Apologies if this board is for works already functionally underway.
First off, this is Homestuck:
http://mspaintadventures.com/It is very long, but very entertaining. Even if you don't want to take part in this project, I highly recommend it.
Key points summary:Game based on Homestuck
Tactical RPG-oriented play focused primarily around the main character, with other units being optional or nonexistant.
Alchemy system with a lot of simple theme/colour-changing options.
Basic operation of the game mostly mapped out, but up for debate.
Meant to be quirky and fun, and preferably an online game by the end.
Music should be more artificial-sounding, but fairly upbeat. SNES-style, more or less. MSPA has a music section for quick studying.
So far, team is one concept designer, the original visionary, and a sporadically appearing spriter.
Would probably be best done as a bare-bones game, then patched into the grand vision over time.
If you are interested in joining our team, you should know that while I'm not the one who started it, I seem to be the sole driving force behind it now, the originator being more or less AWOL and the coder having apparently ditched the project.
Here is the originator's original post from MSPA Forums:The whole thing:
http://www.mspaforums.com/showthread.php?30464-A-Homestuck-Game-Concept The still-relevant part:
"I recently brainstormed up a Homestuck game in which you create a character, a house, and receive some random chums on your chumroll*. You also receive a timer. Some part of your screen has a timer, which gives you 20 minutes to escape via SBURB. At some area of your house is the SBURB client and server disks. Upon locating them, you can lounge around and explore all you like, but you MUST enter the medium before your twenty minutes are up. The idea behind this is if there's a time limit that gives you a so-so amount of time, you should have enough time to daisy chain around 50 people, if you're efficient, but it is easier in terms of most things to simply chain with a few people.
The way the game 'connects' people is that it creates a Pesterchum chatroom in which all of the SBURB players in a session can converse.
* - Your CHUMROLL is how you will connect with other users, and will hopefully end up BEING NOT DEAD. The Chumroll automatically locates people with <5 people in their chumroll with one to two similar interests, and connects them. Of course, if noone online shares your interests at all, which is somewhat unlikely, it just drops a need for similar interests altogether. Of course, if some set of cool dudes already has a daisy chain going down and you literally have everyone from said daisy chain on your list, you can either hook to that one or let the game hook you up with another dude.
The advantages to having more people:
A greater amount of grist types availible, allowing for much higher 'quality' weapons.
A greater amount of interests, allowing for more creativity and weapon-building.
A greater amount of helping hands. As has been previously seen, people in the Medium are able to travel to others' planets. This allows you to assist others in growth. This brings me to my next concept: combat.
It isn't and will never be easy to find a combat style that fits Homestuck perfectly. The best style, however, is a Final Fantasy Tactics style combat. The way this works is that the character is plopped upon a grid as soon as coming into 'contact' with an enemy. The background fails to change, and anything considered by the game to be 'walk' territory can be walked onto. It works very simply: whoever has the highest SPEED goes first. When attacking, it checks which direction the enemy (or you) are facing, and then gives multipliers depending on what side you're attacking. Weapons supply your SKILLS, and as you continue to use the specific WEAPON, it gains more SKILLS. This's just so you don't have to ALCHEMIZE every two seconds and have your WEAPON become obsolete."
At this point, he puzzled over how Interests would function, but I helped him to the conclusion in a later post, along with another helping of ideas I've more-or-less ironed out.
So far, the game is all concept, but spriting should be fairly easy due to Homestuck's simplistic style, and music design should hopefully be simple and fun. Coding and organizing the alchemy options is -I assume, knowing nothing about coding- the hard part.
I'd like to note here that while people on MSPA forums have likened this game to another project, Housetrapped, the final product we're aiming for is exceptionally different.
As a reward for sitting through all of this, enjoy some of the titles I have made for characters as they become more skilled with their damage type of choice (there are too many weaponkinds for a ladder for each one to be reasonable or fun). Hopefully, they're also provide a sense of general tone for the game.
Proficiency Ladder titlesBludgeon: Rattletot, Thumpchild, Bludgeonwhelp, Bonkmite, Bluntbairn, Crushmoppet, Strikeruffian, Pummelchamp, Smashmeister, Meteoric Compressionator
Pierce: Poke-imp, Jab-Lad/Lass, Thrustkiddie, Puncturesquirt, Twingetot, Stabmite, Gashurchin, Pierce-Prince/ss, Saberking/queen, Penetratacular Professional
Slash: Cutkiddie, Incisesquirt, Gashnipper, Rendurchin, Slicestripling, Evicermite, Carvemoppet, Woundmeister, Slashpro, Vorpal Fissurecrafter
Entangle: Snarecherub, Anklewrapper, Tangletot, Traptyke, Trammelscamp, Bindbrat, Grapplebairn, Enmeshmite, Corralchamp, Efficacious Constrictor
Spray: Sprinkletot, Drizzlenipper, Misturchin, Spritzwhelp, Pressureimp, Foglad/lass, Sparge-chap, Sprayking/queen, Aspersionslayer, Torrential Atomizer