Hey there I've been keeping up with this forum since about when version 2.0 came out. I finally got around to making an account because I wanted to get out an Idea for a game that has been bouncing around in my head for a while. I've had the basics of it fopr awhile now but I recently played a game that i thought fit the format of what type of game i want this to be perfectly.
I warn you i don't know much about coding, or animating in flash, i'm more just putting this idea up for grabs and seeing what comes of it.
The game would be set from princess Zeldas point of veiw, and take place during Ocarina Of TIme, more specifically at a point during the seven years that Link is in the sacred realm. Zelda is in Hiding with Impa, Impa informs Zelda that for some reason the Five Temples that are what's holding back Ganondorfs armies for the moment are weakening and that they need to go and fix the problem. Impa Leaves Zelda to check out the Shadow Temple and tells Zelda to go to the Forest Temple. The Monsters under Ganondorfs rule have become very lustful, but that lust can be turned against them by those willing to do so.
That would be the begining, Zelda would meet up with the sage of each Temple as she came to it (Replacing Darunia with Anju or something), and that Sage would become a playable character, whether for the rest of the game or just for that particular Temple I'm not sure yet.
Here is the link to the game I would model this game after,
[link=]http://www.kongregate.com/games/Moonkey/paladin-the-game[/link]
I don't know why but for some stupid reason i didn't put sexual references in any of the game idea that i typed up yesterday and i didn't want to go through it and fix everything, just remember that whenever i mention "Encounter" i mean a Sexual Encounter.
BASICS
All Characters would have standard melee attack combos, possibly multiple types of them depending on what direction you are moving at the time, or if you are jumping.
Each Character would also have multiple short / long range spells they could unlock and use in battle.
Each character would have a special move that would be used to begin a encounter that is swayed in the players favor.
A magic Shield that uses magic energy but is separate from the other spells would also be available to enhance combat gameplay.
The player would also be able switch the active Character quickly to other available Characters without to much vulnerability, and the active spell would also be able to be switched quickly (perhaps through a right click menu, but most likely through keyboard controls).
All characters would have separate stamina and magic bar, if a characers stamina is depleted then they are not useable until you find a way to get the stamina back. There would be a some kind of set back or game over type thing when all available characters have lost their stamina.
ENCOUNTERS
Encounters can be instigated by either the enemy or the player, it's easier to control a player instigaited Encounter.
During an Encounter the player can make the character have more control over the actions that happen during the encounter by pressing directional keys at certain times during the Encounter (These times would be made obvious by something like a bright glowing halo around the effected area).
When the player presses the correct direction they gain a little bit of control over the Encounter situation (amount of control would be shown by a gauge), loss of control would come when the player fails to press the correct button in the time frame.
There would be no penalty for pressing the wrong button, just a penalty for not pressing the right button in time, that penalty being a loss of some of the control.
Sometimes there would be multiple correct button choices to make that each make the character or enemy do different things during an encounter.
After the player gains full control of the Encounter the player can choose to end it, or make it more intense in a way that favors the Character. If the player loses all control of an encounter than the enemy makes the Encounter more intense in a position that favors the enemy.
INCLINATION
The bonus that comes from these Encounters is that every time an Encounter is fully completed, then the enemy loses a certain amount of life; if the Encounter ends with the enemy in control than they lose half as much as what they would lose if the Player was in control.
Being in an encounter takes some of the Characters life, but not if the player is in control, and even then the damage taken is not to much, I want the encounters to be enjoyable for the player, not the “OH SHIT, GET AWAY GET AWAAAAY!!!...oh damn!” kind of encounter, I want them to be easy to start and to play but to have enough involvement to allow the player some choices.
Another bonus to doing Encounters is that each enemy has a distraction meter that fills up during an Encounter, as it fills up you do more damage per attack to the enemy, but every time you hit the enemy it goes down a little.
The meter represents a percentage, if it is not filled at all then it’s at 100% damage aka. Base damage. If if its half full then it’s at 50% damage or half of what your Base damage is. Likewise if you do Encounters and fill it up to one and a half then it is 150% damage or Base + 1/2 Base.
The meter would have three overlapping bars; red for when your doing less than normal (1% to100% damage), blue for when your doing 101% to 200% damage, and yellow for when your doing 201% to 300% damage, I don’t think there would be anything higher than 300% without a cheat.
MENU
There would be one pause menu that contained a list of available characters that the player could use to select their player along with a brief synopsis of the characters strengths and weaknesses. Along with that would be a list of available spells for the active character that could also be selected by the player, and a short description of each spell as well. A bestiary would also be helpful, it would list all the enemies that had been beaten by the player, give their strengths and weaknesses, and the directions that needed to be pressed during encounters with them. There would also be a guide that would tell the controls, the instructions, the goal in each level, and have a more in depth description of attacks and spells.
A level up system would also add to the playability, each enemy would give the player a certain amount of XP, and when the player levels up they received a number of skill points to use in leveling up each skills; Stamina and Magic amount, Attack Strength, Spell strength, Encounter positions, and How easy it is to control an Encounter. There would most likely be a cap on the number of skill points able to be added to each skill, (example: a cap of five total skill points per skill, and one point gained each level would make your level cap lvl 25).
Controls are done in right and left handed playbility (right handed / left handed)
Combat Controls
WASD / 8456 = Movement
Left Mouse Click (LMC) = Attack
Shift / 2 = Duck
Shift + LMC / 2 + LMC = Use Spell
Space / 0 = Jump
E / 7 = Block / Magic Shield
F / Right Arrow Key = Encounter Attack
M = Pause + Menu + Spell Select + Character Select + Info about Everything
Z, X / 1, 3 / Right Mouse Click (RMC) = Quick Character Select
Tab, Q / +, - / RMC =Quick Spell Select
Encounter Controls
WASD / 8456 = Control Encounter
LMC = Fight Back (only certain encounters)
After You Have Control
Space / 0 = Advance Encounter Level
Shift + Space / 2 + 0 = End Encounter
If you took the time to read all of that, Thank You. And i would love some feed back.