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Amiga computer related discussion => Amiga Gaming => Topic started by: J-Golden on June 11, 2011, 09:31:30 AM
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Hey all, I mentioned in this S/H game thread http://www.amiga.org/forums/showthread.php?t=58051 (http://www.amiga.org/forums/showthread.php?t=58051) that I was inspired to try to make a Survival/Horror game for the Amiga but would need some help. Well, I still am and I still do!
I've already gone through a name revision (original title was "Golden Apples") and have come up with the mechanics I'd like to use for the game, but the issue is I have no clue if they could be implemented with the game making software that is out now.
So, here are the mechanics of the game I'd like to see work.
The player is in direct control of the main character via the mouse (think Indiana Jones point & click games) while controlling four other characters via commands.
The four will follow you as you walk around during normal exploration. You can control the order of march (it will matter at certain points of the game) for the other characters during this time. You can also issue "Standing Orders" like "Watch our rear", "Point flashlight at ceiling" "Take a rest" that they will follow until ordered otherwise.
Orders are given via premade sentence parts that are mouse selected. The only variance to this is selecting different characters. Each character is represented by a letter on the keyboard I've also decided to make the first letter of the character's name be that same letter as the keyboard key. For example, if I wanted Andrea to hide behind some boulders, I would press the "A" key, select the hide action on the menu that pops up, then point at the boulders. Space bar is for an "EVERYONE" command for the four followers.
Action mode is completely different. Action Mode automatically engages for time sensitive or otherwise perilous situations where action is primary and communication is secondary. When this happens, the graphics change from Point & Click style to 2D side movement game type like "Flashback", “OnEscapee” or "Another World". Instead of the mouse being used as the primary controller, you now control movement via the arrow keys. Also, “SPACEBAR” no longer handles the “EVERYONE” command, but is jump. At this point there is no “EVERYONE” command but you can still give orders individually.
Generating commands (thinking about what orders to give) automatically stops time but this is a boon. When you finish creating an order, you still have to issue it. This DOES take time and if you make the order too complicated, it could delay what really needs to happen putting your team in peril. For example, it would be important to tell Fred to close the door when there is a creature on the other side, but instead of telling Anna to light a torch next you may want to order Samuel to jam up the door with his hammer and nails first.
This is not to say that your followers can’t do multiple things at once, but you do have to give the commands in the order you create them and that takes time and there will be some very time sensitive sequences.
The Characters themselves will have their own strengths, weaknesses, and set auto tasks. The medic will automatically tend to the wounded; the surveyor will hang ladders and ropes, etc, etc.
The characters will also communicate to you vocally if there is a conscious status change. “I hurt my foot”, “My pack is getting heavy”, “MY EYES MY EYES!” Are some examples of a conscious update.
For unconscious updates, like fear and fatigue, there will be pictures on the side (like any of the AD&D Dungeon crawler type games) that show their status. If a character gets too overwhelmed, you may have to issue a command twice, yell at them to snap them out of a daze, or command another character to restrain them for their own good.
There will need to be an inventory system that allows each player to have a backpack. If you lose a character, you lose their items. Also, the more you load a character up, the slower they get. This is where character strengths and weaknesses come in. As the group leader, you will have to dole out the inventory so the right people have the right items to do their auto-commands. You wouldn’t give the health kit to the surveyor or all the heavy equipment to the medic. You CAN tell them to use an item from someone else’s pack, but that will take more time because they have to walk to the person, get the item, then walk to their final objective.
Okay, my brain is overloading and I’m sure you all are going bonkers reading all my ramblings as well. If you have read through this and you can give me some pointers (I know this is REALLY an ambitious project) I would be really grateful.
Thanks!
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I like the way your mind works. I want to discuss this project very much, but need to sleep, my brain is shutting down. More later. :)
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Hi,
@J-Golden,
So you want to make a horror survival game, that one is easy, just write about the Amiga's history, it is the best horror survival game ever en-acted
smerf
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Hi,
@J-Golden,
So you want to make a horror survival game, that one is easy, just write about the Amiga's history, it is the best horror survival game ever en-acted
smerf
If my first one works out, that will be the next game made... but does anyone survive?!?!?:nervous:
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Like the idea. It sounds very complicated and hard to implement, though. An insane amount of animations for example. I would suggest to go for a top-down view to keep the workload at a minimum. If it gets to that point I offer my services in the soundfx/music and voiceover department.
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Well, after looking at all the viable game creators available, It seems all of my game ideas are either too complex or deviate from the standard game type layout.
I'm not a programmer, at all. I can do some Apple Basic but only enough to get me kicked out of the school computer lab as a kid.
But what I am is a writer and I think I have several good ideas that could really flourish both on the Amiga and even as DLC for game systems. Not just survival/horror either, all different types.
I've already posted a brief description of one idea, but don't really know anyone who could make it happen. Heck, I'd be happy with a good conversation on how the mechanics would work on some of them.
I guess what I'm saying is that I'm looking for some people with ability and desire to make some cool games and maybe, maybe a dollar or two...
Anybody wanna talk for real? Skype maybe or a simple IM chat?
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The ideas you have were novel, but ya, from my little computer programming experience, I could tell it would take a LOT of time, a lost of work, and a lot of problem solving. A worthy idea none the less, I always thought that Point and Click Adventures needed to merge with the action genre more. They would make for the perfect games. Not too much thinking, not to much action, just enough diversity. :)
As for me, as I stated somewhere before, I have been tinkering with Blitz, and intend to get back to it, but for the moment, I have too many projects on my plate atm, and I really need to finish my Star Wars project for PrBOOM Plus/Odamex before I start on another game.
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I am very excited about this, i wish i knew how to code but i dont however i would like to get into it and i am very pleased that my post has inspired you:)
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Yes carvedeye, it's all your fault! :roflmao:
As things are looking, I'm going to try several levels of game creation; two of them horror/survival.
Since my two main games I'd like to make cannot be done without programming, I'm going to dive into learning some Blitz to get a feel for if I can even do it( programming that is).
But while I'm doing that, I'm going to take a stab at GRAAL and/or GRAC to make a simpler version of the H. P. Lovecraft game I have in mind. More like a prequel or the sequel to the one I'd like to make.
In fact, once I finish the story line, I'd like some extra eyes to look it over and tell me what they think. So if anyone is interested, please PM me.
If you haven't figured it out yet, I like to work as a team and get other people's input. I just think things work better that way... :)