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SinisteRing
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SinisteRing


Number of posts : 2032
Registration date : 2008-05-21
Age : 31
Location : New Hampshire

Your Character
Level: 1
Primary Move: Telekinetic Choke

Game Idea Empty
PostSubject: Game Idea   Game Idea EmptyTue Feb 16, 2010 1:40 pm

Quote :
READ FIRST
This is a very rough game idea. It is unrefined and was written down extremely quickly. It's a mess, so if you have questions post and I'll try to answer them. Beyond that, it is also unfinished. Help me finish it. Smile

GAME IDEA

GAME IDEAS CAME FROM:
  • Dreamlords (Lifetime/Age/Match Separation, Territories, Guilds)
  • GunZ: The Duel (PvP Gameplay Style)
  • Rakion (PvE Gameplay Style)
  • Wurm Online (Attributes, Territory Construction)


LAYOUT
3 Persistence Types:
--- 1) Lifetime (Forever)
--- 2) Age (2-4 Months)
--- 3) Match (Minutes-Hour(s))

Lifetime Rewards: Very Small
Age Rewards: Moderate
Match uses Lifetime & Age rewards, also gains more of both, depending on style.

GAMEPLAY (MATCH) - 3rd Person

GunZ-style 3rd person shooter. Elimination, CTF, Free For All, etc. could be possible game types.

Players Per Match: 1v1 to 8v8/16v16 in PvP. 1-6 man co-op PvE.
Weaponry Separation
  • Ranged Guns: Snipers, Automatics, Machine Guns, etc. (Greater than Melee Weapons)
  • Short Range Weapons: Sub-Machine Guns, Pistols, Bow & Arrows, etc. (Greater than Ranged Guns)
  • Melee Weapons: Katanas, Swords, Knives, etc. (Greater than Short Range Weapons)

Shield Separation
  • Tactical Shields: High Defense vs. Ranged Guns, Medium Defense vs. Short Range Weapons, Low Defense vs. Melee Weapons.
  • Steel Shield: High Defense vs. Short Range Weapons, Medium Defense vs. Melee Weapons, Low Defense vs. Ranged Guns.
  • Wooden Buckler: High Defense vs. Melee Weapons, Medium Defense vs. Ranged Guns, Low Defense vs. Short Range Weapons.


Actions: Attack, Block, Run, Roll, Jump, Walk
Abilities gained from Age rewards. POSSIBLY from Lifetime rewards.
Speed, Damage, Attack Speed, etc. bonuses from Lifetime Rewards mainly.

OVERVIEW (AGE)

Unlockable Abilities (Examples)
  • Dual Wield - Use 2 of the same weapon. (Costs 120 currency)
  • Disarm - Make the enemy unable to use their current weapon for [X] seconds. (Costs 500 currency)
  • Kick - Deal instant damage and slight knockback. (Costs 260 currency)


Currency: LARGE (Separate from Lifetime)
Examples:

  • 10 for Kill.
  • 8 for Assist (30%+ damage done to killed player, not last hit).
  • 15 for Completed Mission (PvE).


MAP PORTION (Optional*)

Risk-Style map overview. Territories give bonuses to player (Age Currency) gain.
  • More Territories:
    • Harder to maintain (more points to be attacked from).
    • Higher currency gain multiplier.

  • Less Territories:
    • Easier to maintain (less points to be attacked from).
    • Lower currency gain multiplier.

  • 5-10 minutes to defend a territory from attack.
  • Inner territories (not bordering non-owned territories) allow PvE missions.

Upon destruction of a clan or players territories, they are then able to attack any territory on the map that borders another territory (cannot attack inner territories). Once they claim it, this privilege is taken away.

CLANS

Control territories co-operatively.
Max players in a single guild depends on the amount of players per server. Suggested 10-20 (maximum amount of players per match, with a few substitutes).
Clan can use their age currency to construct defensive buildings on territories, such as turrets, walls, radars, etc. POSSIBLY able to build vehicles such as cars, trucks, planes, helicopters, etc. The quality of these constructions depend on the crafting level of the creating player.
Crafting is a Lifetime skill increased slowly over time by building a specific kind of construction (such as Helicopters is a separate skill from Planes). These constructions take 10-20 minutes to build, based on the players skill level. The player cannot participate in battle while building, but is allowed to spectate his clanmates do battle on other territories (their clans players, third-person view only).

ADVANCEMENT (LIFETIME)

Passive Bonuses: Done in "tree" format.
Code:
/------------\          /----------------\
|+0.5% damage|          |+0.5% move speed|
\------------/          \----------------/
      |  /-------------------\  |
      \->|Aura: +0.3% atk spd|<-/
        |  10 meter radius  |
        \-------------------/
Currency: SMALL (Separate from Age)
Examples:

  • 0.04 per Kill.
  • 0.03 per Assist.
  • 0.09 per Completed Mission.


WEAPON PROFICIENCY

Multiplier, increased by dealing damage. Gain based on weapon difficulty. Max of 1.5-3.0, chosen according to how game testing plays out.
Initial Value for Multiplier: 1.00000.

+1x10^-10 to +2x10^-10 to multiplier per damage dealt.
Very low due to being a lifetime reward combined with extremely high amounts of damage.

MELEE WEAPONS

Can be thrown and will come back after a distance has been reached, dealing damage to anyone it comes into contact with.
Increases the speed of the user drastically.
Deals moderate to high damage on hit, depending on weapon.
Normally high rate of attack.
Possible to dual wield.
Adds defense to other melee weapon attacks when blocking.

Possible Abilities: Poisoned Blade, Bleeding Attack (Aftereffect), Maim (Slowed Movement), Climb, Wall Run, Wall Jump.

SHORT RANGE WEAPONS

User moves at a moderate rate.
Can dual wield, depending on weapon.
Rate of fire highly various on weapon.
Damage dealt highly various on weapon.
Versatile and able to adjust between short and long range combat.
Able to use abilities similar to melee and ranged weapon specialties.

Possible Abilities: Burning Bullets, Headshot (Double Damage on Head Shot).

RANGED WEAPONS

User moves very slow in relation to other weaponry.
Weapons usually have moderate-high damage.
Rate of fire is usually lower than other weaponry.
Only Gun Type Able To:
  • Have Scopes.
  • Have the highly accurate burst-fire shot style.
  • Pinpoint Accuracy Special: There is no spread on shots. Every bullet goes directly to the center of the crosshair. Only available on specific weapons (eg. Snipers).


Possible Abilities: Double Damage (Temporary Buff), Invisibility (Must Remain Immobile), Radar, Quick Reload.

ATTRIBUTES (Optional)

Endurance - HP, Stamina (Optional)
Dexterity - Accuracy, Recoil
Agility - Movement Speed, Footstep Weight/Sound
Knowledge - Chance of Weapon Proficiency multiplier to be applied.
Luck - Higher minimum damage on hits.

Initial Value: 1.00000
Maximum Value: 99.99999

+0.1 for single Lifetime Currency
---OR---
+#.# (low) for doing things related to stat, eg. Endurance for taking damage.
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cacahead
Apprentice Mage
Apprentice Mage



Number of posts : 4
Registration date : 2010-02-28

Game Idea Empty
PostSubject: Re: Game Idea   Game Idea EmptyTue Mar 02, 2010 2:14 am

Sounds fun, how's the development so far?
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SinisteRing
Webmaster
Webmaster
SinisteRing


Number of posts : 2032
Registration date : 2008-05-21
Age : 31
Location : New Hampshire

Your Character
Level: 1
Primary Move: Telekinetic Choke

Game Idea Empty
PostSubject: Re: Game Idea   Game Idea EmptyTue Mar 02, 2010 1:52 pm

It's an idea, not a game...
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kuro
Clan Chieftan
kuro


Number of posts : 1331
Registration date : 2008-05-31
Age : 114
Location : in the middle of nowHere.

Your Character
Level: 2
Primary Move: invoke

Game Idea Empty
PostSubject: Re: Game Idea   Game Idea EmptyThu Mar 04, 2010 4:00 pm

Knowing you, don't make it too complicated (as much as we all know you want to). Make a simple demo-esque map and build on it. If you shoot for something too big it will bore you, so start small.

The concept looks cool, something like Elimination Tournament (a shooter arena) with an rpg-feel to it... a tad reminiscent of Metal & Magic.

By the looks of it the map will probably be 3v3v3v3 or 4v4v4, yes?

I'd love to see a demo-map with 3-5 riflemen and a few trees/hills.
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SinisteRing
Webmaster
Webmaster
SinisteRing


Number of posts : 2032
Registration date : 2008-05-21
Age : 31
Location : New Hampshire

Your Character
Level: 1
Primary Move: Telekinetic Choke

Game Idea Empty
PostSubject: Re: Game Idea   Game Idea EmptyThu Mar 04, 2010 6:38 pm

It's not a map. It's a game... idea. Meaning full-fledged if it were to be created, independent of WC3 or a mod of any kind.
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