Game idea

Ravkrat

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Joined
Oct 22, 2012
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The idea behind it is simple,the phobia of darkness.When we are young we are constantly checking under our beds and setting night lights out..why? Because at such a early age to us the darkness is a living breathing thing,something that can reach out from under your bed and wisk you away. Now what i propose is, what if darkness truly was an entity forgotten has we age, relegated to back of our minds.

Ok now that the propaganda speil is over i guess i should explain, what i plan to create is a single city(for people who live in texas think houston size) that is walled off and covered by a dome.Within this dome lives on humanity(mind you its not the only city just the only one i plan to be useable by the player). Has in all cities their are differing demographics,in the middle of the city are the richest/well-off citizens ones who never have to worry about running out of oil/coal/matches/etc etc, in the middle ring is the middle income families those that are workers or city laborers, they too do not have to wory about running out of lighting commodities but they do have to wory about another thing. This "other" thing are those that lived in the outer-most circle of the city and because of their postion they frequently run out of basic supplies.
Darkness does not out-right kill people instead it feeds off their negative emotions not draining them(think of it has reading a book) once it has feed off their emotions it can,and usually does send said emtions back triple-fold,a slight annoyance at one of your family members can turn to homicidal rage. A slight greif over losing a dear pet can turn to suicidal tendencies(more on this one later).Once the emotions have been sent back then,depending on the darkness's needs it is either repeated or left alone if the process is repeated the risk of going berserk increase exponantiely.Because of the risk's darkness pose's,a strict curfew has been placed on the city, every day at 7:00 pm the chapel bells toll warning everyone of the oncoming darkness.

You might be wondering "ok thats all cool,but where does the player fit in" the player is a coyote, a person who runs goods from the dealers to the receivers, the goods could be medicine needed for a ill child or to things far less benign. Beyond simply running goods you also have two choices( two that lean either good or bad or simply remain neutral) during the day is when some people decide to commit suicide now if you catch someone "on the ledge" you could potentialy talk them down though you would need information from friends/family has to why it is being attempted,if the persons life is saved then the communities veiw of you increases(which generally means less people snitching you out to the guards,and more requests for goods that will be transfered to you over the other coyotes within the city. Beyond the general populace their is also the family that would wish to thank you which could be anything from a little girl giving you a teddy bear to a father/husband giving you money has thanks.
You've probably already noticed this but this game is not all that cheery infact i plan it has a horror/adventure-esque game.

Where crafting is concerned i want the player to be able to craft on the run,literally you will be running..alot, and because of this ive thought of one possible(though probaly impossible) way of crafting whereby you left click your mouse button to put something in your left hand then right click to put something else in your right hand, for example say you wanted to craft a simple torch you would put a stick in your left hand and some rags in your right then click both left and right at the same time to craft it.."all i have now is a twig with some clothe on the end" true there is one more step you need to find a pre-existings light-source,say a lamp outside someones house, run up to it and left click(or right depending on which hand you assigned the stick too) now you have some light though i doubt the inhabitants of the house take kindly to you using there oil. On the other side you could buy a lighter and put it in your free hand then left+ right click to ignite the torch, and if your wondering yes i plan to have this fully animated and let the player be able to move. You would also have a knapsack( or a backpack/duffelbag) depending on how much stuff you wish to carry(yes there will be a weight limit :p ) you would also be able to acces your bag on the run,though it would slow you down abit and inhibit your view, you could also toss your bag on the ground( for the oh chicken i need to run fast moments) depending on which circle you are in depends on how the npcs reacte to your bag if your in the outer-most layer urchins will pick it clean of valuables if you want them back youll need to track the urchins down and retrieve your items from them. If your in the middle ring someone will pick it up and ask around to see who it belongs to and try to return it to you but if they fail they may simply take it to the guards which you then need to pay a fee to get it back, in the inner most circle the populace will simply ignore it though the guards will take it and after a set amount of time destroy it.

Not the most pleasant of worlds and certanly not the easist ideas/thoughts to implement but to me it sounds like something worth spending a decade or more making,a good hobby lasts a month a fine one..decades :p


P.S i may refine some points later on. Has of now this game is nothing more then a twinkle in my eye.

P.P.S with all that in mind does this sound like something you would play?
 
hmm. At first I got the idea that it would be like that one game, where you play as a little kid and you see the world through his eyes. Then it slowly turned into thunderdome/Desert Punk, and maybe Judge Dredd, seeing as how they share a common 'walled city". Then the 'Darkness really reminded me of the game 'The Darkness' or maybe Ghost busters 2 with the whole 'slime' thing.

Now my thoughts of the coyote remind me way too much of a "shadow runner'. Then this is were all my mixed feelings go downward. The whole good and bad path thing seemed cool. However i get this emo vibe from the missions and or a crazy nice person who will slowly snap. I mean wouldn't the outer citizens rather have you kill the guards for respect and plot to break down this wall and or take over the gate/ and or spaceport to get into the 'safe zone?' Rather then doing police work like helping jumpers or handing out teddy bears?

Now after that i get this whole "mirrors edge" kind of feeling and this odd crafting system. I can understand improvising and only sticking too small crafting like wounds being wrapped, but most things take multiple steps like a Molotov or something.

To be honest i see somewhat of an idea. Rich people living in the center, a Darkness attacking people through psychological means, a runner running around saving jumpers and doing charity work, escaping guards........hmm. I feel a big plot hole. This game idea feels...empty. Like what is the whole point? Run away from guards and deliver the goods on time while not being effected by the Darkness. Seems like a Maverick postal carrier who does good deeds.

Where is the cult? You know the dankness has to be some sort of ancient evil brought onto the people to strike fear. Where is the underground movement aka the resistance who's sole goal is to break into the walled city to find out that they were the cause of the darkness. Why does your character feel the need to do any of this? Is he a soulless puppet with no emotions and just does things? or was his family killed by the darkness or city guards? Keep in mind that small details help reenforce the big overall idea of the game.

Not bad for a rough draft, but it needs truckloads of work in my opinion. Trust me, i have around 35 pages of a script for a video game and im still not content on it yet. Sure it would be a 2D side scroll-er, but making ideas like video games, movies, small ideas or short story's still need to grab attention and keep that momentum. Your game idea grabs some attention to me, but it falls short to a fast/slow walking pace. Keep up the work though, it has potential.
 
True i havnt really fleshed out the why/where/when or how of it,can only really sit down and think on it on my days off, also the teddy bear was something that would be given to you has thanks.. Still deciding on if actual teddy bear or like the gifts in bioshock that contain items. Has far has the back-end of the story goes i have an idea for it.. Though it'll probably either be to much of a twist or simply cofuse people. Hm still fleshing out the "jobs" for the different areas *after 2 min of thinking* you just gave me an idea xD, i'll save it for tommorow to add in with the back-end story + plot
 
*Swipes book and puts a fish inside, then closes the book and hands it back*
 
I like the idea as long as there are glowsticks like in Arma 3 or SWAT 4.
 
Hm i could probably make that work.. Have some people in the middle area have raves and someone passout glowsticks.. Yea think i could work that in
 

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