Aight. First game idea I'm posting. Mainly because It's one of the ones I spent time developing. Anyway, without further ado, here are the sparknotes, taken from a conversation i spent rambling on about it:
Just to start, this whole idea is based on a metal arena with a floor made up of 2-4 inch metal columns, like those nails things which take relief of whatever you put in them.
It'd play like a Third person shooter. You know RAWR, I have a gun and you have one too. We are destined to fight. *much muscle flexing*
Then, basically, Every player has a cyborg arm, with generator on their back or whatnot. Anyway, the hand on this arm is magnetised, so you can pull up the floor of metal grids directly in front of you, as a sort of impromptu cover. AS for how long this lasts, I was thinking about it either:
- Lasting a couple of seconds, explained by a loss of magnetic charge
- Being permanent and having the columns fall down when hit with weapons fire
- being permanent until a player comes up and removes it
Anyway. The idea, of pulling it up as cover can also be used offensively. I was thinking something like having a rocket propelled mine, that pulled up the columns behind it as it passed. Again, how long this wall lasts is sort of in the works.
Also, I was thinking for an area attack to just put your hand to the ground and send out a pulse. This creates a undulating wave, or maybe a spreading wall that is think and dissipates the further out it gets.
When the floor is exposed to weapons fire, I was thinking small ripples that last about a foot in either direction and get about a quarter of a foot high, just for looking cool sakes.
Then, because a flat arena makes the game a bit boring, i was thinking levels that start terra-formed, with hills and walls. These could be set to be permanent or to be removable. Of course, a level editor would also be there, so you could create buildings and shizz.
My major concerns are that this would be a motherloving pain to program, a genuine hardware drain possibly, and that the colours might be monotonous and boring. Ways to counter the colour problem are to maybe have your attacks tinted, so if you pull up cover or send out a wall, its tinted to red or green. Not fully colour changed, but more so you don't spend your days looking at a gray grid.
Graphical stylings would probably be stylised smooth shading, with more a focus on aesthetic over realism.
Now, if you are as lame as me to be interested in reading this far, please leave impressions, suggestions, or general comments behind.
Just so you know, this is an idea only, and i would love it if someone with programming or graphical ability approached me to help make it (unlikely), and would hate it if someone stole it (now i sound like a noob).
Aight, this post has taken far too long. I'm out.