Plan for Bryan Edds
by Bryan Edds · 04/19/2004 (11:53 am) · 10 comments
Hooray for Midnight Ryder Technologies!
It's been really fun working with Davis, and I have this gut feeling that this whole crazy project is actually going to work. In fact, I don't see any possible way for things to have worked out better so far. Things are kind of slow, but Davis is taking the proper time to try and flesh out the story side of the game design. In my attempt to keep the design iterative, I had only designed the gameplay side of the game. That way, we can decide on a story appropriate to the development time we'll want put into it.
There's not a whole lot I can say about the game (not sure how tight Davis [The Boss] wants to keep it under wraps). But, I figure I can get away with a few details... ;)
Essentially, the game in question is a stealth horror first person shooter game. I always thought the combination of the stealth and horror genres would be very synergistic in their effect on the player. There is nothing more intense than trying to carefully sneak about quietly in a stealth game, and there is nothing more scary than something just popping out of nowhere to shock you! Combine those 2 moods, and I think we're on to something.
To keep things as interesting as possible for others, I purposely narrowed down the design as much as possible in order to allow as much creative input as possible from teammate(s). This is a VERY important thing to do, IMO, because it gives your teammate(s) a personal interest in the project that they would not otherwise have. I looked at the game development process, and found the most rewarding part of the project to be the initial creative design. I figured the best way to keep one's teammates interested in the project is to give them as much creative input into the game as possible (so long as they don't break my core design!). There is nothing more rewarding in game design (other than pay) than watching your own ideas come to life. There often may comes times in your team's life that this creative stake is the only thing that may keep them from quitting the project. Allowing creative input is really a win/win situtaion.
It's been really fun working with Davis, and I have this gut feeling that this whole crazy project is actually going to work. In fact, I don't see any possible way for things to have worked out better so far. Things are kind of slow, but Davis is taking the proper time to try and flesh out the story side of the game design. In my attempt to keep the design iterative, I had only designed the gameplay side of the game. That way, we can decide on a story appropriate to the development time we'll want put into it.
There's not a whole lot I can say about the game (not sure how tight Davis [The Boss] wants to keep it under wraps). But, I figure I can get away with a few details... ;)
Essentially, the game in question is a stealth horror first person shooter game. I always thought the combination of the stealth and horror genres would be very synergistic in their effect on the player. There is nothing more intense than trying to carefully sneak about quietly in a stealth game, and there is nothing more scary than something just popping out of nowhere to shock you! Combine those 2 moods, and I think we're on to something.
To keep things as interesting as possible for others, I purposely narrowed down the design as much as possible in order to allow as much creative input as possible from teammate(s). This is a VERY important thing to do, IMO, because it gives your teammate(s) a personal interest in the project that they would not otherwise have. I looked at the game development process, and found the most rewarding part of the project to be the initial creative design. I figured the best way to keep one's teammates interested in the project is to give them as much creative input into the game as possible (so long as they don't break my core design!). There is nothing more rewarding in game design (other than pay) than watching your own ideas come to life. There often may comes times in your team's life that this creative stake is the only thing that may keep them from quitting the project. Allowing creative input is really a win/win situtaion.
#2
Well, we could always do what Konomi did with Metal Gear and call it "Tactical Stealth Action"... And tack Horror Game at the end... and First Person at the front...
"First Person Tactical Stealth Action Horror Game"
FPTSAHG.
Fiptysag!
It's a FIPTYSAG!
Awesome.
.
04/19/2004 (12:30 pm)
Heh, I would pause to call it a puzzle game since my initial perception of puzzle games is that they often have one set of solutions that always work. Y'know, where you can just buy and follow a guide to easily get through a game. Of course, that's not an accurate way to look at all puzzle games, but unfortunately, that's what generally comes to people's mind when you say "puzzle game", IMO.Well, we could always do what Konomi did with Metal Gear and call it "Tactical Stealth Action"... And tack Horror Game at the end... and First Person at the front...
"First Person Tactical Stealth Action Horror Game"
FPTSAHG.
Fiptysag!
It's a FIPTYSAG!
Awesome.
.
#5
04/19/2004 (12:40 pm)
Not me - all of the puzzle games I wrote to date have multiple solutions to the same problem. That's not saying much though, and they are OBVIOUSLY puzzle games. With this, well, you have a weapon in hand, and it's in First Person perspective... so it's a puzzle game, and a First Person Shooter - and a floor wax too! (am I old if I'm referencing classic SNL stuff? :-)
#6
A puzzle game does have _multiple_ solutions to the same puzzle, BUT, they are always the same set of solutions each time you play it. In this game, it all depends on where enemies have moved (since they are constantly moving about the stage), and what other random things might occur (as you can see from the design, there is a lot of random things going on which will vary each experience). Puzzle games, to me, don't generally have a sense of upredictability and surprise that I hope we'll be able to acheive, nor do they have the replayability this game is shooting for either. Now, there is certainly a "tactical" and "strategic" aspect to this game, but there's no real static puzzles to solves or anything like that. :)
Dunno. I'll let you have the last word on it, though. You's de' boss!
.
04/19/2004 (12:48 pm)
Yeah, that's what I meant :)A puzzle game does have _multiple_ solutions to the same puzzle, BUT, they are always the same set of solutions each time you play it. In this game, it all depends on where enemies have moved (since they are constantly moving about the stage), and what other random things might occur (as you can see from the design, there is a lot of random things going on which will vary each experience). Puzzle games, to me, don't generally have a sense of upredictability and surprise that I hope we'll be able to acheive, nor do they have the replayability this game is shooting for either. Now, there is certainly a "tactical" and "strategic" aspect to this game, but there's no real static puzzles to solves or anything like that. :)
Dunno. I'll let you have the last word on it, though. You's de' boss!
.
#7
And Bryan, puzzle is not a genre, puzzle is a state of mind :P
04/19/2004 (2:34 pm)
Hmm, horror stealth FPS? I`m even afraid to ask whether its going to be something in the spirit of System Shock (what if you answer yes? then I`ll not be able to sleep for a while :o).And Bryan, puzzle is not a genre, puzzle is a state of mind :P
#8
I guess you could say that this game has many similarities to System Shock. The biggest difference is that, for the most part, you'll not want your enemies to see you at all. To accomplish this level of stealth, you are given an ability that, if used with skill, allows you to locate your enemies without them being able to locate you. You'll have to basically sneak up on most of the enemies from behind in order to take them out with a gun or even a sword. But despite all your efforts, there are certain enemies that will simply pop out of nowhere, which will you have to take out quickly before they can attack you. And there are other forms of enemies which require even more and new tactics, but you'll have to wait for the game to find out what more there is waiting around the dark corner... >:)
There's not really any RPG elements to the game like System Shock. As nice as that would be, we can't add more features than those that are absolutely central to the core intended game experience. The goal is simple and effective stealth horror. :)
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04/19/2004 (3:12 pm)
Heh, perhaps true what you say about puzzles. :)I guess you could say that this game has many similarities to System Shock. The biggest difference is that, for the most part, you'll not want your enemies to see you at all. To accomplish this level of stealth, you are given an ability that, if used with skill, allows you to locate your enemies without them being able to locate you. You'll have to basically sneak up on most of the enemies from behind in order to take them out with a gun or even a sword. But despite all your efforts, there are certain enemies that will simply pop out of nowhere, which will you have to take out quickly before they can attack you. And there are other forms of enemies which require even more and new tactics, but you'll have to wait for the game to find out what more there is waiting around the dark corner... >:)
There's not really any RPG elements to the game like System Shock. As nice as that would be, we can't add more features than those that are absolutely central to the core intended game experience. The goal is simple and effective stealth horror. :)
.
#9
and yeah, I understood that idea doesnt seem to involve RPG elements, but the mood and desperate sense of insecurity sounds like that:) Good luck, guys. Show more signs of life time to time so we know you`re alive and brewing :)
04/20/2004 (12:58 pm)
Sounds intriguing indeed, Bryan, when the time comes, give us a crunchy devshot of the day:)and yeah, I understood that idea doesnt seem to involve RPG elements, but the mood and desperate sense of insecurity sounds like that:) Good luck, guys. Show more signs of life time to time so we know you`re alive and brewing :)
#10
04/22/2004 (4:16 am)
Heh. You got it! It's great to have people take interest in our project so early. We still haven't formed the team (Davis is still doing some good preliminary design work), but if you would be interested in possibly helping, then it'd be great if you could give me an ICQ at 235178165, or e-mail me at bryanedds(at)yahoo.com
Torque Owner Davis Ray Sickmon, Jr
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