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879099 Posts in 32961 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 09:22:16 AM
TIGSource ForumsDeveloperCreativeDesignPitch your game topic
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Author Topic: Pitch your game topic  (Read 132677 times)
Udderdude
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« Reply #1260 on: February 22, 2012, 06:04:19 AM »

No opinion on Woods.

Tower sounds like a very vague concept.  Also, having 180 floors each with a different theme is unrealistic.  You could have just the example floors you listed and it'd still take a ton of art resources and etc. to complete.

Cooking Show sounds like one of those minigame things or something from a Warioware game.  Could be a decent casual game.
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baconman
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« Reply #1261 on: February 22, 2012, 06:38:42 AM »

Woods and Tower both sound really fun. Cooking show just needs a little... either refinement or illustration to work; and it's good to see that you're considering a variety of ideas. I'm curious to hear about the other five, too.

Treasure Tower by Davioware (look it up) is pretty similar in concept to your Tower game (perhaps an inspiration?), you should certainly experience it a couple days to see how it works. Astounding simple-but-divine concept, actually.

Brogue may also give you good ideas about the potential in Woods; it's a somewhat simpler version of Rogue that actually applies level design to stuff like traps, item distribution, and that sort of thing.

Also curious, are you going for depth, simplicity, or some weird combo of the two in these projects?
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Falmil
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« Reply #1262 on: February 22, 2012, 02:40:15 PM »

what

It's not... that hard to understand, bro. Wizards live in towers. Did you think a space wizard lives in an underwater tower? No.

Well, I was thinking the more general and abstract version of space instead of outer space, so I would expect him to live in a pocket dimension that can only be gotten to by following a chain of portals through different planets and rooms and environments.

Or maybe he would just live in a giant Klein bottle.
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Painting
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« Reply #1263 on: February 22, 2012, 05:26:31 PM »

what

It's not... that hard to understand, bro. Wizards live in towers. Did you think a space wizard lives in an underwater tower? No.

Well, I was thinking the more general and abstract version of space instead of outer space, so I would expect him to live in a pocket dimension that can only be gotten to by following a chain of portals through different planets and rooms and environments.

Or maybe he would just live in a giant Klein bottle.

That'd be cool, but I don't think I have the talent to render Klein objects. He'll have to stick around in space somewhere, floating among the nebulae.

Like I said, I was half-asleep.
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Player Ʒ
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« Reply #1264 on: February 22, 2012, 06:00:33 PM »

what

It's not... that hard to understand, bro. Wizards live in towers. Did you think a space wizard lives in an underwater tower? No.

Well, I was thinking the more general and abstract version of space instead of outer space, so I would expect him to live in a pocket dimension that can only be gotten to by following a chain of portals through different planets and rooms and environments.

You're trying too hard to be indie. Being indie comes naturally. Be one with the indie.
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« Reply #1265 on: February 23, 2012, 03:31:59 AM »

Hearing "space wizard" and assuming it means one from pocket dimensions is like hearing "normal wizard" and guessing that it must be a wizard who lives on a normal plane from the Earth. It's a weird stretch.
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Falmil
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« Reply #1266 on: February 23, 2012, 02:28:59 PM »

My pocket dimension thing wasn't what I was literally expecting. Just an example.

I said I was thinking "space" as in the more general and abstract and all its possibilities instead of just "outer space". Space is all about position and direction and orientation and dimensions, so I figured a wizard would be able to manipulate those things (like a pocket dimension, or portals). In addition, you specified a bunch of different floor themes that would indicate a similar theme in terms of sampling from different environments, since those things aren't in outer space.

Also, the idea of a space tower is admittedly strange where you could simply float to the top because of zero g.
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calstin898
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« Reply #1267 on: February 23, 2012, 07:05:58 PM »

You are a Spartan warrior in the battle of Sparta. You are tasked with leading a group of other soldiers. To do so requires some strategy. You have 30 seconds to chose a command (sword, bow and arrow, shield, charge, move, or revive). Once one is picked for a 30 second period you can only use the command you picked, then you chose another command and so on. Think castle crashers for combat, except every person in your group can only do one command at a time. You can level up and gain more troops to use. You start off with about 6 at your command but as you level up you gain more. Once your amount of troops reaches about 20 or so you can do 2 commands at once. You can't go earn any more commands at once (not 3 commands; this is because there is 5 commands). When you have 2 at once you can use arrow keys (asdw is to move) to switch to a troop with the other ability from the command.

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Dragonmaw
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« Reply #1268 on: February 23, 2012, 07:17:56 PM »

So... Patapon.

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« Reply #1269 on: February 23, 2012, 07:48:41 PM »

A platformer where you control the layout of the level - instead of the traditional 'click this switch to temporarily close off this spike trap so the computer-controlled protagonist doesn't kill himself like an idiot' escort platformer, it'd be like 'click and drag the level itself [or pieces of it] to shunt the player up and down and all around the place'.

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Falmil
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« Reply #1270 on: February 23, 2012, 10:09:00 PM »

Rustyard sounds at least half way there: http://www.nitrome.com/games/rustyard/index.html
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Armageddon
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« Reply #1271 on: February 24, 2012, 07:18:24 PM »

I'm not saying it's wizards, but it's wizards! Well, hello there!
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7Soul
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« Reply #1272 on: March 02, 2012, 03:48:42 PM »

Currently:
-Tower defense on a post-apocalyptic world with 8-bits graphics. Story is about robots and your journey on protecting humanity against something we created ourselves

Dream games:
-RPG centered around alchemy. The characters are 3 girls and you can develop their battle abilities as you like. Villains are an evil secret organization, corrupt elemental spirits and a double-personality artificial being

-Simple metroid-like platformer where you climb a gigantic tree

-Shoot'em up where you're a medieval fantasy rpg character. You get randomly generated equipment along the way
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Sir Raptor
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« Reply #1273 on: March 05, 2012, 07:18:15 PM »

A roguelike platformer where everything is randomly generated, including the player character. Each new character you roll has a random ability and a random disability, such as the ability to double jump but not move left, or the ability to flip gravity but a time limit to complete a level before you automatically die. The object is to collect the treasure chest at the end of the level, but the prize is also randomly generated, so there's a chance of getting blown to pieces just as much as winning a bunch of money. Every character who gets a treasure chest has their stats posted onto an online leaderboard.
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Udderdude
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« Reply #1274 on: March 05, 2012, 10:37:31 PM »

A roguelike platformer where everything is randomly generated, including the player character. Each new character you roll has a random ability and a random disability, such as the ability to double jump but not move left, or the ability to flip gravity but a time limit to complete a level before you automatically die. The object is to collect the treasure chest at the end of the level, but the prize is also randomly generated, so there's a chance of getting blown to pieces just as much as winning a bunch of money. Every character who gets a treasure chest has their stats posted onto an online leaderboard.

Sounds as much an exercise in frustration as it is an example of randomness ruining a game to the point that you're just waiting for the right dice rolls to come your way.
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