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View Full Version : New project...based on an old idea.


MagicJuggler
11-28-2004, 03:27 AM
...this means I am going to scrap SNRPG. Sorry to those whom expected it. It taught me an important lesson though: Don't bite off more than you can chew, especially when you're working with a program that doesn't even qualify as a true programmer's SDK (Gamemaker...).

The graphics might or might not be 2D or 3D. I just recently installed the DirectX SDK, and will be using it. (and C++ after I learn to use it; unfortunately, I'm currently learning Java in Comp Sci instead...grr!). I am not basing my game as a "fan game" of any sort; the premise is entirely original, and as such, I should be able to sell the game without being sued...hopefully.

Anyways, onto the game. Last year, I proposed an RPG based on Teen Movies like Scary Movie, High School High, Not another Teen Movie, She's All That, etc. The game was originally a free-form RPG where the player could win by several goals, such as either becoming Prom King/Queen, winning the Ultimate Football Bash, or stopping the hooded killer and unmasking him as Old Man Munson.

Between that year and now, I've realized most of those movies are lame. I thought "how would these make for a game" when I remembered there are so many classics that are technically Teen Movies. American Graffiti, Back to the Future, Breakfast Club, Donnie Darko, Encino Man Ferris Bueller's Day Off, The Goonies (had to fudge it a little; Josh Brolin was 17 at the time and while the only real teen in the movie, he technically is a teen), Grease, and pretty much any movie with Elvis. This leaves more room for gaming/side-quests.

So now what I need is to know is should I just make this a freeform game like Harvest Moon where one does whatever, or should I take the more "traditional" RPG route and create some predetermined story. Should I take the former path, should I create victory conditions, or should there be a primitive "scoring system" (i.e. Bonus: Top 25% Class Rank. Bonus: Prom court). If I take the latter, do I want a freeform exploration that serves as a backdrop to a one-solution affair (i.e. Final Fantasy. There's an overworld, but you only head one place...unless you want bonuses), or do I want linear backdrop where there are multiple solutions to a single problem (i.e. Deus Ex. There is one clear objective, and you must do it, but there are multiple ways to get through). Just how much character customization should there be (i.e. do we want a character creation system where for extra points, the player has the disadvantage: Sold His Liver on the Black Market [10 Things I hate about you])? Do we want a game where the player is defined as a geek, prep, jock, stoner, gangsta, slut, scary Goth Kid, etc. and treats those classes the way they're treated in Dungeons and Dragons (i.e. Level 4 Geek/Level3 Jock), or do we want a game where the character starts off classless and gains "Class" based on his actions (i.e. acting nerdy makes you more inclined towards Path of the Nerd!). Just how much realism vs. fantasy should occur. We could have stupid absurdity like students in the nude (not another teen movie), or we could have surreal absurdity (a giant demonic bunny). Would multiplayer be an option? If so, what could there be?

Feel free to post comments.