|New game concept - Sentinel (working title) - collaborators sought||Locked|
|Sep 27 2013, 1:16pm Anchor|
So, I'm an absolute noob around these parts, but I thought I'd get stuck right in and tout about for collaborators.
Being a bit of a writer, I've got a mountain of old game-world ideas knocking about, and discovering this most excellent of forums leads me to think it might be worth having a go at developing one as an indie game.
The idea I chosen is one I've given the working title "Sentinel". It would be a single-player open-world FPS with heavy RPG elements.
The player takes the role of a young person from the town of Nuolund, sent out on a rite of passage as they come of age. Tasked with venturing deep into the wreck of the Tyger to search for viable tech or undiscovered cultural remnants, they discover an artefact called a CVA (Cybernetic Virtual Adjutant), a remnant of the Colonial Sentinel Service, the colonial fleet's elite protectors. Confronted with mysterious, well-armed soldiers with advanced weapons, the player is helped to escape by the CVA's Mind, Dyna, and offered a glimpse at the reality behind the fleet disaster: a massive attack by a superior force.
Returning home, the player gains a mission: uncover the realities behind attack which doomed the original CDF mission, and gather allies to combat a resurgent old enemy.
Behind the scenes:
Back on Earth, defeating the junta took the combined effort of a global alliance, and left the planet in one hell of a mess. Now, a junta has emerged, revering the legacy of the original, and likewise seeking to gain control of both Earth and Pangyrea.
Even those towns which have access to data and schematics dating from the original colonial mission don't have the resources to manufacture advanced gear; highly dangerous local wildlife, outcasts and tribalistic raiders make the reason too hazardous to survey and mine the landscape for the necessary materials. Only Ariopolis, an enigmatic town set by a high-altitude lake, has much advanced technology, and it's notoriously reticent about sharing.
All that means that there's scope to play around with a lot of artistic and design ideas and integrate different visual concepts into the gameplay.
Seriously, if you like the sound of this scenario and fancy pitching in, pipe up and comment. Whether that's art, code, engine build, additional writing, support functions, whatever. I'd like to make this a goer and I'm happy to hear from anyone who has a yen to get into building a new game from the bottom up.
I figure that there's scope to create a 'virtual studio' and launch a funding appeal on Kickstater as Sentinel starts to take shape. Maybe we even get lucky, and we can start to turn this into a serious release with external backing.
There's more content than the above already developed, of course; I'm happy to circulate anything as needed, and create a "world bible" as we go. For example, so far I've got a clear idea of the game mechanics (including how the CVA should work), an outline plot, names and backgrounds for each of the 12 towns, and some ideas on enemies and allies. I even what the are-they-dead-or-are-they-still-alive aliens would look and behave like (textually, not visually!), thought I'm in two minds about whether to let them stay extinct.
To be clear, I've not able to pay anyone for first-stage involvement, of course.
ambershee Nimbusfish Rawks
|Sep 27 2013, 2:44pm Anchor|
Your problem is that this is not a description of a game, in fact there's no mention of a game at all. What you have here is a story.
As a result, why would a game developer want to get on board at all?
SinKing bumps me thread
|Sep 27 2013, 3:06pm Anchor|
ambershee wrote:Your problem is that this is not a description of a game, in fact there's no mention of a game at all. What you have here is a story.
As a result, why would a game developer want to get on board at all?
While that's true, I find it a bit unfair. It wouldn't be too hard to come up with a genre (FPS or RPG) and gameplay mechanics for this game from reading the story. I read it and thought: "hey, at least someone actually writes a story that makes some sense and is structured." It's a bit generic, but still could turn out well enough when the action is right. The problem I see is much more with ambition.
It's nearly impossible to create a project (even a prototype) like this from scratch and without deep knowledge of how to produce games. I recommend to Vitrovius to read a few books on game design and possibly start working out features he wants in the game; and then produce a very small prototype of it, for crowd funding. A high concept would also entail an animatic of a cutscene. Doesn't have to be polished or anything animated; just use After Effects.
I'm currently reading: Michael E. Moore, Basics of Game Design. And I take a lot from it. Pretty good to look into if you don't have much of an idea about development; and even if you have - it can't harm.
Edited by: SinKing
|Sep 27 2013, 5:45pm Anchor|
Either way you need to have something to show the people. No skilled developer will join a project with no actual content unless it's by some known developer.
As already pointed out, you can read books that specifically deal with Game Design, but (as with all books) I don't recommend blindly following them since there is no universal guide to the perfect piece of art. Always question the norm. Not in a hipster kind of way, but if a book tells you that "this is a good idea", ask the question "Why?". People who just accept what they hear/read are just scratching the surface. Those who question, really show interest and will end up at the core of the matter.
Another way would be analyzing games that are good (games you really enjoyed and were a critical success). This is not the same as just playing those games and it's not something everyone can do. I as computer science student have this ability. It's pretty much part of the skillset I need to have.
You mostly provided a story, a setting. That's not much, but it's fleshed out rather well and by far not every idea posted here is.
I hope my feedback is of any help for you.
|Sep 27 2013, 11:17pm Anchor|
As mentioned before, this is not, specifically, a game idea. This is solely a story. Why not simply write a book? More importantly, why would a programmer/artist work on this idea over theirs? What are you offering that they do not have?
Edited by: Squared55
|Sep 28 2013, 8:20am Anchor|
sounds more like you want to make a movie.
|Sep 28 2013, 2:01pm Anchor|
Book, movie or game. That's a decision only he can do.
I think ("think", that's no rule) that a writer should always have a second profession in indie game development. The thing is that as a writer you don't produce content but context. You can't really show this context to others in order to build a team and get people interested. You need something more. Even more so if you are the one who actually starts a project.
If you really want to make this a game, start thinking about the game itself. What about the gameplay, the mechanics? Right now all you have provided in this regard is "It would be a single-player open-world FPS with heavy RPG elements."
Edited by: TheSniperFan
|Oct 1 2013, 12:23pm Anchor|
Zanza1000 - you're kinda right. To me, the best games these days are basically interactive movies.
I'm definitely ambitious for this concept; maybe too ambitious, but every good game starts with a good idea. To me, the takeaway lesson from developing anything new is that you need a handful of people who have distinct skill-sets who can together make a solid team, willing to put a bit of time and effort into startup in the hope that startup will lead to something more.
And I'm happy to offer an overview of what I have so far in terms of gameplay mechanics, all tied back into how the story if told. This is basically pared-down copy-and paste content from my notes (so apologies in advance if the formatting goes a bit squiffy). I've written much of it from a 'user manual' perspective. You can see where blanks indicate decisions yet to made on content, ergo offering room for further input (noteably on specific weapons).
The CVA is a piece of tech originally worn by Colonial
The AI in this particular unit is called Dyna. Dyna's
CVA Modules are driver codes for advanced functions
HUD: provides a multi-function heads-up display, initially
Scanner: creates a virtual, 3D map of the terrain you pass
Healing: nanotech in your bloodstream creates a mild
Resistance: cybernetic organs and nanotech provide extra
Physical: cybernetic nodules and nanotech reinforce your
Shock: the CVA's on-board weapons system, initially
In addition to Modules, the player can kind music and video
Items, workshops and crafting
Almost all items of equipment you find as you explore the
You can use Components at Workshops to craft better
Types of equipment you can craft include:
Worn items: you can create or improve clothing to provide
Weapons: you can create or improve weapons across different
Useable items: you can create or improve different kinds of
Ammo: you can craft a range of different types of ammo for
All craftable items are based on Specs (Worn Items, Weapons,
Equipment, Carrying and the Stash
Weapons are divided into Classes. You can only equip 4
Weapon Classes, their corresponding Carrying Equipment type,
Pistol: Pistol Belt
Carbine: Light Bandolier
Rifle: Chest Webbing
Support: Gunnery Pack
Long blade: Sword Belt
Light Melee: Sheath
Sniper: Sniper Bandolier
Primitive: Leather Strap
Explosive: Munitions Pouch
Backup*: Backup Holster
*Some small weapons of different Classes can also be used as
When you have the right kind of Carrying Equipment equipped,
When you strip a piece of equipment for components in the
When you have a Weapon of any Class equipped, you can
How much of other kinds of items you can carry is based on
The primary kind of Worn Item is your Pack. There are four
Some items stack together within a single slot for their
Specific items of clothing and armour provide bonuses to
At your Cabin in Nuoland, you can use the available Stash
In addition to Pack, there are five slots for Worn Items:
There is no common form of currency on Pangyrea, so all
Hunter: using Simple Bows, Recurve Bows, Crossbows, Harpoon
Gunner: using autofire-capable ballistic weapons of varying
Marksman: using slow-firing ballistic weapons of varying
Blaster: using directed energy weapons of various types
Demolitionist: your ability to place, disarm , assess and
Athlete: your overall fitness and athletic ability,
Brawler: melee combat using your fists or primitive or
Bladesman: using any kind of sword or dagger in melee
Technician: utilising technological items in the world and
Scientist: your ability to glean information from tech in
Doctor: how well you heal your wounds when using Medical
Charmer: your ability to persuade others to see your point
Bully: your ability to intimidate or threaten other people
Trader: your ability to get better value out of trades, or
Stamina, injuries, damage resistance and the environment
Unlike in other games, you don't have a 'health bar'. When
Taking injuries also increase how much of your Stamina meter
Your damage resistance is based on seven categories of
Different hazards in the environment also cause different
Travelling through bad weather (whether rain or severe heat)
If your Stamina meter flashes blue, you are badly fatigued.
Edited by: vitruvius
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