Brainstorming phase - Amoeba Shooter
by eedok - Cody Hollis-Perdue · in Game Design and Creative Issues · 03/05/2008 (10:13 pm) · 5 replies
I was thinking of a simple game I may be able to do on my own, that I feel I would like to play, and this is what I came up with, just looking for some comments and criticisms at this time (as I haven't learned enough Torque yet to even make a proper prototype). Remember nothing is set in stone at this point
Amoeba Shooter
-Fairly standard multiplayer-only(possibly single-player with bots) FPS game
-Aimed at people who enjoy playing frantic FPS games for fun(not too serious)
-Eliminate all forms of pickups
-Eliminate ammo management
-Only one gun with 2 shooting modes
-First shooting mode is similar to the Quake 2 blaster, but with a bit faster moving shots, and being
able to shoot a bit more frequently
-Second shooting mode is like a rocket launcher that lets off a large blast radius
-Strength of the guns could be around 2 direct shots to kill with the rockets, and around 7 to kill
in blaster mode(will be changed and balanced through much play testing)
-The firing mode will be shown by having the model of the gun open or closed(similar to Samus' arm
for normal firing/rockets in Metroid Prime Hunters), as well as an icon in the bottom right corner
-There will also be a spike on the side of the gun which can be used as a melee weapon which will
score an instant kill(or just be crippling, again this is for playtesting to decide)
-Health can be regenerated by standing still and not firing(at a rate to be decided) to eliminate the
need to search for health packs
-The GUI should only consist of an event log/chat log(top left), health bar(bottom left), and firing
mode icon(bottom right) (all subject to change of course)
The gimmick(where the amoeba name comes from):
-The game is a team deathmatch game, but not in the red vs blue sense, it starts off with everyone
being the leader of their own team
-When a player is killed they become a part of the team who killed them
-When a team leader is killed their team becomes part of the team of the player who killed them
-The game goes on until every player is on the same team
-Suicides and accidental deaths make the player become part of the team of the closest living player
at the time of their death(team leader rule applies here as well)
Scoring:
- Player is declared the winner if everyone is on the team they're the leader of
- When a player scores a kill, the current members of his team all get a point
Amoeba Shooter
-Fairly standard multiplayer-only(possibly single-player with bots) FPS game
-Aimed at people who enjoy playing frantic FPS games for fun(not too serious)
-Eliminate all forms of pickups
-Eliminate ammo management
-Only one gun with 2 shooting modes
-First shooting mode is similar to the Quake 2 blaster, but with a bit faster moving shots, and being
able to shoot a bit more frequently
-Second shooting mode is like a rocket launcher that lets off a large blast radius
-Strength of the guns could be around 2 direct shots to kill with the rockets, and around 7 to kill
in blaster mode(will be changed and balanced through much play testing)
-The firing mode will be shown by having the model of the gun open or closed(similar to Samus' arm
for normal firing/rockets in Metroid Prime Hunters), as well as an icon in the bottom right corner
-There will also be a spike on the side of the gun which can be used as a melee weapon which will
score an instant kill(or just be crippling, again this is for playtesting to decide)
-Health can be regenerated by standing still and not firing(at a rate to be decided) to eliminate the
need to search for health packs
-The GUI should only consist of an event log/chat log(top left), health bar(bottom left), and firing
mode icon(bottom right) (all subject to change of course)
The gimmick(where the amoeba name comes from):
-The game is a team deathmatch game, but not in the red vs blue sense, it starts off with everyone
being the leader of their own team
-When a player is killed they become a part of the team who killed them
-When a team leader is killed their team becomes part of the team of the player who killed them
-The game goes on until every player is on the same team
-Suicides and accidental deaths make the player become part of the team of the closest living player
at the time of their death(team leader rule applies here as well)
Scoring:
- Player is declared the winner if everyone is on the team they're the leader of
- When a player scores a kill, the current members of his team all get a point
#2
03/07/2008 (8:33 pm)
Being a horrible programmer artist, I don't think I could draw amoeba's with guns, I was thinking the name came more from the game mode than anything
#3
04/03/2008 (7:51 pm)
I want Ameoba's with guns.
#4
04/05/2008 (4:54 am)
Sounds like a pretty cool idea. Would you make team leaders any better to offset the huge advantage people get by killing them? I can see a situation developing where team leaders camp somewhere so their entire team doesn't get converted - good tactical gameplay, but that doesn't seem to be what you're going for. Maybe give team leaders extra health or damage proportional to the number of people on their team. So the leader of a large team would be really tough to take down, but if you did, then you're getting that large team.
#5
I'm thinking that would upset the balance though, as in general the better players will be the team leaders, so their natural advantage should offset the advantage people get by killing them.
The one thing I worry about is what incentive can I give to players who aren't the team lead to not leave the game as soon as they're killed? I'm thinking maybe there could be an MVP system, and maybe a loyalty award(for those that only get killed once in a game).
04/05/2008 (6:40 am)
I made updates to this, but I'm posting it on a few forums so I'm just gonna link to my blog from now on: http://geekswhoshower.com/blog/comment/22/I'm thinking that would upset the balance though, as in general the better players will be the team leaders, so their natural advantage should offset the advantage people get by killing them.
The one thing I worry about is what incentive can I give to players who aren't the team lead to not leave the game as soon as they're killed? I'm thinking maybe there could be an MVP system, and maybe a loyalty award(for those that only get killed once in a game).
Paul Amerson