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3 game ideas, which one sounds most fun?

Started by November 24, 2003 01:16 PM
6 comments, last by Codejoy 21 years, 2 months ago
This is a poll, and I am not asking which one is FUN but which one is more fun Okay the three ideas i have in various levels of completion are: (these are all meant to be on a pocketPC platform) (Game Idea 1) Adept: You play as a mage of either different/schools or elements (not sure which) and you adventure through a tower (99 randomly generated levels, each level consisting of "rooms" that u explore finding either gold, items or monsters to fight) Once in fighting mode (the fight view is reminiscant of Dragon Warrior games) you have the option to melee attack, or cast a spell. The casting of spells is a gesture system that you can build different spells with by attaching a element/school with an effect to create many new spell types. You gain experience for spells, increasing the effectivness of spells that use the particular abilities you increase...and also gaining more "time slots" in which to chain the spell gesture together to create even more elaborate powerful spells. There are other hooks here like some levels have shops that let you buy and sell items, and get regents for use in spell casting. You can also find rooms that are like relestate in the game that you can purchase and turn into your own abode where you can research and practice spells. Current Design State: I have a good gesture class, and a good sprite engine to handle the game. There is only like 2-3 pagese of design work done on the game, and there has to be a lot more to hash ou the way the spell system works (some things that have helped so far was good replies to posts i made here earlier on the item). No artist no sound engineer Game Idea 2 Sim Pimp After reading some forums and linking off to never neverland finding some people in these forums commenting on sim games, sim pimp came up, some thought the idea was dumb, others thought it was great...I read it, and after some thinking came up with some ideas that I thought would actually be fun and work well in a sim parody setting. Since its pocketPC, the game just needs to be pretty fun, good bit of pick up and play value and never has to take itself too seriously. General Game play synopsis: You play as a pimp, where you must hire the right kind of girls for the right kind of clients, you gotta keep your girls inline, and also keep upgrading the "love shack" with bigger rooms, more animinities to increase client satisfaction and return client trips. There are several turf areas for you to end up control over, though picking the pimp at the start of a new game defines your starating territory. There are 5 pimps to choose and they have funny names, though i also included a clever scheme to let the player add their own name to the pimp. The full version of the game will also use pocket outlook to access the contact folder on a users pocket pc and put the names into the game for the various clients and such... sorta like black and white did. Current Design State: The design doc first verison is done (10 pages long) The sprite engine is done The sound system is ready, though no sound engineer Have an artist (if he sticks with it) Game Idea 3 Ship of the Line: A sim/arcade game that plays out in some historical fashion the thrill of the age of sail naval engagements. You control various groups of ships and manuever them into firing position on other groups of ships etc... this game design idea is the least fleshed out though I would like the base the game play somewhat on a game called (for you old schoolers out there): "The ancient art of war at sea" by borderbund software I think. No Design Doc No Artist Just an urge to make this type of game So which ones would you the playing public find most fun based ont he info given? I need to finally sit down and start to focus on a game, though I am not 100% sure which one I want to do, since all the above ideas appeal to me. And any comments/questions on the game ideas listed above? (such things help for motivation) Thanks for your time, Shane
The concept of fun is subjective. Ask a group of people and you will get a group of answers and none of them will be "right" because they are opinions. If you have faith in an idea then make it. If you have equal faith then draw lots. If you don't have faith in your ideas then they probably aren't worth making. What is more if you can't make a simple decision like this then you are unlikely to be able to make the many harder decisions that will be required to succeed during development.

Great games are the result of passion not democracy.

Dan Marchant
Obscure Productions (www.obscure.co.uk)
Game Development & Design consultant

[edited by - obscure on November 25, 2003 4:47:05 AM]
Dan Marchant - Business Development Consultant
www.obscure.co.uk
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Despite fun being subjective I have to say after carefull consideration that adept sounds like fun. It could have the kind of old school playability were the player''s aim is to get to the top. Or you could have a stupid story were your trying to escape and the only way out is down.

I like the sound of this game.
GO TO MY WEBSITE.GO NOW.Oh wait I''m not Jesse Custer. Real Life Sux.
Keeping in mind that this isn''t criticism but reflections of my personal taste:

1) All I saw was "wizard blah blah tower blah blah NEXT!" Just looked, at a glance, like carbon-copy stuff. I''m sure it''s more in-depth but again this is subjective;

2) has a certain campiness to it that might appeal, in the same way "Dope Wars" did. Not sure about longevity but it does have an interest-factor;

3) ...a/k/a "Battleship". With graphics. Which is still a classic, but unless there was something incredibly appealing about the game I can download a few dozen similar for free.
[font "arial"] Everything you can imagine...is real.
Thanks for the replies, I understand fun is subjective, and some of the game ideas may sound trite. But as a game fanatic, I can assure you that I would design, design and design again until there are new hooks to make the game fun and as original as possible.

Most my energies have currently been to pondering out the mage idea game... one must keep in mind that to design a game on a pocketPC or similar device you have to approach it with new design paradigm than on a console or PC.

That is: THe game must be playable in short spirts, but have long lasting appeal, or high replayablitiy if the initial game is short. The controls on mobile devices 99% of the time suck, and thusly everything should be done with as few buttons as possible or the stylus itself, so very "point and tap" centric interfaces.

The game should also make great use of resources and strike a balance between playability, pizzaz and requirements.

So the focus of the above mentioned games are for pocketPC and hence, they will be designed accordingly...so this means two things:

1) They will probably sound trite, and way over done, since yes the designs of that type fit well on pocketPC...
2) The pocketPC does provide some new (not better, or worse) input avenues (i.e the stylus with its ability to feel like writing/drawing on paper or something similar) and other things, its small size, ability to shut it down and boot it up almost instantly, and how its embedded with the OS and features of it EASILY (read above Sim-Pimp pocket outlook feature)

So that is why the game ideas might sound, small, non monumentus, remedial.

Thanks for the input for sure though,
-Shane


Good to see you are putting a lot of thought into fitting the game to the target platform. Issues like interface are very important and when a platform has certain input restrictions it is smart to take those into account.

Dan Marchant
Obscure Productions (www.obscure.co.uk)
Game Development & Design consultant
Dan Marchant - Business Development Consultant
www.obscure.co.uk
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Thanks for ur kind words, I have to say its a new kind of challenge I enjoy programming for the platform, though as a one man show, its hard to know if my ideas/thoughts are right, or even in the ball park, hence the start of this post...

Shane

IMO you should go for the one YOU like most!
and if you can''t decide on one, just queue them up

but for your poll:
i''d go for the adept wizard game, because there you can utilize the input better. ie. draw gestures or "runes" or whatever with stylus, wouldn''t be near as cool with a mouse

the pimp idea also sounds quite funny, but i think it would be better left for pc.

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