Decoy Doctorpus post=9.70638.700357 said:
Uncompetative post=9.70638.699012 said:
Ok. Here's a free idea:
Separate the point of view from the player's control of the character.
The game is set 'somewhere' which has some moving and some static (and some half-broken) Closed-Circuit Television Cameras in rooms.
Check out 'The experiment' or 'Experience 112' there's a guest review of it in the Escapist review section.
I did. It is quite different.
In 'The experiment' you control the cameras and influence where your 'friend' goes by remotely unlocking doors and turning lights on and off in order to persuade them to move about. It defines itself as an adventure game.
In my proposed idea you don't control the cameras (they are on an automatic cycle), or remotely unlock doors or turn lights on and off... you directly control one of four 'friends' at any one time (selected by pressing one of the four face buttons on the gamepad). So, it is a survival horror game that is not first person (like Condemned) or third person (like Resident Evil), but "fifth person" as you are the fifth person in the group who is passively surveilling where your friends are moving as they go to get help. As far as the story is concerned, you cannot communicate, or control, your friends movements directly, or indirectly.
In reality you take over the AI of each friend to move them around, find objects in the environment to use as makeshift weapons to fend off the zombie threat. This is made much more tense by only being allowed to control one at a time and for your actions to be 'blind' unless a CCTV camera happens to be covering that room. Therefore, the game becomes a puzzle of how to coordinate group movement through a set of rooms that are sampled on to a rack of nine screens in a regular, cyclic, pattern.
I would have thought I'd hear
something from
demonwaffle...
It is my long-standing policy to never talk about a project before I have got a working prototype that will demonstrate its unique concepts. If all you have is a great story and artwork you are better off doing it as a Graphic Novel. Only do it as a videogame when you know exactly how the controls will work and have 'played it' in some crude form. Peter Molyneux, Shigeru Miyamoto, Bungie, etc. all work like this.
The bald fact is that User Interface (or User Experience) design is not remotely as appealing as drawing fantasy monsters and thinking up a creative narrative. Programming a playable prototype (even a 2D version of a 3D game) feels like a bore and you can easily think of excuses to not do one until you have secured your financing.
However, you are far more likely to distinguish yourself from the ranks of a myriad tin-pot start-ups (or bedroom programmers) if you can put a gamepad into the hands of the men who will pay your bills for the next three to four years and say 'try it'.
demonwaffle should consider following the indie route successfully taken by 'Introversion', a team which concentrates on unique and innovative gameplay, but doesn't get bogged down with large budgets and weighty narratives as all their games use vector graphics.
I don't want to come across as a troll, but I suspect this '
fan created videogame' will dissipate into vapor.