I love games, making, playing, talking. I also do 3D, 2D and a bit of coding. But if anything I'm an idea man, seeing the web of connected concepts, how they can unfold, design oversights and why things are intentionally there or not there. Give me a topic and I can respond with a landslide of ideas, connections, theories and alternative paths. I just cant turn off the flow once its started, I mean hell I write game play mechanic docs for fun.

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This idea came from a combination of fun games that were smushed together, and worked. It is literally a combination of several games and the moments of them which I found fun.
You and your best friend are riding around in Warthog (Halo) that the player on the gun, gets to choose what gun they have, be it Rocket, Concussion or good ol' Chain gun. The player driving the vehicle gets to choose what kind of forward facing guns they want, from the same choices listed above. At this point, your friend and a bunch of other randoms have loaded into an arena and are ready to kill each other, its not quite Halo and its not quite Twisted Metal. The thing is, this is not a game about killing the opponents its a more like surviving the Heat of a GTA wild rampage.
We can't start you off in the city, all those deliciously destructible buildings and tiny Mii like AI people just begging for you to fill with lead. The team who kills and destroys the most gets the most points. How dangerous the AI is and how likely they are to spawn, say a Deputy vs a Tank depends on the total destruction of all the players. Destroying buildings sounds fun, until there all gone. So when a buildings gone we need to spawn something bigger and better and slowly our suburb is transformed into a city. Of course every time building spawns we get more little people running randomly for their lives.
To prevent this kind of game from going on forever, lets give each player a certain number of lives, lets say 10. It does feel cheap when someone widdles your health away from a distance but never comes to fight you so we will give the vehicle rechargeable health. Now this game is not about killing as many individuals Human controlled players as possible and we all know that the gunner in the Warthog is vulnerable. We don't want them to be lonely your team will share the same total amount of health. Each team can switch the position of the gunner and the driver upon death.
Because all the human controlled teams will look identical lets give the team with the highest score, a wav point, we will also give any player with a low amount of health a wav point. Of course any player that comes into view, everyone will be able to see their current health and lives. Why all these things? Well the more information a player has the better a strategy they can make for themselves, as well as better quick decisions.

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