View Full Version : A cool idea for a game?
#1MarioFan
03-25-2004, 05:21 PM
Hey y'all. I have been trying to think up a game that would be cool being that this is what I want to be when I grow up alittle. So tell me what y'all think of this.
I had an idea that, like Melee, you would get all of the Nintendo characters together to save the world. It would be kind of like Sonic Adventure 2, just with Nintendo. The only diference is there is'nt just two quests( dark and light), Every character has a quest of their own. Oh, and allthe Nintendo bad guys join together to fight the good. What do y'all think?
That would be a huge hit and probably sell millions.
#1MarioFan
03-25-2004, 05:40 PM
Thanks. I think so too. I also had an idea( not too sure about this one) Where at the end all the good characters would all be on the same level. You could switch at will to other characters. And that would be steller with online capabilities. Ovcourse this game would be on a next gen. console.
bobo_ess
03-25-2004, 07:51 PM
that idea does sound pretty good. Almost sounds like super freinds.But with a nintendo twist.
Nights
03-25-2004, 07:58 PM
Hmmm... Sounds like an rpg where you go character by character to find out whats all going on at the same time. :-P
Still I'm not diggin.
DankHero
03-25-2004, 08:28 PM
i like
majik ninja
03-25-2004, 09:39 PM
Sounds good to me.
Peter
03-25-2004, 09:52 PM
Sounds pretty good. But if its short, it'll suck i think.
#1MarioFan
03-25-2004, 10:32 PM
Well if your worried about short...here are all the characters.
Good side-Link, Mario, Donkey Kong, Star Fox, Metroid Prime, Pokemon, and most likely many more.
Bad side-Bowser, Ganondorph, The green Croc. on DK 1( forget his name), and most likely many more.
Characters to make appearance in game-Sheik, Zelda, Toad, Peach, Yoshi, Luigi, many Pokemon, The Koopa Brothers, Endless amounts of aligators(DK), and many, many more.
Now again, if your worried about time, each playable character will have aprox. 5 hours on their quest alone. Hours add up quickly. And their will be unlockable side quests.
When you play a certain persons quest, the level will reflect them. If you are playing as Mario, you will likely here music from the classic Mario NES game. And what you usually see in Mario games( pretty, colorful worlds), you will see on his levels. And that goes for every character.
Oh, and I thought it would be cool if after beating a quest 100% percent with a character, you get one of thier classic games. Sound cool?
IEatFriedPikmin
03-25-2004, 10:46 PM
metroid prime would be cool to have on there....
it would be great, but it would take forever to develop unless each quest is very short.
alpha
03-25-2004, 10:47 PM
OMG this is a nice idea...but Nintendo isn't good about thinking about things like this.
#1MarioFan
03-25-2004, 10:57 PM
IEatFriedPikmin-But it would be so cool, and for Nintendo, just think about the prophet. A wonder id developers were thinking about time when they made games like Morrowind( one of the biggest free roaming games made), Sunshine( which was also big), and others.
Alpha to Omega- I figured they would welcome the idea being that it could be a geat hit.
IEatFriedPikmin
03-25-2004, 11:03 PM
Mario Sunshine wasnt too big.
Of course its a great idea. But each character having an individual quest would be kinda hard. They could pull it off with Mario characters, but nintendo characters in general would take a very long time to develop.
Nights
03-26-2004, 12:56 AM
Hmmmm.... I would like to play as peach using here super smash bro's melle powers to save bowser....
Don't ask me why, I woud just find that very amuzing
greatdane
03-26-2004, 02:00 AM
This game would be slightly pointless, awesome plan and all, but it sounds like a clip of the actual full games and with a lacking thrown together story...you cant play games for five hours and expect it not to have a cheesy intertwined plot...The New Sonic was a good game, but i found it lacking places. I dont know, many people tend to disagree, but thats me.
And this is similar to o so many concepts drawn up previously.
Hey y'all. I have been trying to think up a game that would be cool being that this is what I want to be when I grow up alittle. So tell me what y'all think of this.
I had an idea that, like Melee, you would get all of the Nintendo characters together to save the world. It would be kind of like Sonic Adventure 2, just with Nintendo. The only diference is there is'nt just two quests( dark and light), Every character has a quest of their own. Oh, and allthe Nintendo bad guys join together to fight the good. What do y'all think?
That sounds a heck of a lot like my idea for a game in the thread I made about it only mine was an Action/RPG. Hmmmmmmm.
:confused: Oh yeah, and buddy, Metroid Prime is evil, Samus is good. You listed in another post Metroid Prime was good.
#1MarioFan
03-26-2004, 03:37 AM
Oh, thanks. And I just came bach here a couple days ago after not being here for several, several months, so it's must be a coinsadince.
greatdane
03-26-2004, 05:28 AM
so did i, i could tell you metroid is evil,
#1MarioFan
03-26-2004, 09:43 AM
I meant the coinsadence about the stories being the same.
I meant the coinsadence about the stories being the same.
It's fine. My story was on about a month ago.
MagicJuggler
03-26-2004, 11:35 PM
How did Mario RPG manage to incorporate Culex from FFII? How did Link explore the lands of Termina? Through traveling along the warp-threads of videogaming, characters are able to transcend universes.
Here's my idea: Every game universe is it's own distinct universe, and there are odd areas within them that are warps to new lands. Be it Monstro Town in the Mushroom Kingdom, the Lost Woods of Zelda, or some equally extreme area, these locations would have a door, or a tree-stump, or some other medium that would transport people to other areas. Now, granted, it would require a leap of faith to find some extreme zone for a game like Metroid or Starfox (phazon-infested cores, or warp-gates like in Starfox 64).
Now, rather than a good team, and an evil team, choose a starting character. A plot will unfold, with the main character becoming stranded in a foreign game universe.
From there, you control your character, Zelda-style, moving about. A would be the action button, C is the camera control, the D-pad is used to select character to control, the joystick is movement, X and Y are used for items (like Wind Waker), the R-button and L-button cycle targets, the Z-button disengages target lock-on, and B is the cancel button.
For the combat system, whenever you enter the Zone of Combat of an enemy (usually simple enough as them seeing you), or you sneak attack an enemy (covered later), combat begins. The combat starts off with the game pausing, and every character choosing whom to lock onto. The combat begins then.
Every character bar has an action bar that can fill up several notches (aka the ATB system of Final Fantasy, yet with the ability to move). Whenever a character's bar fills up (or you press A), the attack menu comes up (cancelable with the B-button), and you select a maneuver type, or can choose to pause to save energy for a maneuver that costs 2 Notches, or even 3 (the max).
To keep the game from slowing to a crawl, every character has decent AI. To prevent it from becoming total chaos, you can pause the game, and order AI buddies to target certain foes, or to engage at will. Here, you can also set general AI patterns, such as aggressiveness vs. defensiveness, and whether they fight up close, or from a distance.
Outside of Combat, the A-button still is used for stuff like spells, items, etc. In the A-button menu, items can be hotkeyed to the X and Y buttons, so actions can still be executed. However, outside of combat, there is no action bar, and abilities can be used ad infinitium (or at least while you have enough items/magic points/ammo/etc.). This also means that you can sneak up on an opponent, and execute a REALLY powerful attack initially.
Every character be able to buy equipment. While some equipment can be used by different characters (such as Mario, Ness, and Link being able to use generic clothing), some armor is exclusive (i.e. only Samus can equip Power Suits).
There are experience points. Whenever you level up, you recieve bonuses to your core attributes, and you can spend a point on a branching tree for new abilities. If you've played Diablo II, then you know what I am talking about.
As for party members, you recruit them if you run into them. Depending on the circumstances, they might leave at certain times, and some characters might refuse to fight alongside each other (for instance, Samus and Captain Falcon have this feud about whom is the toughest bounty hunter...)
This covers the basic idea for my game. In my next post, I shall detail each character, their abilities, the items they may equip, etc.
MagicJuggler
03-27-2004, 02:04 AM
First of all, here's Mario. A note to how this works. Whenever you level up, you increase a special ability by 1 point. Certain abilities can only be taken when you have at least several points in certain other abilities. If you've played Diablo II, you know what I am talking about. Without further ado, here goes...
It-sa me! Mario!
Mario:
Can equip: Clothing, Hammers, Knuckles (like cat claws, etc), Caps, Capes, Boots, Armor
Special Abilities:
Path of Punching and kicking too! (Subsequent ranks increase effectiveness of abilities. These are well balanced attacks in that they require no magic points to pull off. However, vs. Armor, they are less than effective.):
-Punch: Punch a foe. (You start with 1 rank of this by default)
-Running: Increases Mario's run speed.
-Bruce Lee: Increases the power of all melee attacks (Requirements: Punching 2).
-Grapple: Pick up an object and toss it (1 level by default)
-1-2 Punch: A normal punch, followed up by a rapid punch. (Requirements: Punch 2)
-Kick. Kick a foe. Kicking is less accurate, but knocks back a foe.
-Mario Combo: Punch a foe twice, then kick him. (Requirements: 1-2 Punch 4, Kick 1)
-Spinning Mario: Spin in place, attacking enemies from all sides. (Requirements: Mario Combo 2, Bruce Lee 1).
-Sliding Tackle: Tackle a foe. (Requirements: Running 2)
-Sliding Tackle Kick: Tackle-kick a foe (Requirements: Sliding Tackle 1, Kicking 2)
-Jump Kick: Jump-kick an enemy (Requirements: Jump 1, Kick 1(
-Bull Rush: Slam into the enemy. (Requirements: Run 1, Jump 2, Ground Pound 1)
Path of the Hammer (You need hammers for these abilities)
-Hammer Strike. Strike a foe with a hammer (1 level of this ability by default).
-Hammer Power: Increases damage done with hammers (Requirements: Hammer Strike 2).
-D-Down Pound: Attack an enemy with no defense penalty; however, this costs Magic (Requirements: Power 2)
-Hammer Toss: Toss a hammer for a small Magic cost; it returns like a boomerang; subsequent levels increase maximum range (Requirements: Hammer Strike 4, Hammer Power 3)
-Quake Hammer: Slam the ground with the hammer, shocking surrounding enemies. (Requirements: Hammer Strike 3, Hammer Power 4)
Path of the Cape (You need a cape to use these abilities; otherwise, you're wasting points in training; capes can only be used while wearing light armor):
-El Toro: Increase evade until you take your next action.
-Shielding: Block an attack with the cape (Requirement: El Toro 1)
-Deflection: Increases the chance that a block will actually reflect an attack. (Requirement: Shielding 2)
-Cape Spin: Spin in place with cape.
-Cloaking: Become invisible. (Requirement: Cape Spin 1, Shielding 2)
-Sneaking: Move while cloaked (Requirement: Cloaking 2)
-Flight: Take to the air. Be warned that your magic takes a plummet while you're flying. (Requirement: 3 Ranks in Power, 3 in Multi-Jump, 2 in Cape).
Path of Flame (Warning: This is a very Magic Point-intensive course. Subsequent ranks reduce MP cost, and increase effectiveness):
-Fire Up: Charge your next attack to do flame damage. (First Level costs 2 points)
-Projection: Increase the maximum range of flame attacks. (Requirements: Fire Up 1)
-Fireball: Shoot a ball of flame at a target. (Requirements: Fire Up 1,
-Firepower: Increases the deadliness of flame attacks.
-Flamethrower: Spray a gout of flame at a target. This attack is unique in that the way it works is that it slowly drains your Action Gauge until you either run out, or you stop the flame with the B-button. A great ability for clearing swarms of weak enemies. (Requirements: Firepower 1, Fire Up 1)
Path of Jumping:
-Jump. Jump on an opponent. (You start with 1 level of this ability by default)
-Power: Increases the efficiency of all Jumping abilties.
-Recovery: Increases the maximum distance you can fall without taking damage.
-Multi-jump. Jump in midair, with efficiency. (requirement: Jump 2)
-Ground pound: Jump, and land on the ground with a shocking impact. (Requirement: Jump 2)
-Pogo Stomp: Stomp the ground repeatedly to cause earthquake damage. (Requirement: Multi-Jump 3, Ground Pound 2)
Notedog
03-27-2004, 03:07 PM
I wouldn't want to play as Mario in the Mushroom kingdom! I'd want to be Mario travelling through Hyrule, Link in space slashing Metroids, Samus in the jungle, Dk piloting some ship (most likely made out of coconuts) and star fox blastin gumbas from his arwing.
MagicJuggler
03-27-2004, 03:22 PM
I wouldn't want to play as Mario in the Mushroom kingdom! I'd want to be Mario travelling through Hyrule, Link in space slashing Metroids, Samus in the jungle, Dk piloting some ship (most likely made out of coconuts) and star fox blastin gumbas from his arwing.
Like I said, with the concept of seperate universes that can be accessed through portals, then you CAN have Mario vs. a team of Stalfos Knights.
Now that you mentioned Link, here are his stats:
Link:
Can equip: Armor, Tunics, Swords, Staves, Gaunlets, Masks, Hammers, Bows, Shields, Boots.
Combat: Link's most basic tier of combat; Combat is a catchall term used to detail Link's skill with the sword, shield, hammer and other melee weapons. Note that if Link is fighting unarmed, Jab is his only attack.
-Jab: A simple thrusting attack. (1 level by default)
-Slash: Attack from the side. (1 level by default)
-Slice: Bring your weapon crashing down on an enemy. (1 level by default)
-Spin attack: Attack in all directions (Requirements: Slash 2).
-Magic Spin: Charge up your magic, then attack; this costs 2 Action Points. (Requirements: Focus Energy 2, Spin Attack 2)
-Impale: Stick your weapon in your foe, and toss him around. This costs 2 action points (Requirement: Lift 3, and Jab 3. This skill may not exceed (Lift+Jab)/2).
-Triple Slash: Attack three times in quick succession (Requirements: Slash 3)
-Rolling stab: Roll underneath your opponent, and stab him in his underbelly; if you know impale, then you can execute it at no further cost to your action bar. This costs 2 action points. (Requirements: Roll 2, Jab 4).
-Jump Attack: Jump on an enemy. (Requirements:
-Block: A passive ability, it increases the chance your shield will block an attack.
-Counter: Another passive ability; it increases the chance Link will get a free attack off whenever he takes damage.
Athletics: Link's general physical prowess; general non-combat skills can be found here.
-Running: Increase Link's running speed. (Start with 1 level by default)
-Roll: Roll into an enemy, an object, etc. Subsequent levels increase the power of the roll. (Requirements: Running 2)
-Push: Move an object around. Subsequent levels increase the maximum payload movable, as well as the speed at which it's moved (1 level by default)
-Lift: Actually lift an object up. This cannot exceed Push-3.
-Throw: Toss an object. Subsequent levels improve accuracy, and the distance you can throw.
-Swimming: Increase swim speed, and maximum time that can be spent underwater. (1 Level by Default).
Archery: Link's ability to shoot arrows accurately, with rapid succession, and eventually, the ability to enchant arrows with magic properties.
-Arrow: Shoot an arrow. (1 level by default)
-Marksmanship: Increase the accuracy of all archery abilities (Requirements: Arrow 2).
-Fire Arrow/Ice Arrow/Thunder Arrow: Imbue an arrow with flame/ice/thunder. These are all separate abilities (Requirements: Focus Energy 3, Arrow 3).
-Light Arrow: Imbue an arrow to cause massive Holy damage (Requirements: Fire Arrow 3, Ice Arrow 3, Thunder Arrow 3, Focus Energy 4).
Gadgeteering: Link's ability to use the array of bombs, bombchus, hookshots, Deku Nuts, and all other sorts of exotic items he comes across on his adventure.
-Bomb Toss: Link's ability to toss a bomb. Subsequent levels increase damage. Bombs can range from grenades, to bombs, to bob-ombs.
-Bombchu: Link's ability to aim a bombchu (mobile bomb) for maximum damage; also can be used for bottle rockets (Requirements: Bomb Toss 2)
-Powder Keg: Link's ability to use REALLY large bombs, like powder kegs, or the Big Bomb, or a giant Bob-omb.
-Rope and Hook: The ability to use rope for climbing, setting traps, etc. Subsequent levels improve the precision of the rope and hook.
Divine Magic: Link's ability to use magic conferred upon him by the Gods. Note that this is unique in that you must find the spells before you can use them; otherwise, points may not be spent on this category. Link is not limited to the gods Din, Faeroe, and Nayru; rather, he can also extract power from any sacred ground, such as Chozo ruins, Sound Stone Sanctuaries in Earthbound, etc.
-Focus Energy: Channel magic energy for next attack.
-Din's Fire: Engulf your foes in flame.
-Faeroe's Wind: Teleport.
-Nayru's Love: Temporarily raise defense. Subsequent levels increase duration.
-Ether: A spell to light your darkest hours.
-Fairyshape/Zorashape/Goronshape/Dekushape: These are all separate abilities. Assume the form of a Fairy/Zora/Goron/Deku. Subsequent levels increase duration.
-Oni Link: Assume Link's darkest form. Subsequent levels increase duration.
Notedog
03-27-2004, 03:40 PM
Youre really working hard on this one.
DankHero
03-27-2004, 04:12 PM
thats freakin cool
MagicJuggler
03-27-2004, 04:36 PM
Well, I'm going to be doing homework soon. Why don't you post your ideas using the format I wrote up?
bobo_ess
03-27-2004, 04:54 PM
i dunno man.....you're pretty deadly at this thing.
MagicJuggler
03-27-2004, 06:54 PM
i dunno man.....you're pretty deadly at this thing.
In that case, allow me to describe Kirby:
Kirby:
Can equip: Hammer, Boots
Kirby is a cute pink puffball, gifted with the ability to assume different aspects. He also is a great jumper, due to his light weight. Unfortunately, due to his elastic shape, armor doesn't fit on him.
Note that Kirby can assume multiple forms. Whenever outside of Standard Kirby, he has an additional command called "Revert," (costs 0 Action Points) that dishes aside his powers and returns him to Standard Kirby.
Standard Kirby:
-Kirby Strike: Attack a foe with a chop, either with fist, hammer, or blade. This ability can be used by all forms, except for Ball Kirby (1 Level by Default)
-Kirby Swing: Attack multiple foes in front of you, at reduced damage.
-Inhale: Suck up enemies. Subsequent levels let you suck up more powerful enemies. This ability is crucial if you wish to cop
-Exhale: Exhale air that you sucked up. (Requirement: Inhale 2)
-Inflation: Increase size. You are hit more easily, but you take less damage. (Requirements: Inhalation 4)
-Float: Float in the air.
Fighter Mode:
-Fighter Jab: Jab an enemy for a quick attack. (1 Level by Default)
-Kirby Kick: Kick an enemy, causing knockback (1 Level by Default)
-Kirby Block: Increases the chance a melee attack will be blocked (1 Level by Default)
-Kirby Drill Kick: Take to the air, and land with a corkscrew kick. Takes 2 actions (Requirements: Float 3, Kirby Kick 4).
Fire Kirby:
-Ignite: Ignite your body; enemies take damage when they make contact with it, but you now suffer double damage from water attacks. Costs Magic.
-Kirby Comet: Take to the air, and land with a comet-like impact; costs 3 actions, and magic (Requirements: Float 4, Ignite 4.)
-Fire Breath: Breathe flame. Costs MP, but otherwise operates like Mario's Flamethrower (Requirements: Exhale 3)
-Fire Sword: Draw out a firey blade. Costs MP. (1 Level by Default)
-Sword Toss: Toss the sword at a foe. It disappears afterwards. (Requirements: Fire Sword 3)
-Firestorm: Summon a storm of flame. (Requirements: Ignite 15)
Ball Kirby:
-Collision: Collide with an enemy (1 level by default)
-Roll with Blow: Take less damage, but at the cost of being knocked away from the enemy (Requirements: Collision 2)
Rock Kirby:
-Stoneskin: Convert your body to solid rock, at the cost of mobility and some Magic (1 level by default)
-Rock Toss. Sacrifice some Health to toss a rock at a foe. Can only be done when your body is rock (Requirements: Stoneskin 2)
-Earthquake. Jump into the air, and land with force to shake the earth. 2 actions. (Requirements: Float 3, Stoneskin 3)
-Fissure: Crack apart the very earth, possibilty killing your opponent in 1 hit. 3 actions. (Requirements: Earthquake 5)
Water Kirby:
-Osmose: Assume a liquid state; you are immune to physical attacks, but magic does extra damage (1 level by default)
-Splash: Shoot a blast of water at a foe (1 level by default).
-Chill out: Freeze a foe (1 level by default)
-'Ice Day: Shoot chunks of ice at a foe. (Requirements: Chill out 2, Splash 3)
-Blizzard: Summon a blizzard to freeze your foes. (Requirements: Ice Day 5)
Electrokirby:
-Charge: Charge your body up with electricity. Enemies take damage when they attack you now. (1 level by default).
-Spark: Shoot a spark of electricity. (1 level by default)
-Lightning Rod: Summon a bolt from above to hit you; the energy radiates from you, hitting adjacent enemies (Requirements: Spark 2, Charge 2)
-Forcefield: Summon an energy shield, to ward off blows. (Requirements: Charge 3)
-Thunderstorm: Summon a storm. Requires 3 Actions (Requirements: Lightning Rod 5, Charge 5, Spark 5)
MagicJuggler
03-28-2004, 02:28 PM
OK, here's Ness. Note that as of now, I am only doing characters you can play as at the start of the game. I'll indicate which characters are supporting characters. Also, I am going to be updating Mario and Link; I'll merely edit their posts.
Ness: A 14-year-old kid gifted with the power of PSI, he learns one day that in 10 years, an alien invader is going to destroy the universe, so he has to build up his stats, and head to the future and defeat the alien. That's Earthbound in a nutshell.
Ness is a flexible character. His array of low-tech weapons allow him to get his hands dirty in melee, yet leave something to desire against high-tech foes whom engage at distance (like Space Pirates, Kremlin Kommandos, or Invader Mk. II Fighters).
In addition to melee capability, Ness is also gifted with the Psychic abilities known only as PSI. PSI allows Ness to accomplish all sorts of stuff, from vaporizing enemies with psychokinetic bursts of energy, to summoning an energy shield, to healing himself and allies.
Can equip: Maces (his Baseball bat, or something else), Flails (his Yo-yo, or a morning star, or a rope and hook), Slings, Clothing, Caps, Boots, Gaunlets.
Yo-Yo Tricks:
-Yo-yo Strike: Attack an enemy. (1 Level By default)
-Centripetal Charge: Swing your Yo-yo around in place to power it up (1 Level by default)
-Block: Deflect a melee weapon by interposing your flail between it. Higher levels increase the amount of power that can be deflected. This is an Action (Requirements: Centripetal Charge 3).
-Entwine: Aim towards a non-combat target and use the yo-yo (or any other flail for that matter) like a grappling hook. Only usable if the yo-yo will reach. (Requirements: Centripetal Charge 3, Yo-yo Strike 3)
-Disarm: Steal an enemy weapon. (Requirement: Block 2, Entwine 3)
-Strangle: Wrap a Yo-yo around a target's neck; this attack can only be carried out if the target is a living, breathing entity; Enemies like Re-deads, Dry Bones, or Assault Mecha are immune to this attack. Subsequent levels increase success rate (Requirements: Entwine 10).
Baseball:
-Strike: Attack an enemy (1 level by default)
-Batter Up: Increase the accuracy of your next attack (1 level by default)
-Home run: Attack in a manner that your enemy is knocked back (Requirements: Strike 2, Batter Up 2)
-Deflect: Protect yourself against projectiles. (Requirements: Home Run 1)
-Major League: Penetrate an opponent's defense. (Requirements: Batter Up 6, Home Run 5)
PSI: Ness has 3 categories of PSI: Offense, Recovery and Support. They have a primary PSI, a secondary PSI, and (in Ness' case, only in Support) a tertiary PSI. Each PSI can be used at Alpha power by default. As you level up in PSI, you can power up your abilities to Beta/Gamma/Omega level (in the case of offense and recovery), or Gamma/Omega/Sigma level (in the case of support).
The requirement to learn higher levels of a PSI ability is merely possessing enough points in said ability. In the case of a Primary Ability, having 5/10/16/27 levels in the ability. In the case of secondary, 4/8/15/24, and in the case of tertiary, 3/6/12/20.
Offense PSI:
-Primary Ability: PSI Rockin'. Shoot a wave of Psychokinetic energy at your opponent.
-Secondary Ability: PSI Flash. Inflict random status ailments on your foe. Higher levels bring deadlier ailments, up to instant KO.'
Recovery PSI:
-Primary Ability: Lifeup. Recover HP.
-Secondary Ability: Healing. Recover from Status Ailments.
Support PSI:
-Primary Ability: PSI Shield: Conjure a shield to block enemy attacks. Gamma affects the party, Omega conjures a super-shield, and Sigma super-shields the party.
-Secondary Ability: PSI Paralysis. Paralyze an enemy. Higher levels increase success rate.
-Tertiary Ability: PSI Hypnosis. Lull an enemy to sleep. Enemies do wake up when they take damage. Higher levels increase the success rate, as well as the amount of enemies targeted at a time.
-Special Ability: PSI Teleport. No Gamma/Omega/Sigma for this. You simply learn how to teleport. This is a non-combat ability, that lets you teleport to an area you've already visited. The caveat is you need a clear path to pick up speed (if you've seen Back to the Future, you know what I mean), and you cannot transport through universes.
#1MarioFan
03-28-2004, 08:30 PM
That's cool man. You plan on making games when ya grow up? You need to.
The Dude
03-28-2004, 09:20 PM
just no...leave it to the delevopers....
MagicJuggler
03-29-2004, 12:17 AM
just no...leave it to the delevopers....
The developers? Hmm...in that case, I might want to apply for a job at NOA within 3 years. In the meantime, I'll be learning the necessary programming skills.
I know Basic, and that's about it so far. Next year, in computer science, I should be able to learn Java and C++.
What's wrong with the characters, aside from Kirby (whom I admit, was hard to create RPG stats for)? Note, I was using the Kirby modes from Dream Super Star, and not Kirby 64.
HolyPaladin
03-29-2004, 12:59 AM
just no...leave it to the delevopers....
Technically, anybody that develops games would be a developer. They won't all be major developers, but still developers. Heck, I've even piddled with some of my own personal gaming projects in the past, so I was technically a developer, though nobody will ever see those games anywhere. If I ever get around to figuring out software like 3D Game Studio or 3D Studio Max, I'd like to do some games that are more on-par with what we see coming from software houses today. If I could, I'd still technically be a developer, but just not a major one. If MagicJuggler works on his own gaming projects, he'd also technically be a developer, too.
The Dude
03-29-2004, 02:20 AM
Technically, anybody that develops games would be a developer. They won't all be major developers, but still developers. Heck, I've even piddled with some of my own personal gaming projects in the past, so I was technically a developer, though nobody will ever see those games anywhere. If I ever get around to figuring out software like 3D Game Studio or 3D Studio Max, I'd like to do some games that are more on-par with what we see coming from software houses today. If I could, I'd still technically be a developer, but just not a major one. If MagicJuggler works on his own gaming projects, he'd also technically be a developer, too.
Come on, you know what I mean. Leave it to nintendo. Mario with punching combos? uh..ok.....
MagicJuggler
03-29-2004, 02:31 AM
Come on, you know what I mean. Leave it to nintendo. Mario with punching combos? uh..ok.....
For your information, Mario has a wide array of punching combos, and other such abilities in Mario 64, Smash Bros. and Smash Bros. Melee. Giving him RPG stats would not be impossible, for Mario has starred in Mario RPG, Paper Mario, and Mario&Luigi.
I have programmed an RPG in Basic for the TI-83. It's called Quest, and it's text-based. You select your main race (Human, Elf, Dwarf, or Half-Elf), and your class (Fighter, Wizard, Thief, or Gadgeteer), and you start in jail. The executioner comes. You fight him. After killing him and gaining experience, you fight your way through warriors, archers, an Elven sniper, thieves, an archmage, and then a summoned demon, all to bust out of jail. Whoowee! And to think I managed it all in 10 kilobytes of memory!
The Dude
03-29-2004, 03:00 AM
yep I have made a video game too. *rpgmaker*
MagicJuggler
03-29-2004, 03:02 AM
yep I have made a video game too. *rpgmaker*
That doesn't count, for you used an SDK (Software Development Kit) program; I actually typed the code in!
Darkness_Essence
03-29-2004, 08:52 AM
the ideas you presented her,MagicJuggler are truly amazing. I salute you.
At first i thought this thread was a dumb idea- based on the thread title before i accessed it. But honestly,after i read your ideas guys- and especially MJ, i am in awe of the possibilties.
perhaps you can contact Daniel as see if you and him could collaborate on a 2d version of the game :D!
HolyPaladin
03-29-2004, 04:50 PM
That doesn't count, for you used an SDK (Software Development Kit) program; I actually typed the code in!
Actually, there are some commercially-distributed software that has been created by software development kits. Granted, they are a bit more involved and sophisticated than something like RPG Maker, but programs like the latter are still no more or less a development kit than the former. The games found in stores that were created with such tools aren't generally your mega hits or anything, but still retail software nonetheless.
MagicJuggler
03-30-2004, 01:03 AM
Actually, there are some commercially-distributed software that has been created by software development kits. Granted, they are a bit more involved and sophisticated than something like RPG Maker, but programs like the latter are still no more or less a development kit than the former. The games found in stores that were created with such tools aren't generally your mega hits or anything, but still retail software nonetheless.
I very well understand the concept of commercially-built programs made by SDKs. DarkBasic, in particular, is one system that impresses me, as well as the Gamemaker, which Daniel is using to make OoT2D.
What burns my biscuits about the Dude is how he is constantly criticizing my game ideas without any valid arguments. "Mario with Punching Combos" is not valid, for Mario was able to go Bruce Lee on enemies in Mario 64, and what fun it was. I still agree I could have done a better job giving Kirby RPG stats, but hey, nobody is perfect.
So Holypaladin, there's a realm of Nintendo characters to give stats. Care to make a character?
MagicJuggler
03-30-2004, 11:38 PM
Character: Samus
Can Equip: Special. Samus cannot use weapons or armor besides those incorporated in her Power Armor; however, she can find upgrades.
Skills: Samus actually doesn't learn abilities besides those she already has; for instance, if her suit has a Wave Beam, she'll be able to execute "Fire Wave Beam."
Instead, she has 6 generic skills: Marksmanship, Demolitions, Analyze, Maintainence, Modify, and Melee.
-Marksmanship affects Samus' accuracy and deadliness with projectile weaponry.
-Demolitions increases Samus' power with Morph Ball weaponry, as affecting her ability to damage walls, inanimate objects, etc. Samus is a good character to have if you want to explore new areas.
-Analyze is a catchall term for Samus' ability to gather information, be it through scientific research, analyzing a foe's body language, or hacking a computer. Her Scan Visor provides a bonus, but it's not necessary. Bonuses might include finding an enemy's weak point, uncovering new data, or other useful stuff.
-Maintenance increases the maximum amount of upgrades that may be left running on Samus' Suit (her equivalent of Badge Points in Paper Mario)
-Modify increases the maximum level of any individual upgrade that may be installed on Samus' Suit; the higher this skill, the more powerful the components that may be installed.
-Melee represents Samus' effectiveness in close quarters. Rather than giving her elaborate punching combos, most of the melee abilities she learns are contingent upon her gear, so she simply gets a catchall skill.
Equipment for Samus:
I'll write this up later. However, every item will have a Maintainence cost, which is like a Badge Value, and a Modify cost, which represents how many levels in Modify it costs to even use. So Samus can have LOTS of tiny upgrades, or a few super ones. It's up to you.
Blaksmoke
03-30-2004, 11:39 PM
Holy shnaps.......... :eek:
DankHero
03-30-2004, 11:50 PM
you impress me
HolyPaladin
03-31-2004, 05:23 AM
So Holypaladin, there's a realm of Nintendo characters to give stats. Care to make a character?
I must confess that I'm tempted to, as I love spending time creating ideas, in spite of knowing they won't ever come to anything. However, my time grows ever increasingly limited, anymore. :(
MagicJuggler
04-01-2004, 03:32 PM
Stats for Fox McCloud. I am stretching a little bit, but here goes:
Fox:
Can equip: Pistols: Rifles*, Ordnance*, Knives, Katanas (I am stretching it with Katana, but I needed to give him some melee ability), Shields.
*Requires training to use.
Abilities:
Close Quarter Battle:
-Block: Block an attack.
-Shield Bash: Bash with shield (Requirements: Block 2)
-Slash: Slash a foe.
-Slice: Slice a foe.
-Spin Attack: Attack surrounding enemies (Requirements: Slash 3)
-Jump Attack: Jump and attack (Requirements: Slice 3, Jump 2)
-Flip Attack: Flip and attack (Requirements: Flip 3, Slice 5)
-Jetpack Attack: Ram into a foe, using Jetpack for momentum. (Requirements: Jetpack 2, Run 3, Slice 3)
-Helicopter. The ultimate melee attack. Move like a helicopter (Requirements: Jetpack 5, Jump 5, Spin Attack 5)
Agility:
-Jump: Improve jump.
-Running: Increase run speed.
-Roll: Roll about.
-Strafe. Reduce move penalties for strafing (Requiremnets: Run 2)
-Long Jump: Increase Jump distance. (Requirements: Jump 2, Run 2)
-Flip: Jump with a reduced profile (Requirements: Roll 2, Jump 2)
Tech Proficiency:
-Grenade: Wield grenades and other explosives more effectively.
-Jetpack: Use your jetpack in a more fuel-effective manner.
-Incinerate: Use the jetpack as a makeshift flamethrower (Requirements: Jetpack 2)
-Pistol Proficiency: Increase skill with Pistols. Some Pistols require a minimum skill to wield.
-Rifle Proficiency: Increase skill with Rifles. Some Rifles require a minimum level (Requirements: Pistol 2)
-Take Aim: Spend more action points to increase accuracy (Requirements: Rifle 3)
-Burst: Sacrifice accuracy for extra shots (Requirements: Rifle 5)
-Heavy Weapon Proficiency: Wield Heavy Weapons more effectively. Some Heavy Weapons require a minimum level. (Requirements: Grenade 3, Rifle 5)
-Full Auto: Eat lead...or laser...or plasma...(Requirements: Burst 3)
-Wildfire: Shoot in all directions (Requirements: Full Auto 3, Spin Attack 3)
MagicJuggler
04-02-2004, 09:46 PM
Now for a synopsis of items:
Equippable items fall into categories.
Weapons:
-Sword: Any balanced, bladed weapon that can be concievably used for slicing, dicing and skewering.
-Flail: Any weight that is powered through centrifugal force. A flail can range from the traditional morning star, to a rope and hook, to a yo-yo.
-Mace: Any quick, balanced weapon that damages through blunt trauma. Whether Mia's mace, Link's assorted wands, or Ness' baseball bat, they fall in this category.
-Hammer: Any slow, unbalanced weapon, which also damages through blunt trauma.
-Polearm: Any weapon based on the principle of a long stick. Whether a great-axe, a halberd, a Deku Stick, or the mighty Cane of Somaria, they fall in this weapon category.
-Bow: Any low-tech ranged weapon that uses tension to power up a projectile. This also includes crossbows, although I have yet to find a Nintendo game that has crossbows in it.
-Pistol: Any 1-handed projectile weapon that involves mechanical activation. Whether Jeff's Magnum Airgun, Geno's pistol, Diddy's Peanut Popguns, or Fox's Blaster, they fall in this category.
-Rifle: Any 2-handed weapon that involves mechanical activation. Whether the Super Scope Rifle, Jeff's Gaia Beam, or Donkey Kong's Coconut Cannon, they fall in this category.
-Ordnance: Any super-heavy weapons fall under this category. Whether a Kremling Orange Launcher, Jeff's Bazooka, Geno's Cannon, a Goron Bomb Launcher, or a Portable Bullet Bill Launcher, they fall under this category.
-One-shot weapons: Such items include Bob-ombs, Portable POW-blocks, single-shot anti-tank weaponry, smart bombs, or Bottle Rockets.
-Exotic Weapons: Any weapons not mentioned here, such as katanas (which Samurai Goroh from the F-Zero series uses), Boomerangs, or Scimitars, are included in this category. Some characters may learn to use a single type, like Link with a Boomerang.
Armor:
-Shields: Any item which can block attacks due to it's mass. Whether the Mirror Shield, a Plastex Shield used by Andross' space monkeys, or any of the shields from the Golden Sun Universe, they fall under this category.
-Capes: Any cloak, cape, or any other such weapon which may be worn above armor. Mario's Cape, and Link's Invisibility Cloak are examples.
-Armor: Any heavy protective clothing impractical for everyday affairs fall under this category.
bobo_ess
04-03-2004, 01:58 AM
How do you come up with this stuff? You totally took over this thread.
MagicJuggler
04-03-2004, 02:44 AM
How do you come up with this stuff? You totally took over this thread.
I've been designing RPG worlds for pencil & paper for awhile, and thus I know the basics of story, gameplay balance, and pacing. It also helps that I have played a lot of really top-notch RPGs, ranging from Final Fantasy 4-6, Fallout, Jagged Alliance 2, and
For anybody (I know you know Bobo) whom hasn't checked, I have started a Thread for this game in the Classic Games Forum; yes, I have planned to program this game. I am learning Gamemaker at an exponential rate, having created my first test game, Ghost Hunt. Anybody whom wishes to support me through supplying sprites (to be frank, my ability to draw characters is less than acceptable; I can do backgrounds fine though), soundtrack remixes, ideas for new characters, items, etc. may do so in that thread.
Let the game programming begin!
bobo_ess
04-03-2004, 07:20 AM
Good luck man. You've obviously got potential.
Ridley
04-11-2004, 03:40 PM
I think it is a stupid idea.
I dunno what it is but when this thread it put on a nintendo forum you always get some horrible sounding Nintendo character collaberation game.
Lets be serious, how in the hell is this going to work? All distinct characters that we appreciate on there own terms being squashed together sharing worlds. It all sounds horribly cluttered.
There is nothing structered in the thinking of putting this game together-you think putting all these "very different" classic characters is going to make somthing better than usual? It seems this game would suffer from accessibility and simplicity problems with all these options being crammed in with no thought.
One of Miyamoto's comments in an interview was "We should not envy anyone otherwise we are more likely to make less innovative software" and this would be a prime example of one.
New idea's implement real differences of how the game can be played and the differences should have significant effects. Like until Halo, most FPS's had the "next weapon up is more better and generally more powerful" syndrome until Halo brought that great weapon balance into the fray.
To really change things you have to look at the genre and and see what the characters do and how they do it. Like most 3rd person action characters have some kind of physical attribute such as jumping, shooting, punching. You could turn this upside down by giving your character none and have him to interact with the senery to overcome enemy's with a plank of wood, puzzle's to figure out that you could turn into a boobie traps-there are lots of things you can do and think of, but obviously learning how this is going to work on a console is even harder to make sure its not too hard or linear-the only way to cure this is constant testing and changing, and make sure you receive differating opinion's.
ok?
MagicJuggler
04-13-2004, 12:10 AM
Hello Ridley, and I hear your plight. I've been working on my game, and it's actually more of a Tactics-style game, along the lines of Disgaea or Ogre Battle. However, a lot of innovative features, including a branching Tech-Tree for learning abilities (one must learn to operate a jetpack before they can learn to use it as a makeshift flamethrower...), action points which allow either actions in your turn, or "Overwatch" in which you ambush would-be assailants, and a morale system (your troops might just flee if they are feeling blue...).
However, you can read more on www.freewebs.com/legionaire
The "cluttering" and how to counter it has been analyzed. Remember Chrono Trigger? Nobody believed that you could have modern days, Middle Ages, the Stone Age, AND futuristic combat in a single game. Yet through the use of Warp Gates for time travel, one could explore the world through different game settings, with events in one time period affecting events in future periods. The same principle can apply, only using a web of universes connected by a World-thread or some other concept. If the World-thread is destroyed, all chaos will break loose as the 2nd Law of Thermodynamics (entropy is a spontaneous reaction) kicks into overtime.
And your idea of a trap-based game is not original at all; it has been done on numerous (crappy) games like Home Alone for Tiger Electronic, to Wild Wild West on PC. Games are about action, not observance, and waiting for that trap of your to kick into effect can be tedious...
Ridley
04-13-2004, 08:29 PM
Hello Ridley, and I hear your plight. I've been working on my game, and it's actually more of a Tactics-style game, along the lines of Disgaea or Ogre Battle. However, a lot of innovative features, including a branching Tech-Tree for learning abilities (one must learn to operate a jetpack before they can learn to use it as a makeshift flamethrower...), action points which allow either actions in your turn, or "Overwatch" in which you ambush would-be assailants, and a morale system (your troops might just flee if they are feeling blue...).
However, you can read more on www.freewebs.com/legionaire
The "cluttering" and how to counter it has been analyzed. Remember Chrono Trigger? Nobody believed that you could have modern days, Middle Ages, the Stone Age, AND futuristic combat in a single game. Yet through the use of Warp Gates for time travel, one could explore the world through different game settings, with events in one time period affecting events in future periods. The same principle can apply, only using a web of universes connected by a World-thread or some other concept. If the World-thread is destroyed, all chaos will break loose as the 2nd Law of Thermodynamics (entropy is a spontaneous reaction) kicks into overtime.
And your idea of a trap-based game is not original at all; it has been done on numerous (crappy) games like Home Alone for Tiger Electronic, to Wild Wild West on PC. Games are about action, not observance, and waiting for that trap of your to kick into effect can be tedious...
Just an idea, but how it is pulled of in development determines weather it will suck or not-like I was saying. I'd say games are about Action and observance. Like in Half-life (PC, 1998) you have to shoot (an action) but you have to obeserve the fact that in front of you is an electrafied pool of water that needs to be turned off by that switch you can see across the room.
Technacalities aside, I admire your efforts to make new features in games. I am going into the industry myself and have always liked to make my own innovative platform game.
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