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Here are my ideas, we talked about them before in the first thread.
Dimensions:2D
Game Style: Hack 'n Slash multiplayer
Game Description: Various characters to chose from, intense action, with few arenas and tactical spellsets to make the game interesting.
Why: Because its gameplay will be fun, and playable for a lot of time like wc3 or old games that are still being played.
Requirements: Only basic game developing skills ^^
So if I understand correctly, we're going to make another thread with the poll consisting of the ideas that come from this thread?
Dimensions: 2D
Game Style: Rpg
Game description: basically 1 or 2 main characters, not a multiplayer game per se, but the engine will allow for different variations of it so that, if motivated, we can expand it and make it more of a MMO, (i guess like maplestory)
but instead of hack n slash, it'd have battle phases much like final fantasy or paper mario. But here's the interesting part, The enemies will all have their own background story, and none two will be alike. (not fighting style wise, but description and possibly looks wise)
Why: we need to start small, and 2D seems less time consuming than 3D, doesn't mean more difficult, but structuring a basic landscape will be easier
Bare necessities: experience in such a game making engine that we will use, (unity or whatever.); 2d Artists; Background character development (of which we have too many of afaik)
Twist: whenever your character dies, you continue the story of the enemy who killed you
2D/3D (depends on the coder ability)
Sidescroller Fantasy RPG
The story sets in the Hive universe, a place where people enjoy playing and creating games. The world is peace until an evil mage casted a spell and brought the game characters alive, bringong chaos to the world. It is up to the protagonist to slay the evil mage to stop the chaos. On his/her way, he/she also help the citizen there to fight zombies, dungeon crawlffing, defending castle, fighting a cyborg and
blah blah.
The theme is set as fantasy so that any ideas contributed can be fit in (zombir apocalypse, cyberwarfare and etc). The gameplay involves mini game which include tower defence (RTS), arena fight (arena) and zombie killing (hack n slash).
Game Description: A nostalgic digital revisit to the classic DnD style crawlers. But faster. Uses only a small amount of keys and control. Right and left click, WASD, E and Q, Spacebar and perhaps Shift. Real-timed events will force the player to have quick reflexes in order to respond appropriately.
Reasons why this will be fun and worth the time: Imagine the nostalgia if we pull this off.
Will this require any extra expertise: 3D Modelling. People will experience in classic D&D's. 2D/Background designers.
Game Description: A game like God of War! Everyone likes God of War so basing it from that game will be cool... well, not the storyline. Game is about the members of Hive against a mysterious force who called themselves, the Blood Council!
Reasons why this will be fun and worth the time: Well, first of all its 3D and its a game based on God of War. Second, use the different hive characters in each of their own storyline and fight through countless enemies to finally discover the true identity of the mysterious force. They call themselves the Blood Council.
Game Description: Single Player, or Multiplayer. Takes place in the Hive's universe/multiverse. At the start of the game, the player chooses from either the default set of heroes (already with skills and such) or start from the lowest rank (For example, a peasant), or make his/her own unique character in-game through a variety of options like classes, background stories, alignments, age, gender, race, expertise, etc. After which, whilst taking on every day life (going to Inns, participating in Contests, helping other players) and getting stronger (taking quests, training your stats, battling creeps), the main antagonist which will be called 'The Hacker' will try and disrupt the order and peacefulness of the world. This will also have different modes like 'Peace Mode' and 'Massacre Mode', the player may choose from Normal Difficulty or Hard Difficulty. Also, at the start of the game, the player may also choose to follow the storyline (the default heroes will always follow the storyline) or to not follow the storyline. Those that do follow the storyline will be given quest chains to complete, and the main bosses to defeat << these players's characters shall be the Main Characters, while the players that choose to not follow the storyline; those that help with the community, do simple jobs, duel with their friends (if in Multiplayer) or NPC's. The heroes by the way that are made by the players start as Neutral, then are asked to make an alignment choice or stay neutral. Those heroes that take the Evil side will all be gathered into one Faction (like a guild), and the same for heroes that take the Good side. The Neutrals will be explained later. Before you Continue Reading, I'd like you to know that this game has a system that allows the Heroes to transcend to yet another, but higher class when they meet a certain requirement(s)
(*Everything in these parenthesis are what I think should be in the game* Alignments may be Authentic Good/ Authentic Evil, Negative Good/Evil, Positive Good/Evil, Neutral, Impersonating Good/Evil/Neutral *based on these alignments, there may be sub-alignments like; well, may not be actual sub-alignments... but more of an add-on characteristic* {Achiever, Born-Winner, Valuable to the Community, a Beacon of Light, Extremely Valuable to the Community, etc.}; and fun Classes like the Supreme Judge of Life & Death Contests, Blacksmith of Spells, Guardian of the Hive, Keeper of the Archives of the Hive, etc.; and since this is based on the Hive Workshop, maybe win enough Tournaments and/or Contests in-game and the player's character will be given a special badge (in-game item) and will have a massive power-up! Also, morbent thinks that Ralle should be the main quest giver; and I do too. Maybe those in the Hive Workshop with a high rank {not just a User; like Ralle or a Resource Moderator} will be given like a special code that when entered in-game will do something to their characters or unless they are immortalized in the game as an NPC , or both )
I haven't come up with a good name of the Hive's world is, but I'll refer to it for now as the HW. The era is in the medieval times (kind of like Warcraft's era) I believe that the story begins when everything was perfect, there were evil doers, everyone was happy and content with their lives, and life as we know it went on. That's where the Evil heroes come in. They make every one miserable, and they make sure they always get their way. That's when the HW became 'unbalanced'.
So, the Almighty and Awesome Ralle sent upon the evil forces the Good and Pure-hearted, and the two opposing forces kept each other at bay, and this went on for years. Now, the Neutrals are the characters/heroes that is neither good or evil, and just want to live life to the fullest, get away from troubles and wars, and don't want to get in the way of the business between good and evil. For example, heroes that are mainly good at healing, like Priests and choose to be a Neutral, will be stationed at the City, and work as a village doctor; unless he/she changes alignment, that might be the only thing he/she'll do (but let me tell you, a Neutral Priest may be the one that heals the wounded and works like a doctor in everyday life, this hero will not bore the player. Get enough money or reputation from the Townsfolk and the Priest can transcend onto a higher class like a Cleric or even Saint.) Warrior classes that choose to be Neutral may go rogue and choose to stay in the forests, and be a vigilante.
But then, one experiment of the Evil Spell Blacksmiths go horribly wrong, an experiment that was supposed to give them the upper hand against the Good side, but instead created a living, metallic ooze, that feeds on the minds that everything that breathes. Once it has consumed enough that it needs to maintain a stable form, a humanoid form, it will start to 'devour' everything around it, until it can't eat any more that it will explode. The explosion will result to the possible extinction of everything on the surface of the HW]/U]. Not knowing this yet, as the game goes on while that living metallic ooze consumes the minds of Good and Evil and Neutral alike, the players that choose to follow the story line will be given a quest chain to complete (like stated above) to either stop this Ooze from becoming 'The Hacker', the ultimate boss that's the only one capable of defeating Ralle in battle and let the good guys win, or prevent others from stopping this Ooze from becoming 'The Hacker' and let the Evil ones win.
Now, the Neutrals that follow the storyline will be given a quest chain that aims to unite both sides to defeat one common enemy (because 'The Hacker' will be in a Chaos alignment, an will be hostile to Neutral, Good and Evil players).Also, the players that follow the storyline will be given a set amount of time before the Ooze completes itself. The quest chain of the Evils will focus on stopping the Good side from stopping the Ooze from attaining perfection, and will also focus making the Ooze take their side. The quest chain of the Good side will focus on stopping the Evils from getting what they want, stop the Ooze from attaining perfection and make the Neutrals join their side in-case they run out of time. If all three fail to complete the quest chain on time, 'The Hacker' (being an AI-NPC) will set out to destroy life as we know it. This will only happen if only one player is playing. If it's in Multiplayer, then everyone and I mean everyone will team up and try to defeat 'The Hacker'. In this part of the game, co-op is needed. Failure to do so will result in one of the following: either the players lose the game because they are all defeated by 'The Hacker', Ralle stops 'The Hacker'; the two fight and all hell breaks loose, the players win the battle and the game.
Now for some additional info: The players may buy houses which will serve as a primary location for restoring potions, expanding their inventories, and to get extra money. The houses you see, have a sell-back price that costs 90% of the original cost, and that price will increase periodically. I think having a Pet system will make the game more interesting. Players may also go to the market and trade equipment or sell some items. Players that have the special code and used it in-game (like I said earlier) will be given to access to a special shop to get very rare items in the game, ans some items are only available to those that have the code. I also think that this game should have a reputation system that increases the character's rep every time they win a Tournament or a contest, or when a fellow player gives him/her rep. points. When a hero has high rep., the resources he/she earns will be increased by his/her reputation. Also, at the time 'The Hacker' is completed, every available player, wherever their current location is, will be sent a message saying that the hacker is completed and would ask if they want to join the battle or not. Joining the battle means they would be teleported to some-kind of battlefield or Arena, and they would fight there.
This is what I have in mind. This may be changed as necessary.
Reasons why this will be fun and worth the time: First of all, the player's imagination will be stretched/exercised, because of the many possible characters he/she will play the game with. Another reason is most quests, and possibly the storyline will depend on the character's alignment. Also, since the player is allowed to choose the character's age, some events (like tournaments and dungeons for example) will not be available to the character immediately. There will also be AI controlled characters in game; in relation to what I just said, the game modes like 'Peace Mode', will not allow you to attack other players or NPC's. While in Massacre Mode, you will be able to attack them. Also, being in 3D means that this will be a kickass game in default (like most 3D RPG's), and the different varying options and choices will make this game interesting every time!
Dimensions: 3D
Game Style: Arena Deathmatch
Game Description: Magic Championship is a game which uses symbols as a way to cast spells or abilities to rain havoc upon your enemies or waves of beasts and bandits in many arenas.
The concept of the idea is that players can conjure different spells and combinations in a page by mixing up symbols. The more powerful the spell, the more mana/energy it will cost.
Players are able to queue in multiple modes, such as CTF, Survival, Deathmatch, FFA, Survival: Platforms, facing up hordes of enemies or enemy teams.
The better you perform, the more XP and money you get to invest in new symbols or equipment.
Reasons why this will be fun and worth the time: Because heck, why not.
Dimensions: 2D
Game Style: Arcade
Game Description: The idea is that we merge many arcade games in one suite, like classic 2D shooters, fighting games, Megaman/Contra like games, etc.
Reasons why this will be fun and worth the time: It'll be interesting to code
Will this require any extra expertise: Probably some Texturers
Dimensions: 3D
Game Style: Party Game
Game Description: The idea is that we make Party games for all players, similar to Mario Party1 and Crash Bash2.
Reasons why this will be fun and worth the time: It'll be interesting to code
Will this require any extra expertise: Probably some modelers and Skinners
Dimensions: 2D/3D Game Style: Arena super smash Game Description: The idea is to base the game somewhat on http://www.hiveworkshop.com/forums/maps-564/warlock-099c-92687/ but ofcourse bring our own flavour to it by different modes which really are like different games, especially when we add new terrains, spells and magical fighters which you sculpt urself by purchasing different spells with the gold you earn.
This totally makes you feel like ur creating the ultimate combination to destroy ur opponents in an awesome match to the death where harry potter better ruuuuun cause it's gonna be fucking brutal! Reasons why this will be fun and worth the time: It'll be different tasks for different talents and alot of creative freedom when it comes to designing the vast amount of spells(should be atleast 30 i think) and terrains, modes, chars...everything!^^
And ofcourse with such an awesome wc3 map as reference this game can not be anything but awesome and definitively worth the time if we get it right Will this require any extra expertise: eeh idk...alot^^ but it's alot of stuff that alot of ppl here know how to do like designing, balancing generally creating different spells, characters, terrains and stuff, but which engine to use idk, thats not my field
Game Style: Adventure/Psychological Horror Game, more of an "art" game
Game Description: I feel that I would have an easier time telling you about the game if I told you its opening:
The computer asks the player, "What is your name?". After, the computer asks the player if they had any special person in their life, someone they would die for, do anything for, and ask that persons name.
After, the player is shown a hospital bed, with a faint image, chanting out your name, suddenly it is revealed that it is that special someone with a dark shadow behind them. He/she is lying in the hospital bed, and the closer you come to him/her, the larger this shadow begins, until that shadow grabs that person and you wake up in a half wrecked city. You begin your search for them, and clues on what had happened.
Throughout your journey you are constantly tormented by your fears (through using universal fears or by using the space between what we believe ourselves to be and what we really our). There are mainly three antagonists, what you truly are, what you believe you are and what others believe you are. All this could be done by asking the players questions in the start, such as our issues, then coupling them with even the most primitive fears.
Now, the game itself is monochrome and is filled with puzzles, nothing hard, but not that easy. There are no friendlies, just you, to magnify the feeling of loneliness and helplessness. Only enemies are present who are masked/hidden in a fog similar to the one in Silent Hill 2.
Also, it would be fun to use the Heroes Journey (sort of a template that classical myths follow) for the narrative here, which was the reason why the game Journey became such a hit.
Why this will be fun: This game WON'T be fun, just emotionally gripping. It tries to show you the process of trying to take something back even though you can't (Might have spoiled the ending there). But I have reasons on how it can be terrifying:
1. Using the games understanding of our three selves: What we truly are, What we think we are, and What others think we are. It then uses it against the player in the form of the three main antagonists.
2. Alienating the player from our antagonists, which makes it unsettling for the player and adds a bit of curiosity to the idea. Ex.: You can dazzle the player by a shiny object at a corner, but it they would never know what it is. When they go close to it, it turns out that its a part of a freakishly large monster which chases them down, and you added more burden to yourself now.
3. Using the Uncanny, a place where things are slightly off, which is basically the whole setting of the game. The whole game is basically a half-wrecked town where things are again, slightly off. Buildings may slant at weird angles, you may see walking ghosts which look like human, but are not, etc.
4. Using embodiment's of the darker side of the human nature to show our fears. Ex.: Vampires are a very renowned horror figure since they represent our inner gluttony, lust and greed and Werewolves represent our inner rage and our state of being out of control.
Think of the overall experience to be something like the Amnesia/earlier Silent Hill games, but in a more personal level with the player to add that extra scare. I think that if this pushes through, it might be the next Braid, or Limbo (a little bias here).
Extra Expertise: The game itself would be heavy on narrative, but instead of being told through dialogue, it would be told through environmental/mechanic storytelling like in Portal/Portal 2 or an older classic such as Missile Command. The act of designing the overall experience would be hard as hell, considering the fact that you need to get inside the players head.
2. Dimensions: 2D Topdown/3D
Game Style: Strategy/Roguelike
Game Description: I used this tool in order to get a game idea and got "Squad", "Disinformation" and "Information Overload".
So the idea is that there are two sides (none of which are known to be either "good" or "bad") per level, which continuously radio the captain of a team of robbers how to steal something, may it be diamonds/gold/money, a museum piece, weapon or mass destruction, free a fellow robber, etc. The two sides constantly give the player information, and it is up to the player to figure out who is telling the truth and who is not. An example is that if your on a casino heist scene, Side A could tell you that Security Cameras can be shut down externally, while Side B could tell you its can only be shut down internally. Your Tech Guy/Hacker then tells you that he can shut down the cameras externally, but needs a certain something, like a code, to do so. By simple deduction and thinking, players decide on which side is right or not.
Another trick here is that every member of the team has a random set of predefined abilities, attitudes and personalities. The player must find which one is good for a certain job. Say one is a psychopath who shots everyone at the slightest sight of danger, causing panic and revealing your team, or a master thief who literally never blows his cover even when there's no hope left, allowing him to be easily captured. There, you must asses each character and try to decide which fits what.
The player must successfully do a set of random missions with random levels and complete these set of missions. Missions don't end when a robber A or robber B is caught, but continues to go on to ensure the drama. It only ends if all of you are caught, but you can still escape to prevent that from happening. If a robber gets caught, you can either free him between missions or not. Another cool feature is that as mentioned earlier, each character has a set of predefined abilities and attitudes. While you may order robber A to go be a con artist, he may reject your orders due to his personal beliefs, etc. or Robber B could be the worlds greatest explosives expert who only wants to blow up the safe himself but is not that all good in sneaking into that safe. This allows the game to be more life-like.
You, the team leader, assign different roles to your robber minions, such as a Con Artist, Explosives, Spy, Robber, Tech Guy (I don't know the proper term), etc. for each mission and task. Hell, you can even assign a huge guy weighing around 700 lbs. to be the one that sneaks to the vaults of a bank. Its all on the player's taste.
Why this will be fun: Everything is randomized, and it is the players job to work around these randomization. Plus, the game itself requires you to think and deduce, if side A or B is giving you the right information. This makes it serve as an edutainment. Education and entertainment, so if someone rants at you for not being productive and playing games, you can tell them that you're studying to become a master plotter on heists.
Think of the whole experience to be like that of Spy Party; or the tactical strategies of XCOM with a dash of the humor, fun and characterizations of Team Fortress 2.
Extra expertise: Someone who knows procedural generation and can implement it fairly well, also a fairly good AI programmer is needed here. Voice Acting may or may not be needed, but its better if only the prevailing emotion is voice acted. Ex.: A guy is hurt, he shouts "Argh!" or "Ouch!". Another guy makes a sloppy mistake he says "Oh no." or something along those lines.
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