I'm still envisioning running through a world absorbing people's pixels and gradually upgrading your screen (graphics). I'd like it if you could absorb good people's pixels too and become evil, that would be delicious. Also it'd be fun if you could have more than one gameplay element that you would add to as you absorb.
I just feel that too many people make the game around the gameplay mechanics when the mechanics should suit your game. This could be an unrelated point though...
I just feel that too many people make the game around the gameplay mechanics when the mechanics should suit your game. This could be an unrelated point though...
Demo, probably never. No skills to make one with. A flash video might be as close as I could come myself.
And I see where your coming from Surf, orignally the vision in my head was a more like your saying When I started putting it into words, I realized what a great and sorta original story could back it all up, and that i wanted it to completely be a jrpg with tons of twists story and gameplay wise, because that's always been my favorite genre. Then without really changing much from my original idea, I made the gameplay fit more with the story by making there be 10 unique main pixel characters. Also, when I was thinking up the characters, I wrote next to each name the special ability they have that you can use on the overhead map, like Red can burn things, and Blue lets you swim through water
Right now I've been strictly thinking about what happens in the first few hours, the whole thing with going around and absorbing pixels and building your characters with them is COMPLETELY still the idea. After you beat that boss in the pic, you would get every one of his pixels and be able to apply it to your individual characters however you wanted.
Eventually your 10 core characters would be able to split apart, and grow separately. I've been working on those leveling mechanics and how you would actually go about customizing, but I'll save all that for another post maybe.
None of this was really preplanned, its all just streaming right off the top of my head, so it gets confusing as to what I'm even talking about half the time.
Oh and as for giving a choice to kill good guys... that'd be hard to fit in the current vision. My friend heard the idea but completely wanted to take it into an action based direction, and I told him, "Well you can start working on the spin off." I know the basic idea really could go in a lot of different ways, but for me at least, it's completely an RPG with an epic story.
Thanks for the support and interest though, it's the only thing that keeps me going. I
And I see where your coming from Surf, orignally the vision in my head was a more like your saying When I started putting it into words, I realized what a great and sorta original story could back it all up, and that i wanted it to completely be a jrpg with tons of twists story and gameplay wise, because that's always been my favorite genre. Then without really changing much from my original idea, I made the gameplay fit more with the story by making there be 10 unique main pixel characters. Also, when I was thinking up the characters, I wrote next to each name the special ability they have that you can use on the overhead map, like Red can burn things, and Blue lets you swim through water
Right now I've been strictly thinking about what happens in the first few hours, the whole thing with going around and absorbing pixels and building your characters with them is COMPLETELY still the idea. After you beat that boss in the pic, you would get every one of his pixels and be able to apply it to your individual characters however you wanted.
Eventually your 10 core characters would be able to split apart, and grow separately. I've been working on those leveling mechanics and how you would actually go about customizing, but I'll save all that for another post maybe.
None of this was really preplanned, its all just streaming right off the top of my head, so it gets confusing as to what I'm even talking about half the time.
Oh and as for giving a choice to kill good guys... that'd be hard to fit in the current vision. My friend heard the idea but completely wanted to take it into an action based direction, and I told him, "Well you can start working on the spin off." I know the basic idea really could go in a lot of different ways, but for me at least, it's completely an RPG with an epic story.
Thanks for the support and interest though, it's the only thing that keeps me going. I
Um. I'm wondering if it's even possible to build on this. How would combat get more involved?
Also if you really do get someone to program this, I've got some experience in animating in Flash. I'm lacking motivation though. Could this be it?
Also if you really do get someone to program this, I've got some experience in animating in Flash. I'm lacking motivation though. Could this be it?
The way I see it, what I've described so far is like a new type of board game, sorta like chess, but with rpg stats and lvls, and would only be how the fights are within about the first 3-5 hours of the game. Eventually the game moves out of the single pixel level, and each of your members is made out of multiple pixels.
The idea I have for this point is to use special attacks you actually have to spend one or more of their pixels, sorta like a kamikaze attack to do even more damage to the enemy pixels. The pixels are actually the HP, but also the MP, and you have to kill bigger enemies to rebuild the pixels on your character. Paladin's Quest for SNES has always made me want to use HP for magic attacks, and I think that would work out really good here. Then, by the third part of the game, the SNES level of detail, all the party members will be separate, and can actually move away from eachother, and maybe at that point distance from the enemy can come into play, I'm still thinking about all that, but I never want the menu system in a fight to ever get as complex as even FF1, but the strategy and interaction to go generations beyond.
You're more than welcome to attempt at putting together something like this fighting engine if you want, and we can see if it really works.
Thanks for the interest!
The idea I have for this point is to use special attacks you actually have to spend one or more of their pixels, sorta like a kamikaze attack to do even more damage to the enemy pixels. The pixels are actually the HP, but also the MP, and you have to kill bigger enemies to rebuild the pixels on your character. Paladin's Quest for SNES has always made me want to use HP for magic attacks, and I think that would work out really good here. Then, by the third part of the game, the SNES level of detail, all the party members will be separate, and can actually move away from eachother, and maybe at that point distance from the enemy can come into play, I'm still thinking about all that, but I never want the menu system in a fight to ever get as complex as even FF1, but the strategy and interaction to go generations beyond.
You're more than welcome to attempt at putting together something like this fighting engine if you want, and we can see if it really works.
Thanks for the interest!

surf dtoid with 

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