I'm currently making the design document for my first game - it'll be an exploration/platformer akin to Metroid (I'm using GameMaker to make it). I'm not looking to do anything groundbreaking, I just want to make something fun that I can be proud of (and something that I can start a portfolio with).
Anyway, I'm working on the story right now and I could use a little feedback and perhaps some ideas for details. Essentially, here's what it boils down to:
Quote:
Hundreds of years in the future, mankind wants to expand to the stars. All the habitable planets are too far away, though, so they develop these things called SEED ships. They load up people on board and put them in stasis - no consciousness, no aging, they're just in hibernation until the ship reaches its destination. A crew of robots staffs the ship to take care of things while all the humans sleep, and to help the humans get set up once they arrive at their destination in a few hundred years.
The rub is that a saboteur has infected the onboard AI of this particular ship with a virus (for reasons I haven't come up with yet). Fortunately, humans in the future are smart. The AI has no direct control over anything in the ship, she's basically an administrator. Layers of safety nets are in place to prevent her from going nuts and killing everyone. Unfortunately, the saboteur thought of this, and his virus slowly eats away at those safety nets, giving her more and more power over the ship's systems.
Enter the hero, Bit. He's a lovable little robot that can run and jump and be generally nimble. It's his job to stop all this as it happens, and to keep the crew safe.
So, that's the premise as far as I've developed it so far. I'm looking for a few things here:
o I've got a beginning. I'm still a little unclear on the middle and the end. I know I want the AI to become progressively more insane during the course of the story. I'd like the player to be unable to immediately just go confront her. (Maybe security locks that must be overridden before the AI core opens.)
o Backstory? I still have no idea why the saboteur is saboteuring.
o Crazy things the AI could do that would serve as goals for the player. She gets progressively more dangerous as the game goes on, so the entire gamut from "changing the chicken dispensers to dispense turkey" to "pumping poisonous gas into the ship's greenhouse" to "opening the stasis pods and the airlocks simultaneously." It's the player's job to stop all this from happening and endangering the lives of the people on board.
Thoughs/Ideas/Feedback much appreciated.