That Man's Game design Question/Problem

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That Man's Game design Question/Problem

Postby that man » Wed Jul 23, 2014 3:52 am

Since I am unable to program, I will shelve Soul Bound for now, and continue working on Seiteki. However, before you get all happy that I'm in a committed, one game relationship, I unfortunately, have had 3 game ideas popping into my head, all of which, I could technically do on game maker. My question is: which one, if any of these, should I focus on, and actually make? The ideas are as follows:

Aria of Tears
Spoiler (click to show/hide):

Basickly, a Fuck-'em-up (beat-'em-up, with sex) type game. There would be six worlds to go through, about 24 different minions, 6 bosses, a mode B, a hell mode, a training mode, an unlockable gallery, and 5 characters (1 of which is only unlockable) to choose from for playing, with each one having different strengths, weaknesses, and special attacks. The main meters would be health (0=game over, and you have to restart your current world. Lost by being hit by an enemy's attack, or from being r*ped.) and stamina (0=open for being assaulted. However, stamina is used for ranged attack, special attacks, and recharging your health, when there is no other enemy around to practice on). The characters will all have a base, ranged, and special attack, combined with the ability to jump, move, and tease (either themselves or others).
http://fap.to/images/full/52/107/1079097150.jpg
The characters
http://fap.to/images/full/52/107/1076195262.jpg
The bosses


War of Maidens
Spoiler (click to show/hide):

This shit again:
http://www.legendofkrystal.com/forum/viewtopic.php?f=28&t=2573
Only now, it will have more of a fire emblem type feeling to it.


In Her Service
Spoiler (click to show/hide):

This shit again, as the base:
http://www.legendofkrystal.com/forum/viewtopic.php?f=28&t=2573
Wanted to do an RPG in the style of either Zelda 2, Castlevania, or quest for this one,with the main character starting out as a member of the White Corps, then slowly working their way up to being selected as Princess' Royal Guard, while "conquering" other maidens and men along the way. The combat system would be closer to Aria of Tears, but would allow for more customization.


Aside from that, the sketch is for the characters you would be able to play in Aria of Tears. Thank you for reading, your feedback is welcome, and have a nice day!
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Re: That Man's Game design Question/Problem

Postby Zeus Kabob » Wed Jul 23, 2014 6:05 am

Aria of Tears looks like it'll leave you in tears. 24 minions and 6 bosses each with special animations seems like a huge workload. At the same time, it's possible to come at it in small chunks, and the side scrolly fighty sex games are always fun.

The idea of using a Fire Emblem style strategy game with pixel arts and sex? Genius. I would totally enjoy that game, and I hope you can find a good pixel artist to help you with the spriting and animation.
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Re: That Man's Game design Question/Problem

Postby that man » Wed Jul 23, 2014 2:39 pm

Thanks Zeus. Oddly enough, out of all the, the Tears one would be easiest programing wise (I have a very basic, pre-alpha engine for it), and wasn't planning on doing it all at once. War of Maidens, on the other hand, is something I really have no idea how to do right. I have some ideas for that type of game, but I've never found one done in game maker, so, it would be an adventure.
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Re: That Man's Game design Question/Problem

Postby that man » Wed Jul 23, 2014 9:30 pm

Ok, the pictures aren't working anymore, so, here they are again.
Attachments
6729403324095820140721_113427-1.jpg
Aria of Tear's Characters
6703657882071120140722_111657-1.jpg
aria of tear's bosses
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Re: That Man's Game design Question/Problem

Postby that man » Fri Jul 25, 2014 4:51 pm

Well, I made a very crude test engine for Aria of tears, but really have no way of getting it one here...what is a good site to put it to first?
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Re: That Man's Game design Question/Problem

Postby that man » Sat Jul 26, 2014 4:19 am

Here is the Very crude test combat engine. I know it doesn't have grappling or sex yet, but I'm glad I managed to do this much, and am still going to attempt a test engine for the other 2 before deciding.
https://mega.co.nz/#!S1QGWAIS!6txijml7AhT-AV94eRDiXsncKWxCq5eTVOQA4VP94Lw
Aside from the lack of...you'll see, please tell me what you think of it, if you read this post.
Thank you for looking at it, and now...do I do the side-scroller RPG or TBSG game engine first...
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Re: That Man's Game design Question/Problem

Postby Matpneumatos » Sat Jul 26, 2014 7:32 am

Seiteki was a fighting game wasn't it? it is still in development?
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Re: That Man's Game design Question/Problem

Postby that man » Sat Jul 26, 2014 2:33 pm

Matpneumatos Wrote:Seiteki was a fighting game wasn't it? it is still in development?

Yes it was, and yes it is.
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Re: That Man's Game design Question/Problem

Postby that man » Thu Jul 31, 2014 4:47 am

that man Wrote:In Her Service
Spoiler (click to show/hide):

This shit again, as the base:
http://www.legendofkrystal.com/forum/viewtopic.php?f=28&t=2573
Wanted to do an RPG in the style of either Zelda 2, Castlevania, or quest for this one,with the main character starting out as a member of the White Corps, then slowly working their way up to being selected as Princess' Royal Guard, while "conquering" other maidens and men along the way. The combat system would be closer to Aria of Tears, but would allow for more customization.

...yeah, I'm thinking of changing that shit again, to a more this of this shit:
Spoiler (click to show/hide):

A sci-fi type game, with the main character, a female, would go around, gliding, and fighting against shadowkin: twisted parodies of the human emotion. Health is shown via a resistance bar, and a ghost and goblins style armor system, with the ability to equip different types of armor (with them all only being one use only, but having a high drop rate...maybe, I'm not 100% sure as to how it would work, ideas are welcome), weapons, and equipment. Platform style worlds, with gaps and long stretches to allow for a faster pace and more encouragement of jumping.

So yeah...should I use this instead of the other idea? The main reason I'm thinking of doing is:
Spoiler (click to show/hide):

I wanted to do character designs I normally didn't do, and, oddly enough, sci-fi hasn't come up.
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Re: That Man's Game design Question/Problem

Postby that man » Sat Aug 02, 2014 8:11 pm

So, yeah...Very basic test engine: https://mega.co.nz/#!vthjCBxB!6HZmd1HfGgpL2FvWUIj4QUvC-HpmyeR4szUVbMHoEHw

Story changes:
Spoiler (click to show/hide):

You are now one of the Chaldean, tasked with defending the world from the Grigori and Ishim, who are all bent on twisting all of humanity into their own perverse visions. Success against their endless legions means another day of combat, while failure means that all of humanity will fall deeper and deeper into their own self destructive chaos. Many Chaldean have been falling in recent years, allowing large portions of humanity's dregs to fall into their grasp, putting more pressure on the Chaldean who remain. As the newest of the Chaldean, you have been trusted into a maelstrom you barely understand, against enemies who are many times more powerful than you, and with only the most basic of skills to get you through. Fun.


And finally, some other character designs. With that, please
Spoiler (click to show/hide):

PLEASE!!!
let me know what you think.
Attachments
351271068761020140728_110218-1.jpg
348558493022220140728_110126-1.jpg
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Re: That Man's Game design Question/Problem

Postby MissV » Sun Aug 03, 2014 2:00 am

I'd pick Aria of Tears. There's no thing such as too many H-Beat'em Ups.
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Re: That Man's Game design Question/Problem

Postby that man » Sun Aug 03, 2014 7:22 pm

MissV Wrote:I'd pick Aria of Tears. There's no thing such as too many H-Beat'em Ups.

Thanks, MissV. This might seem odd, but, I have two questions for you:
Spoiler (click to show/hide):

1. What do you think of the engine so far?
2. Would you be willing to help?
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Re: That Man's Game design Question/Problem

Postby Matpneumatos » Mon Aug 04, 2014 1:25 am

Hi! i want to give my opinion too, i think that Aria of Tears is my favorite, because i like action based games, and a beat'em up sounds great, and it is something i would like to play, of course the game engine needs a lot of work, but it is functional
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Re: That Man's Game design Question/Problem

Postby MissV » Mon Aug 04, 2014 7:41 pm

It's still too early to say anything about the engine, and I'm not familiar with game maker (I use mmf2 for my action game). About what I can do, I guess sprites, backgrounds and such.
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Re: That Man's Game design Question/Problem

Postby that man » Tue Aug 05, 2014 3:47 pm

MissV Wrote:It's still too early to say anything about the engine, and I'm not familiar with game maker (I use mmf2 for my action game). About what I can do, I guess sprites, backgrounds and such.

The Sprites would be a great help, since I'm bad at digital art, and it would take too long for me to do hand drawn, though, that is my preferred style.

Thank you for offering to help.
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Re: That Man's Game design Question/Problem

Postby that man » Fri Aug 22, 2014 3:31 am

Some sketches for Chaldean. Sorry there isn't much more than this, but I still want to at least design new characters.
Attachments
20140804_164608.jpg
Another possible Player design
20140804_170141.jpg
Possible player design
20140804_164551-1.jpg
Some enemy designs
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Re: That Man's Game design Question/Problem

Postby that man » Mon Oct 13, 2014 1:47 pm

So, it's been about a month and a half since my last post, and this has brought up an unexpected development in terms of my expectations and abilities. For starters, either I'm going to have to get a new computer soon, or else Aria of Tears is going to be on permanent standby/reduced potential, as my computer doesn't have the memory for it, or my copy of game maker is just way too outdated, as neither of them seem to work right. Second, and more important, is that I wanted to focus on War of Maidens:

Spoiler (click to show/hide):

But as a computer based CCG. I can do pretty much everything on the cards, art, stats, some fluff text, so help would not be necessary there. Where I do need help, is in the programing of the variables, and maybe even the ability to play against other people.


If there is more interest in that, i can post a mockup of what a possible set up could look like. If you want to say anything, please let me know.
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Re: That Man's Game design Question/Problem

Postby that man » Fri Nov 07, 2014 3:15 am

OK, I actually managed to work out a system, and some test cards for the game. I can do the cards, and as soon as I am able to, I will upload a file or document with the individual stats, and another one with the rules as I figure them to be right now. Aside from that, I would do the artwork but...just see the upload. So Aside from that, if I should upload the files, please let me know.
Attachments
20141106_193058.jpg
...I need someone decent to draw for me.
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Re: That Man's Game design Question/Problem

Postby that man » Sun Nov 09, 2014 6:56 pm

I managed to make some playtesting rules with pen and paper in mind for the maiden game. The conversion to computer shouldn't be too hard to do, but any and all feedback will be necessary.
Edit:
OK, I just noticed a really big mistake in the combat section. Use this instead:
Spoiler (click to show/hide):

damaging
Each player rolls a d20. The attacking charecterr adds the appropriate power, and the defending character adds their resistance. Then, the defending character's total is subtracted from the attacking character's roll and, if the result is greater than 0, the defending character rolls another d20: if this result is less than or equal to their defense, then the damage is reduced to 0, otherwise, the difference between the attacking and defending characters' rolls is subtracted from the defending character's hp. If when attacking the roll is a 20, then ignore the defense roll; if when defending the roll is a 20 for the resilience roll, or a 1 for the defense roll, then all damage is reduced to 0. If the defense roll is a 20, then the defense automatically fails, regardless of the character's de stat.
Attachments
playtest0.0.odt
Ok, this is the playtest rules. It's all pen and paper.
(24.25 KiB) Downloaded 14 times
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Re: That Man's Game design Question/Problem

Postby that man » Mon Jan 12, 2015 3:06 am

Ok then, I managed to get another version of the rules up that everyone could see and use now. Sorry about that taking so long, and I hope that everyone can enjoy the game now:
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