I FREAKIN' LOVE THE IDEA OF THAT GAME!!! (Make me think a little bit of Borderlands, no?) Anyway, I think that you should keep the idea of the perspective 2D graphics like in Minigore, because I think they were fantastic and well done! Something would be fun to include is some elements of Borderlands, wich is a futuristic shooter, on a deserted planets. Anyway, I hope one day I'll see a game like that on the Appstore, and I'll be happy if I could contribute in the making of this game (I actually study in a program named "3D animation and video games" where I learn how to model in 3D, so if you need help )
heres some more thoughts....enjoy campaigns: misc details: single player & multi player (Co-Op) -short but sweet 30-35mins long; maybe longer? -would like to have multiple variations of each campaign -each campaign is a diff story, world, setting only consistency is genre -at least 5 at launch with more pushed via DLC/in app purchase -co-op is limited to 2 players not 4 story/deposition: *1st Example -- -stranded on an alien planet after X -must find crew -try to survive -need to get off the planet and return to X -end up getting involved with struggle on the planet? -make decisions on who you trust and who to help -liberate or dominate planet -multiple endings * 2nd Example -- -home planet invaded by X -1st variation your on the planet while its getting invaded -2nd variation come home after the planet is already taken over -liberate or find X and evacuate *3rd example -- -1st variation your a captain -2nd variation your a pirate -ordinary misson or job goes horribly wrong * 4th example -- -same as 3rd but entirely different situation/outcome of mission/job * 5th example -- -??? still need more examples; there needs to be at least 5 very solid and well thought out campaigns at launch with more being developed ongoing gameplay: -mix between combat & puzzles -obstacles that require two players to work together like RE5 -enemies with special abilities and attributes -mini bosses -checkpoints like L4D that display stats and acts as a mid autosave -needs to have great flow or well thought out pace level/area design: -like Guerrilla Bob need i say more take inspiration from: -Guerrilla Bob -L4D -RE 5 Vs: misc details: -1 on 1 (self explanatory) -deathmatch/team deathmatch (self explanitory) -faction/Clan -- More details below -conquest -- more details below -offer lots of settings to gamers it will be frantic fast paced action: -multi player dual stick shooting with shields -add melee via double tap on right virtual wheel -add dodge (dash, roll, jump, float) via double tap on left virtual wheel -add power ups (double damage, invisy ect) -awesome looking limit breakers (for lack of a better word) -awesome vehicles -lots of bunkers/buildings with mounted artiliry -and add some traps Faction/Clan (needs better name?): -huge area but not open world completely blank map no NPCs -want to get up to 18 players wifi only (assuming the platform is capable) -automatically assigned to faction/clan -up to 4 diff factions/clans -each faction/clan will be given an objective -these objectives will be conflicting as in faction/clan 1 has to transport X or guard VIP while faction/clan 2/3/4 have to steal X or take out VIP Conquest: -small maps with 4 bases -only 1 weapon other weapon is command tool -does 1 on 1 and teams -start out with one base -object is to hold the most bases for the most time -holding a base awards you with NPCs that respawn and fight on your side to protect the base -you can command NPCs with command tool using taps and gestures -the person who took over the base or spawned first gets command of NPCs keep in mind the settings will be generic as in: -one shoot one kill -no vehicles -no power ups -more power ups -double speed -super health handicaps -ect
No in game money its all exp drops like eliminate!!! arcade mode will have 2 sub modes: 1) survival mode -- -supports up to 4 players co-op -survive wave after wave of enemies -fight mini bosses and bosses 2) scavenger mode: -basically a co-op mode of up to 4 players -have to collect stuff and fill up or do something -all while trying to survive wave after wave of enemies/monsters -no bosses or mini bosses just hordes of enemies random question: would like to support multiple social layer networks (openfient and plus) is that "technically" possible? assuming of course if the game was accepted by both........ misc details: -you can send invites & challenges thru social layer network and onto 3rd party networks like fb, twitter, email ect for all modes -game supports local p2p bluetooth and local wifi; you can search and host games -for Vs i want matchmaking with levels, call-signs and tittles -perks if possible that would be very cool -store mode used to purchase DLC content with real money only no in game currency.... Gear & Equipment: -weapons -gadgets -armor or all same level playing field with shields? -everything is earned not purchased -you can only have 2 items equipped; a primary item and a secondary item -gadgets can be equipped as secondary items -or you can just equip 2 guns a primary and a secondary -lots of gadgets this will add TONS of depth Character Development: -as you play any mode you earn exp -this exp nets you attribute points that you can adjust -you will also learn new limit breakers as you level up -if everything is earn then exp will also go towards unlocking new equipment on a skill tree but instead of skills its equipment
I'm certain it will be fun to jump into a multi player deathmatch and just run around shooting ppl on a typical dual stick iphone shooter, but after the "wow" factor has faded it will get boring VERY fast; unless there is depth which is why i want to include the following: -vehicles (can really turn a match around and add a layer of depth to strategy) -power ups (self explanatory) -limit breakers (self explanatory) -traps (self explanatory) -perks? maybe instead of leveling up (as in assign attributes via exp) why not just use perks? perks you earn/learn and can assign? therefore exp will just be used for earning gear via gear trees -and now last but not least.....gadgets I like the idea of gadgets; heres why.............. -gadgets can change up the functions of the limited inputs in a very user friendly way -all you have to do is earn and equip a gadget -then switch to it by tapping top right corner of iphone screen -and viola the functions for both slide gestures (moving & aiming) and double taps can change into something entirely different -thus adding a whole other level of depth and complexity *i dont have any ideas as to what kinds of gadgets there could be; still thinking........ how would you explain the concept of earning gear by exp and not purchasing it from a shop via in game currency? or would you have to explain it? since the only way to get/equip new gear would be from the character creation/customization mode; even when playing a campaign you cant change gear. not even at a checkpoint.......
further reiteration.............. controls: -its still should be a dual stick shooter all the way!! bottom left; movement VJ/circle d-pad hybrid: -circle d-pad essentially a circle sectioned off into 4 parts -with a dot in the middle -taps inside the circle will dash in the corresponding direction -slide gestures just move -also when you use it like a VJ it seamlessly fades into a VJ -when you lift your thumb off the screen or use it like a d-pad it will seamlessly fade into a d-pad bottom right; wheel/ button hybrid -taps & double taps will do melee as if the whole wheel was a button -slide gestures will automatically fade into a wheel -using it as a wheel will aim/fire regular weapons augmented; -tap and hold on or near enemy or on empty space to engage secondary attack -usually grenades or heat seeking missiles (depends on class) -release after brief charge time or cook time to unleash secondary attack -you need ammunition for secondary attack -each respawn starts you out with X amount of ammunition power-ups: *energy; -collect energy to recharge shields -each energy power up will upgrade your regular weapons from one laser or bullet to 2 and 3 with a missile for extra damage -and refill 1 ammunition for secondary attack *special power ups; -invisy -proximity blast -powerful laser blast; that will last X amount of secs, you have to aim it -any more? -when you collect the power up an icon will appear between the two sticks at the bottom of the screen block; -i think the game will need a block -block can absorb regular weapon damage without depleting shields -block will also absorb damage from melee attacks however it will deplete shield energy -block can not absorb secondary attack or power up damage -simply tap and hold anywhere on the screen with two thumbs -the to rotate the block move one thumb up and the other down or vice a versa multiple classes; -no character creation as there will be no character development -instead there will be 4 well balanced and unique classes other details; -firing regular weapons will deplete shield -dashing will deplete shield -taking damage will deplete sheild -when sheild is depleted you lose HP -shield will regenerate slowly -with a full shield your HP will refill slowly but only when the gauge is completely full and not when in use -using secondary weapon will not deplete shield -using power up will not deplete shield -you can stack power ups like use the invisy and then collect another power up -blocking will not deplete sheild -blocking regular fire will not deplete shield -blocking melee attacks will deplete shield but not do any damage to hp -you can not block secondary attacks or power ups -when shield is 50% or higher you will not take any HP damage when taking regular gun fire -secondary attacks will do slight damage even with full shield -melee attacks will also do slight damage even with full shield game modes; -campaign; 2 players -VS; total of 4, 2v2 & last man standing -survival; 2players campaign; -1-2hrs long -up to 2 players can play both locally and online -there will be mini bosses -alert the horde situations -some enemies you have to melee them first before any attacks can do damage on them -checkpoints after completing and moving past each area -there will be ammunition for your secondary attacks laying around that you can collect -there is campaign unique power ups -no invisy -proximity blast still in -laser still in -any more? -enemies that can cause incapacitation -bleed out time -just shield and HP -as you play the game you level up gaining new level of weapons from 2 bullets or lasers or whatever to 3 and more HP and shields campaign level design thoughts; -think of them like mini gore maps -each map will have exits that are blocked until you complete something -sometimes it will be wipe out all the enemies and mini boss or final boss -escort or help NPCs -puzzles that require one character to carry something or fix an object and has to be protected by other player -or just blow up random spawn points on the map -more ideas -after each area stats are presented while the next area loads survival; -power ups -survive wave after wave -after each wave stats are presented -boss wave -local bluetooth & wifi -online wifi & 3G -challenge each other? -which will then seamlessly change into a 1v1 match then after the match is over it will seamlessly change back into a survival VS; -think like star trek DAC but with gravity and dash instead -plus you have melee and block -recharging shields and power ups -death match 4 players compete for top kills -team death-match 2v2 compete for top kills *1v1; -map is literally scaled down to the size of the screen -best of 3 or 5 matches -still have shields (that slowly recharge) -no power ups
hmmm with the scale of minigore i think a good idea would be to leverage an optimized star trek DAC formula but instead of space ships battling it out in zero G it will be mech or super soldiers (4 unique classes) battle it out on the ground with campaign mode, Vs mode and survival mode..... for what your saying the scale would have to be more like GTA ish zoomed way out, straight up top down and much MUCH larger areas, you could still pull off an artsy cell shaded style tho, and it could still be dual stick i will def brainstorm: -character creation and development for a DSS MMO -open world that has personality and looks beautiful -both competitive and cooperative multi player experiences -lootness -simple story but with an insane amount of backdrop and lore -quest driven with side quests, jobs, mini games to play
DSS character development thoughts; attributes; when you level up you....... -move faster -more HP -longer melee combos -longer dashes -shoot faster equipment; -items (health, shield regenerators, vitality a la removes negative status effects, invisy?) -weapons; does more damage and new weapons may also increase firing spread by one -armor -shield apparatus -new kinds of secondary attacks, grenades, heat seaking missiles, air rain, deployables (bubble shield, energy drain), proximity mines ect customizable; -customize the look and design of the character limit breakers; -instead of pop up icons for power ups you could use limit breakers or rage modes -as you level up you learn new kinds -some will give you a slight boost in attributes for X amount of secs -others are just moves in themselves they just do very powerful attacks that damage all enemies within a certain vicinity gotta think about this in a GTA top down scale..........