3 years ago

So, what would be my next project?


Okay, so I've been brainstorming a few ideas during the the development of Terry's Treasure Trouble. Some, more recent than others. I've got a bit of a back catalog. However, most of these are more like stories, and not necessarily fleshed-out game ideas.

  • Edge of Fantasy- Action-RPG. Mostly, an excuse to use more Mode 7 effects and that Ring Menu, and to get away with stuff I couldn't in Rock Beyond Time due to its multiplayer nature.

  • A 3D Belgrad title- It would be more like Devil May Cry than anything else, and would take place after a botched wedding: Jason's own. A woman's scorn kicks off the plot, and Jason must save his bride from a familiar face who made a deal with devils.

  • Johan and Peewit- The Belgian comics that led to The Smurfs seem to have good material for a Zelda-like game. It also has a great aesthetic. Unfortunately, my knowledge of the comics goes as far as YouTube, and I'm not a fan of the Hanna-Barbera Smurfs show. (That being said, The Smurfs and the Magic Flute is a good introduction to Johan and Peewit.) Also, I think it would be tricky for the rights holders to let a Johan and Peewit game get made, AND still let Johan fight back enemies with a sword.

  • The Craftlands- Years ago, the Child created the Craftlands, a world of arts and crafts, in her bedroom. Years later, the Craftlands had ascended to a higher plane of glory: the attic. There, the Craftlands were forgotten by the Child who created them. Much, much later, a little guy called Bunnyman forms himself out of a cork, some pipe cleaners, paper, and a styrofoam ball, and goes on a journey to save the Craftlands from its destruction caused by aging and the creatures of the attic. A story about existentialism, and about a world the Child had forgotten.

  • Pistolwhip- Western 3D action game where an ordinary high school girl ends up Westheria, and transforms into the notorious bounty hunter, Elaine "Pistolwhip" Cadaver.

  • Project Anthroid- More or less an excuse to make my own Vectorman game. In The Future, anthropomorphic animal robots, called Anthroids, become super-popular. However, after a bad system update, most of the Anthroids go wrong and attack people. It's up to one Anthroid, modified to not receive updates and armed with lots of weapons, to take down the other Anthroids and the server making them go wrong.

  • Project Isekai- This is more or less another draft of that ARPG. gmx game from the NukeOTron Sucks Collection. Alexandra Van Hara had been living in a digital, artificial world for so long that she had forgotten where she came from, and had been stuck there all her life. One day, she goes on a journey, only to find out the world she was living in isn't real, and it's been reprogrammed by an AI called Trin. Yes, THAT Trin, as referenced by Dragonian and Rock Beyond Time, reimagined as a self-made god in a digital world. It also explains the digital corruption, because Trin had been tampering with the world's code to its own benefit.

  • Staff of Laria/Aresera- My long-lasting dream RPG. I've been wanting to make this since I could develop games. I like a flexible engine like Game Maker's, but I can't program a good RPG battle system without falling asleep at the wheel. I've had a script for YEARS.

  • Cindy and the Street Magicians- A beat-em-up where you play as Zatanna- er, Cindy, a girl training to be a street magician, who has to fight off the forces of evil magicians.

  • Galaxiator- Imagine three different pieces of media acting together: A Junior Fiction novel with ciphers in it, an arcade game, and an Atari 2600 game. Without the book, the Atari and Arcade games are just cute little one-screen games. With the book, you open up the rest of the two games, and those two games will give out clues to players that they can figure out using the symbols and sentences written in the book.

  • Stroidos V- THIS is the big idea I've been brainstorming recently. Blaster Master meets Metal Warriors meets Rohga Armor Force, meets Zelda II. You are stuck on a planet, called Stroidos V, run by an AI called Silverhead. In order to get off, you need the help of Lettie, an android girl with a ball-peen hammer haircut, to help collect and construct robots to help you traverse the world. Above-ground sections can be in Mode 7. Basic underground sections are 2D platformers, where the robot is preferred. Doorway sections (where only the pilot can go) are top-down. The main gameplay will work like a twin-stick shooter, even in the platforming sections. Collect better parts and schematics to explore more of this world.

...yeah. They're more like story ideas than game ideas, but they do sound good to me. The real trick is picking one.



0 comments

Loading...

Next up

I did Attract Mode first.

She can pwn on her own for the first four mainline levels for 30 seconds each.

Since certain elements of GM Studio 1, including ye olde "score" and "lives" variables, were deprecated in later versions, I reworked the score system while making them global.Score and global.Lives instead.

Now getting a million points can be done.

How it started vs. How it's going.

The character-puppet thing ended up being the basis for the boss designs instead of the Robot Maid herself.

I could salvage it, but I'd think adding a mode where bosses fight each other is a bit too extra.

If you think YOU're asking "Is it done yet? Is it done yet? Is it done yet?" then just imagine how I feel every time I have to add little details and bug fixes.

...I'd better make a trailer or pitch reel.

Importing again.

It may say there are 20 warnings, but 18 are about "__cam" and two are about "array_length_1d", related to ye olde depth system.

...well, I don't know if I should be worried about either at the moment.

Playing around with the title is only the start of a title sequence.

Here. I've got a trailer ready. (...assuming it loads.)

Now I've gotta shop it around, and upload it onto YouTube.

Oh, no, not again.

At least it's just the player character, but still...

EDIT: It's just her collision box being different for the Hurt frames. Easy to fix. Her sprites all have different collision boxes to keep her ability to duck.

Do you know how hard it is to get THIS shot?

Like I said, I'm making level thumbnails for the Level Select screen. Also, this gives you a good idea how big the max health bar is.

Oh, no. They're stuck. I'M stuck. The only thing that could be doing this within reason should be collision physics.

Pretty sure the GM Studio 1 build doesn't do this, but the current Game Maker build does.