- Joined
- May 20, 2008
- Messages
- 433
I'm currently in the midst of creating a large project that could be directly related to Dead Space (though the idea came months before hearing about the game).
To give a bit of detail about the game, the game is based on repairing a destroyed space station sometime in the future (no set date yet, but maybe around 2150). Last activity on the ship would be around 5 years ago. The sole player controls 1 non-hero Officer who has the objective to fix various parts of the station. Once all objectives are complete, you win. Once your guy dies, you lose.
My problem is this: what major systems could be in need of repair. The well known/obvious systems are already implemented, and some unoriginal things as well.
To further complicate things for you, the game has 4 system categories:
How to post a system:
Follow this outline and you should be fine:
System:
Category:
Reason for existence:
Detailed Solution:
---
Consequence/bonus:
Time to fix: (for random events only)
If you require inspiration:
Systems: Think of something that you would require to operate a spaceship, and then some way it is malfunctioning. Things can be from a simple power line break to a complicated engine overhaul.
Solution: Anything that a mediocre triggerer could do. It can be simple like having to get an item and return it to somewhere, or have the player figure out a code while hints lie somewhere on the ship.
Rep will be awarded to those with good ideas.
To give a bit of detail about the game, the game is based on repairing a destroyed space station sometime in the future (no set date yet, but maybe around 2150). Last activity on the ship would be around 5 years ago. The sole player controls 1 non-hero Officer who has the objective to fix various parts of the station. Once all objectives are complete, you win. Once your guy dies, you lose.
My problem is this: what major systems could be in need of repair. The well known/obvious systems are already implemented, and some unoriginal things as well.
To further complicate things for you, the game has 4 system categories:
Major Operation Systems:
These are systems that are required in order for the ship to move/activate. Its just that.
Current systems in this category with solution type:
-Power (multisystem, dual item recover)
-Engine (item recover)
-System AI (item recover)
-Override codes (decoder)
"Communications" Systems:
I use the title loosely because I have no full base for this section. When not fixing the station, you are working on these actions. Here you can go for more minor systems, or anything to help interact with anything outside the ship. This would include things like the communications terminal, external amplifier, or anything that- in some way- deals with communications.
There are currently no set systems for this.
Random events:
I plan on having a variety of these (as most games do). These events are major events that have a large effect on the player if not dealt with. Now, stick to ship systems. I don't want something like "alien hive spawner thing has been spotted at X. Kill it or deal with x more enemies." Systems here should usually result with something along the lines of death. Note that I will most likely put a low level limit of these so you don't constantly have to fix things to avoid death. Note you cannot get 2 at the same time.
Current random events with solution and consequence:
-Oxygen Tank Failure (get to region, death)
-Fluorine Pipeline Danger (get to region, death)
Side Tasks:
Enhance your gameplay with these. Get a system to work, and enjoy the bonus. Systems here should have a direct link to the player in a good way. I wish to limit these to realistic systems that don't overpower the player (NOT "fix armory weapon dispenser and get +1000 atk or anything close to that"). Do note that these things should not interferer with the games 'skeletal' things (like gravity/speed, oxygen/life support, enemies, health, energy/mana, or weapons/attack) nor do I want them helping out with the main tasks/system.
Current side task with solution and bonus:
-Sensor Array (item recover, allows player to ping where the player can access the current objective at any time)
Creating a system should include:
-A reason for being there: you are not repairing a ship because you are bored with a lifetime to spare.
-Some reasonable solution to fix: if you can't fix it, then scrap the idea. The game is meant to be beatable.
-Something to fix the system: some complicated action or required item to repair the system. Note that I am far from an experienced triggerer, so keep the solutions fairly simple.
-The system should exist. If its not going to be on the ship at the start, then why repair it (note the ship was abandoned, not part of a all-out war). I don't want to have to deal with the "Yeah, X kind of blew up. I'm going to have to rebuild it now." stuff.
-Don't add a combat/military system. The ship isn't in the middle of a war zone, or anywhere near any enemy ship (if there are any within 1 light years distance).
-Do not go for rip-off stuff: This is not some Star Wars/Star Trek/[insert futuristic game/movie here] game. Systems should be reasonable and have a sensible function.
These are systems that are required in order for the ship to move/activate. Its just that.
Current systems in this category with solution type:
-Power (multisystem, dual item recover)
-Engine (item recover)
-System AI (item recover)
-Override codes (decoder)
"Communications" Systems:
I use the title loosely because I have no full base for this section. When not fixing the station, you are working on these actions. Here you can go for more minor systems, or anything to help interact with anything outside the ship. This would include things like the communications terminal, external amplifier, or anything that- in some way- deals with communications.
There are currently no set systems for this.
Random events:
I plan on having a variety of these (as most games do). These events are major events that have a large effect on the player if not dealt with. Now, stick to ship systems. I don't want something like "alien hive spawner thing has been spotted at X. Kill it or deal with x more enemies." Systems here should usually result with something along the lines of death. Note that I will most likely put a low level limit of these so you don't constantly have to fix things to avoid death. Note you cannot get 2 at the same time.
Current random events with solution and consequence:
-Oxygen Tank Failure (get to region, death)
-Fluorine Pipeline Danger (get to region, death)
Side Tasks:
Enhance your gameplay with these. Get a system to work, and enjoy the bonus. Systems here should have a direct link to the player in a good way. I wish to limit these to realistic systems that don't overpower the player (NOT "fix armory weapon dispenser and get +1000 atk or anything close to that"). Do note that these things should not interferer with the games 'skeletal' things (like gravity/speed, oxygen/life support, enemies, health, energy/mana, or weapons/attack) nor do I want them helping out with the main tasks/system.
Current side task with solution and bonus:
-Sensor Array (item recover, allows player to ping where the player can access the current objective at any time)
Creating a system should include:
-A reason for being there: you are not repairing a ship because you are bored with a lifetime to spare.
-Some reasonable solution to fix: if you can't fix it, then scrap the idea. The game is meant to be beatable.
-Something to fix the system: some complicated action or required item to repair the system. Note that I am far from an experienced triggerer, so keep the solutions fairly simple.
-The system should exist. If its not going to be on the ship at the start, then why repair it (note the ship was abandoned, not part of a all-out war). I don't want to have to deal with the "Yeah, X kind of blew up. I'm going to have to rebuild it now." stuff.
-Don't add a combat/military system. The ship isn't in the middle of a war zone, or anywhere near any enemy ship (if there are any within 1 light years distance).
-Do not go for rip-off stuff: This is not some Star Wars/Star Trek/[insert futuristic game/movie here] game. Systems should be reasonable and have a sensible function.
How to post a system:
Follow this outline and you should be fine:
System:
Category:
Reason for existence:
Detailed Solution:
---
Consequence/bonus:
Time to fix: (for random events only)
If you require inspiration:
Systems: Think of something that you would require to operate a spaceship, and then some way it is malfunctioning. Things can be from a simple power line break to a complicated engine overhaul.
Solution: Anything that a mediocre triggerer could do. It can be simple like having to get an item and return it to somewhere, or have the player figure out a code while hints lie somewhere on the ship.
Rep will be awarded to those with good ideas.