Okay, someone talk me down from this idea

Doom meets Metroidvania

-100 weapons
-100 enemies types
-100 pick ups
-100 secrets
-100 Achievements
-Scaling difficultly (between 1 and 100)

-Final score is weapons picked up, plus types of enemies killed, plus pick ups, plus secrets found, plus the final difficulty completed on, plus achievements, minus reloads (deaths), divided by time.

-No saves, just save rooms.

Tell me that bullet point list I just made isn’t the perfect trailer!

Opinions?

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The last three new posts I’ve seen from you in this forum seem to follow a pattern: Ridiculously complex (probably overly ambitious) ideas that feel more like excel spreadsheets than games. Whether they’re good ideas, or promising ideas, I’m not going to try to decide. However, they’re all so complex and “all or nothing” that it feels like you’re setting yourself up to be unable to complete any of these projects.

I think most successful games start with something simple, and organically build on it as you testing things out and see what works and what doesn’t. It feels more like you want to design a full game on paper, to the smallest details.

Can you really say that a game with 100 weapons would be more fun than a game with 50? 25? If so, are you sure it shouldn’t be 250 weapons? I feel like your choice of 100s is dangerously arbitrary: Dangerous because it sets you up for failure. I can imagine someone building out a game with 10 of all the things you listed. Now, they’ve only completed 10% of their game, with 90% left to go. Will that remaining 90% make the game 9x better than it is at 10% completion?

Anyway, I don’t want to ruin your fun if it’s simply enjoyable to think about ideas like this and do some design work. But, if you’re really considering making one of these ideas into a game, I would definitely not start with so much complexity.

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Have you finished your previous ideas?

My work here is done

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Making 100 guns will take what? 200 hours to make it slightly more interesting? Wouldn’t those hours be better spent play testing a tight sandbox and making it fun?

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  • 100 levels…
  • 100 lives max (allowed to lose 1 per level, more than one is game over)
    …could be 1 secret each, 1 new weapon each, 1 achievement for completing each etc.
    …the boss of each could always be a new enemy since you plan 100 enemy type :slight_smile:

Pretty much what others have said, it sounds like you’re more interested in coming up with ideas than actually implementing them. Nothing wrong with that of course, but for me personally it makes me less inclined to engage with the ideas.

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I like it.

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Watch Mark Brown’s video on what we can learn from Doom. He makes several points that would be relevant here.

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This isn’t really a game idea. What’s the gameplay loop? It’s just the 3rd or 4th tier incentive that nearly all games got of keep playing and collect achivements, weapons guns, cosmetics, etc…

If your game sucks with 5 guns, 100 guns or 1000 guns isn’t going to help it. Nor will any gigantic number of achievements or power ups.

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Take off the jetpack, Teddy Bear. I think the ability of your forum icon to fly is perhaps making you get up too high on various ideas. Start small and finish something. Keep the soaring on a flaming, smoking column for later on down the road. :wink:

Edit: Make a game around that character. I really love your patchwork forum icon and have always wanted to see it as a main character in a game or cartoon. :sunglasses:

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@Socrates - it is a great icon… the things we could do if we looked like that :roll_eyes:

Yeah, don’t drink and post kids.

I’m not completely off of the idea.

I’d like to get a functioning enemy and weapon prefab that can be used to get multiple weapons and enemies.

And just keep the art extremely basic.

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Clearly you weren’t drinking enough if you didn’t think of a Borderlands-style procedural weapon system. Just imagine running into a boss after having discovered your weapons have some bizarre quirk to them thanks to random number generators trolling the player.

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I thought the “stupid meme guns” were hand crafted so that many players get to experience them. Like the one that was fairly strong but said annoying stuff the whole time. I don’t remember “random” pcg quirks, but it’s been a long time.

I hated weapon scaling (damage) in borderlands. Randomization of properties was actually quite fun.

You really should look back at least to times of Diablo 1/2. Could learn a lot on the topic of randomisation loots, geras and maps.

I think randomized weapons works for borderlands, but I’m not wanting to make borderlands.

Im wanting to make an open map that opens up as you progress, where the gameplay mutates from iron site military weapons with a huge emphasis on critical hits, into a rapid paced rocket arena shooter with an emphasis on movement and keeping enemies in a state of shock.

All the while, moving from checkpoint to checkpoint will be about resource management and self preservation.

That’s an easy way to get to 100 guns, but is it compatible with a metroidvania? The designer needs tight control over what each new thing provides access to, so variations can’t be

I can think of some ways to make it achievable. For starters, 100 guns does not mean that they all have to be 100% bespoke. You could make that by implementing 10 “styles” (melee, shotgun, automatic rifle, launcher, etc.) and 10 “damage types” (kinetic, poison, electric, heat, cold, etc.) and having the game generate each combination from those things.

However… that will give neither the interest of a game such as Ratchet and Clank where all of the weapons are uniquely whacky, nor the subtlety of a game such as Borderlands where players care about the details of the generated variations. That’s ok, because this isn’t either of those games, but I’d think carefully about how to make that “grid based” approach tie specifically into your game.

Throwing ideas for that around:

  • Instead of 10 x 10, have 5 x 5 x 4 or something. In other words, add an extra way in which your weapons can vary.
  • Make the grid bigger, but don’t fill every slot. This is more work, of course, but adds some unpredictability back in.

No, I’m not at all interested in an inventory system.

I want 4 slots to equip weappns.

When the player discovers a new weapon it is automatically available from then on at every checkpoint/save room.

When you equip a weapon from the room you get full ammo for that weapon.

By the time the player reaches the next save room, I want them to have exhausted most of their inventory and have been forced to pick up other weapons along the way.

That way players HAVE to use a variety of weapons, but still get to use their favorites.

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If a player replenishes their ammo at the save room, how is this an impetus to pick weapons other than their chosen 4?