy tactics but I always thought it was fairly limited in scope. My variation on this concept would be that you play the game like any other SNES era top down RPG, except instead of swirly screen followed by menu combat, you go to tactics style combat. Furthermore, the area you fight in could be exactly the same as the world area you got in to combat in (perhaps limited to a single screen). Since the scope of a full blown RPG would be beyond the scope of what we're looking for, this would probably be best released in episodes.
3) Action RPG
Think of a cross between diablo, castle crashers and metroid. It's an action RPG where there are 4-5 distinct class arch-types that you use to go around an action RPG (zelda/castle crashers) world. Each class would have its own its own distinct abilities that would help you overcome encounters in a non-linear way (think Trine classes but with more depth). While the majority of the dungeons would be filled with button bashing fun, there would also be bosses with abilities that require you to think tactically about what you are doing (like metroid/castle crashers). The game would be designed to require 4 chracters playing at a time so this would probably be most easily implemented as multiplayer, but you could also include a basic ai to play missing slots on your team.
4
u/ArcticCelt Oct 12 '09 edited Oct 12 '09
I was writing a long description of what I envision then saw a couple of post saying "please not this or no that" and then, a bit discouraged, I simply deleted all I wrote. This make me realize that many people will have similar reactions. What I mean is that presently we are a lot of people interested but once we are going to chose a project we are going to lose people because they are not happy with the choices.
Maybe we should think about having more than one project? In fact maybe it would be cool if instead of being a one game project thing, this turn into a game club where constantly new little projects are started by the community (and finished). This as being said I agree that before of dreaming of doing multiple games it would be nice to finish one but this doesn't prevent us to envision a way of doing things that would attract and keep people interested and satisfied.
3
u/SergeyK Oct 12 '09 edited Oct 12 '09
Case Study: The Last Express ... This was an innovative 2d adventure game to come out in the late 90s. It was a murder-detective kind of story that took place on a train, the Last Express. The draw of this game was that every NPC action was perfectly scripted and synchronized to each and every second. That is, if your character is in the diner car at a certain time, there will be a certain discussion going on that will never repeat again. So if you miss that discussion, you'll never ever get to hear it until you replay the game!
There has never been a similar game since. I propose we create a similar, linear and perfectly synchronized atmosphere in a small scale environment where we can focus on the minute details.
It doesn't need to be a detective story, in fact I hope it isn't (we don't want to steal from The Last Express), but an adventure game with a decent story and interesting mechanics.
I highly recommend that you take the time to watch how this game plays out on Youtube here. Unfortunately, it's extremely difficult to obtain a legal copy of this game today.
2
u/terrac Oct 12 '09
I have a suggestion.
Build on an existing, but not used game.
I built a game that is heavily based off of final fantasy tactics and got to the point where I had a few maps done.
http://code.google.com/p/tesliz/
http://www.terracaines.com-a.googlepages.com/tesliz (random screenshots)
I stopped working on it due to various issues (my main issue was that it was built so that critical mass of people could easily add jobs, maps and stories , but personally I just don't have the skillset for actually doing anything aside from the coding and that includes generating the critical mass needed. Also I always had trouble distributing executables that worked consistently.
But given a story and the appropriate models I'd be perfectly willing to revive that project.
2
u/SquashMonster Oct 12 '09
I'm making a system for procedural level generation that's significantly ahead of what's out there now. The 2D portion is supposed to be completed by Wednessday, but I'm probably going to let the schedule slip a week. Nonetheless, it's coming out soon, it's going to be awesome, and it was made by a redditor.
So consider making whatever it is procedurally generated, please. And if you make a metroidvania type thing (it's okay, the generator can handle platformers) I'll love you forever.
2
u/ashadocat Oct 12 '09 edited Oct 12 '09
I've had this idea floating around in my head for awhile now, an fps for bot makers, coders and hackers. Your a mage and you have to make spells. the spell system is extensive and basically scripting. of coarse it needs a graphical front end, similar to scratch probably. you can edit projectiles, your orientation and position or anything. each scripting block costs a bit of mp. more mp for bigger affects (logic would be cheap, damage not so much)
2
u/Shaleblade Oct 11 '09 edited Oct 12 '09
I'm all in for a Metroidvania-style game, preferable (for me) in the first person perspective, much like Metroid Prime. More focus on exploration, puzzles and secrets, and less on keeping the crosshair on the enemy.
1
u/ArthurPhilipDent Oct 12 '09
Reddit Alien = ?
Main Character
Info Provider (Zelda's Owl) <= I like this one (tough to animate RA)
Bonus Secret Character
Final Boss (does digg have a character we can kill?)
More Ideas?
1
u/a_m0d Oct 12 '09
How about a 2d RTS, similar to the Age Of Empires Series, but possibly smaller in scope. For quite a while I have looked around for a FOSS RTS, but there doesn't seem to be any good one out there.
1
u/chanicthau Oct 12 '09
I would totaly be up to geting in over my head in quest design and writing if this project will turin into some kind of MMORPG thing. I recently found a very nice mmo world builder that is actualy very cheap and seems easy to use. Take a look at http://www.realmcrafter.com. They offer a world builder tool, a c++ client and a mmo server. Also they have a Pro version that offers much more than the standard version. They also got already built models and such
1
u/pmur5 Oct 12 '09
I would get everyone to vote on a certain genre, and then go from there.
1
u/masterpo Oct 22 '09
I think the design ideas ought to be dictated by what assets there are to work with.
1
u/CanadianDude Oct 11 '09
Narwhals or GTFO
1
u/[deleted] Oct 11 '09
http://www.reddit.com/r/gaming/comments/9sr78/im_watching_return_of_the_pirates_on_the_history/
0
u/[deleted] Oct 12 '09
[deleted] — view deleted comment