Game Development Community

3rd person action Super Hero Parody game

by Adam Harte · in Jobs · 04/06/2007 (8:05 am) · 4 replies

Hello, for the past 4 weeks my small team has been expanding and has begun working on making a solid demo/game of our super hero parody concept. While the concept design document AND the design document has been completed, concept art is currently being made while the rest of the team is structured and put together, more on the game below. In the mean time we are currently looking for the following to fill out the team, and to gurantee that tasks do not overwhelm others working in those "specialized groups"

This is an inde-product btw, we do not have anything financially currently to offer, but hope to create a vehicle that others can use to get themselves into strong positions within the video game field, or similar fields, they are pursuing. All assets created are your own, its only the concepts and premises for which they are made that we do keep. Everyone will get full credit and their name on the product when its finished and ready to be shown. Anyways on to the nitty gritty our team currently has positions in each of these, but we would like to add 2-3 more in each to guarantee a strong "team" effort in each of those positions:

2 programmers
-Knowledge of C++ a must
-familiarity with Torque Script a bonus
-Must have a great sense of humor
-AI programming a double plus

1 torque script guru
((someone to look over some of the scripting to make sure it makese sense and works, and help fix if it isn't working properly))

2 - 3d Artist
-would handle textures and even some graphic design work for the website, which is its own seperate project to support and move the game

2 modelers
-familiar with Maya, 3dsmax, blender, or other modeling programs which can build assets that can be put into torque

1 Level designer

2 animators
--this position is going to be the hardest, as along with the story being written, the actual combat "styles" used by the heroes will be unique in the powers they use and the animations they fight with.

now here is the fun part, this is our "pitch" which was used to form the other part of our team :

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#1
04/06/2007 (8:06 am)
SubPar Heroes

SubPar Heroes is a 3rd person action fighting game along the same lines as Marvel Ultimate Alliance and X-men legends. The story revolves around several different heroes who never quite learned how to use their powers properly or effectively. A few of the other heroes also suffer from personal neurosis which limit their potential.


When the entire city's powerful and competent heroes go missing its up to the "sub par" heroes to rescue the proficient heroes and defeat the villains. The game will maintain a strong comedic feel using the same premise and concept as the idea that Squirrel girl (of Marvel comics) was able to defeat Dr. Doom. Think Mystery Men the video game.


The game is purely about fun and bringing back the classic feel of teamwork that many experienced playing games such as "Ninja Turtles: The arcade game", The Simpsons, and even the X-men Coin-op arcade games.


Example characters:

The Mime:

Wields the Mime Force; Can throw up invisible force fields with "the box"; does a gale knockback when he "walks against the wind"; and does a TK pull when he does the rodeo cowboy rope lasso trick"

Hype:

Speedster type; moves so fast that he suffers from ADHD; is a rabid sports fanatic; when running objects can distract him: such as a TV with a sports game (would stop to check the score).




Player one can control one of four heroes with the ability to switch between the four characters at will (one active and three inactive). When the player is not in control of the other 3 heroes (inactive), the inactive heroes will move and act independently while still following the lead of the active hero.


When in multiplayer mode, each player (up to four) will control the hero of their choosing. If less than four players are playing, the remaining characters can be controlled by switching to them, similar to single player mode.

There are 12 zany heroes that the player gets to interact with during the course of the game. 18 total SubPar Heroes including the non playable characters. Each Subpar Hero has their own strange quirks and personalities that will make a fun beat-'em-up game.


The main focus of SubPar Heroes is good old fashioned teamwork. Each character has his/her own unique abilities for combating the evil forces that plague their world. Alone they are powerful, but only by joining forces and using those amazingly inept powers can they overcome the obstacles they are about to face.





What's the difference?





Comparing SubPar Heroes to other super hero action role-playing games is like comparing a mime to a clown. Sure they're both really creepy and scare little children, but clowns--with their big funny red noses and pie in the face gags--are just, well it's just good old fashion comedy.


Besides an awesome story and great game play, SubPar Heroes sets itself apart by having a unique mix of comedy, memorable characters, and strong focus on teamwork to accomplish goals.


if you have any other questions you can contact us at : SiegeviperX@gmail.com

** we also finished all 12 of the super hero bios, if you want to read more on their origins, this will be a great game and fun for many to play, help us make it just that **
#2
04/11/2007 (2:03 pm)
Why 3D? Wouldn't it be more in the spirit of superheroes to used 2D art? (As well as always being cheaper and easier to get good 2D art than good 3D art.) Just a suggestion, but if you're design doc's already finished you might be already committed to 3D art.
#3
04/12/2007 (4:28 am)
That is actually a very good question, and is the first time it's been brought up or even mentioned. I believe I was so caught up in following the aesthetic look of X-men Legends and Marvel Ultimate alliance, I forgot the other important basis of our game, was to be a bit of a tribute and homage to those who came before it " Simpsons, Turtles, and even Xmen... which were all 2d.. that is definitly something to think about.. I guess I need to take that huge aspect back to my team and see what they think....
#4
04/17/2007 (4:42 am)
We discussed it in great length and detail, and have decided we will stick with a 3D feel for our game...all of our concept art is done and we have already created a pen and paper prototype to demo how some of the mechanics balance out in our game.. especially since the game is going to be VERY team reliant..