Battle in the Drum of Every Heart
(all colors subject to change!)
So I want to make this game for two main reasons. Firstly, Native Americans are extra awesome, rich in badassium, and have a fascinating culture which could translate to many cool game ideas. They are also a pretty much untapped style for videogames. Secondly, I feel that there is a lack of casual multiplayer games (excluding all those cheap crappy ones), especially for mac. Most multiplayer games these days are gigabytes and require crazy computers to run. I want to make a multiplayer game thats small, creative, accessible to a wide range of computers. Lets make a simple, tight game.
Overview:
Battle in the Drum will be a tribe based multiplayer action platformer with some amount of RTS and RPG. Various tribes (indicated by different colors (of the rainbow!)) will compete to be the most superior tribe in the land for the longest amount of time. Players will have a handful of different paths (classes) to choose from, each one different from each other, and hopefully innovative in respect to most fps' and similar games. I'll go into each path later.
Goal: One of my goals for video game design is to have nonviolent options. Sure the bulk of the game is killing, but I also want to have alternative ways to excel. currently the main idea is that one tribe tries to destroy the other tribes totem pole. but there could also be territorial or resourcial goals. I don't know yet, it will come to me in time.
prototypes and builds and other actual game stuff!
braveprototype.gmkbraveprototype.exePaths!
So that paths are like classes, each one is cool, and you can switch each time you reincarnate. my goal is to make each one play and feel fun and uniquely challenging. What I have so far is still very much WIP
Chief
There will only be one chief per tribe per bout. This will be the member with the highest overall score, the elder if you will. this class will be significantly better than the others.
Features: shield block, ever pointy spear, dash, self heal, area buff, warcry
Shaman
The shaman will be a combo of healer and spellcaster. i was thinking that it might be neat to have an aquaria style spell system.
Features: casts various offensive, defensive, and useful spells: rez, area heal, fear, stoneskin, hail storm, fire, spirit blast (regular attack)
Brave
The main warrior. Not much to say about him, so we need to come up with something.
Features: throws tomahawk, warcry, accumulates power with kills, thunderclap
Scout
The Scout is the agile path. He's not as strong, but he has greater movement and tracking skills.
Features: shoots arrows (charge upable), stalks (becomes primary background color), double jump
War Drummer
The War Drummer is a noncombat area support path. The idea is that he can create different area buffs or curses in the surrounding area by successfully playing different beats in a single note guitar hero type system. so instead of shooting and dodging, he's got to dodge attacks while keeping beat.
Buffalo Rider
I really want this class, but it may be difficult to implement. The idea is that he's got a lot of health and basically charges around ramming into enemies. he can also head butt and rear kick. Thats pretty much it, he's got a lot of offense, and no defense. I was also thinking that he'd be able to tame wild animals and have them fight for him cause he's like, good with animals.
Cultivator
I like plants, they're like my favorite thing. This guy grows various offensive, defensive, and municipal plants, kinda like an engineer, but with more badassium. Like plants that shoot shit, or ones that are spiky, or ones that ensnare people, or ones that produce healing food, or ones that are just dense walls. some are fast growing, some take time and attention. Many possibilities.
So now I'll talk about some of the abilities I mentioned:
Warcry: Woobooboobooboo! We've gotta have them! So when preparing for a battle, the braves and the chief can let out their whoop, and everyone near by them gets pumped! When you have a lot of them in the same area = really really pumped! This helps promote teamwork.
Braves power accumulation: So the Brave needs some work, something to set him apart and make him enticing to play. What aspect of this Native American warrior could be transformed into an awesome gameplay mechanic? One idea I had is that with every kill they would consume the energy of their opponents and get stronger, so the longer they last they stronger they become. What if they started to glow, or globules of energy rose off their body and arrows remained in their body, accumulating over time until they fell not as just another warrior, but a boiling spirit of energy and rage? That would be pretty powerful.
Scouts stealth: I don't know if you noticed, but there's a stealthed scout in the mockup above. He's standing to the left of the shaman. Once you see him he's pretty easy to spot, but I see a handful of places where he would be very hard to find. I like this technique of stealth because it requires skill and planning. When you're moving you much more visible than when you're standing still.
On to Spirit Animals:
Pretty much every game where you can get your own little buddy is awesome. Thats just how it is. My idea is that there are a handful of familiars that you can get (only one at a time can be used) that increase some particular stat by a noticeable but not overpowering amount. I was thinking to charge a dollar for one. so that the game could pay for servers and such. So you can only have one active at a time, but you can switch them at death like switching classes.
speed up - rabbit
health up- turtle
damage - crow
spirit up - fish
jump increase - frog
poison damage - bee
Wild Animals:
These guys are creatures that inhabit the map. Mostly they just walk around and be cool, but if you agitate them they'll attack you. They can also be tamed by buffalo riders.
So thats what I've got for now. There's still a looooooot that needs to be figured out. This idea has some pretty big challenges and it might need to be simplified or revisioned. But we'll seek the highest first. I think what we need to focus on now is the overall style of the game. I don't want it to be as jumpy and low-gravity as soldat. more like a toned down version of teeworlds meets super mario war meets ganggarrison2. What other games are similar to this idea?
Issues: hmm, there are a lot of them, lets get to them later. this is pretty long.
also a big thanks to jwaap for having such an awesome style! hes in a way the inspiration for all of this.
SO, what kind of game should this be? a mix of teamfortress+patapon+super mario? How should the controls be? What kind of innovative game objective and overarching game elements can we create with this concept of tribes? Oh, and who wants to help and in what ways?