1) different asteroids/debris that comes floating in is colored various ways: Green for low threat/value, yellow for mid, and red for DANGER! Each of these has a basic score. 1, 2 or 3. These scores determine how much radius is added to the hole.

2) the energy/resources that may remain after destroying an asteroid is also colored/valued, and provides a certain number of bars of energy. If any asteroid has resources, after destroying the asteroid, resource is released, and it continues on the same trajectory as the asteroid (sorry no complex gravity sim, here) this value is separate from the destroyed asteroid value and is probably going to be randomly generated... Maybe. It's your job to intercept these resources and deploy the tractor beam to pull it in... When it's pulled in, you level up...

As you level up there is a meter on the right hand side of the screen that indicates what power level you're at... Red means you're stuck there. Yellow means you get a power boost, and can use that as a speed enhance for emergency situations in the circle to move around faster, but it'd be depleted. Once it hits green, you're good to go, and can escape.

3) each level will have different sizes of orbits, and rates of growth. Lower levels have a larger orbit (thus more time for the black hole to grow and more time for you to be able to gain material) Later levels have smaller orbits..... Earlier levels also have more
So, as I'm thinking about this, I have 3 different options:

1) Boardgame with pieces representing people/souls. You capture the souls by playing deadly sin cards on them, the number on the piece representing how many of a certain type of sin to play.

2) Boardgame with pieces/souls. When you play a set of sins on a piece, you "burden" them with a ring that you stack around the piece (ring around a pole). Each player can stack burdens on them. When the soul is so overburdened by say, 5 rings or something, the player with the most rings around it wins that soul. You play rings by playing deadly sin cards.

3) Remove the board aspect altogether. Make it a purely card game. Have different soul cards wtih personalities and stories behind each person. Give them the vices, and play cards to capture them.

Each has their benefits:
1 is simple, or can be. Make a fast game of it. There's something nice about the tactility of board games.
2 has nice complexity. Add more strategy lines. But the abstraction still can be nice.
3 has that option of really making a character come alive. You feel like you're winning a real person/soul. Ease of portability

1 - too simple?
2 - the rings are just more things that are manufactured and a waste (and the same could be said for a board game vs a card game in general)
3 - too much a rip off of "Redemption" card game?

If I do a board game, I think I'll have a ring around the earth, each quarter of the board gets 6 spaces for the piece to move around (thus 24 spaces per round/day). When the piece is in a demons quarter, they can be captured. Something like that.

I suppose you could make personalized pieces, but it's still not the same as customized art on a card. Hmm...
Stick man movie scenes

Guess the movies from the stick figures. I only got 9/20. I don't know my movies... sigh. What about you
[livejournal.com profile] vesicular, LMK what you think of this so far. Anyone else is free to look and comment. Please give me some feedback if you take the time to look at it.


(no subject)

May. 20th, 2005 01:43 am
symbioidlj: (Default)
pixel group

this is the coolest thing evar...  basically it's a grid of pixels, and you can invert the color to the opposite when you click on a square (if it's black, it becomes white and vice-versa)

Now, at the same time as you are doing this, others are also doing it.

The screen is refreshed with their changes from time to time.

It's a fun interactive toy...

This is close to what I'd love to see and I've been lusting after forever... interactive art software.

something like photoshop but net-centric and multiuser.  (of course it would be much more powerful than this toy)...
Of course, this isn't the only thing in a game, but I think what draws me into a game, or what I imagine an ideal game to be is a game that has many playmodes.  Of course, this idea is evident in games such as puzzle games...  Many of these games have variant modes of playing the game.  You can then expand the scope of perspective and see it in what is termed "emergent gameplay" which is a term that describes this sort of gameplay that involves discovery and play in the world around you.  To see what sorts of cool things you can do, and how to alter the game.  Hack it, as it were...  Mini-games in certain games, whether it be Shenmue, Mario, or Beyond Good and Evil, for example...  The latest example with Lumines illustrates a wonderful point in puzzle game design.  The idea of levels having "skins" for the screen, in the same way you can skin your Winamp, or Firefox, and many other programs...  The idea of having levels change "skin" as you advance...

The next idea.  Shit I'm just getting into my game design.  Well, may as well.

I think it would be great to have unlockable media.  Everything from photographs to sound samples, from movies to full on songs.

It's quite complicated to think about hexagons and their arrangements and potential arrangements with colors and how many variations of a puzzle game you could make.  The hardest part is determining which should be the "main" game...

I'm even imagining some sort of hexagon based "rubiks cube"  One hexagon, surrounded by 6 hexagons, form a 7 hex unit that I'll call Hexaplex.  One can now take the newly minted hexaplex and have it surrounded by 6 other hexaplexes.

Now, translate this into the idea of a rubiks cube where each outer hexaplex is like the face of a cube (Remember, the cube is a six dimensional object, right <lj user="vesicular">?  Inside joke.  Our junior high shop teacher said that a cube is 6 dimensional.  It has top, bottom, front, back left, and right sides.  Yeah. Ok.)

Anyways, now, the central hexaplex acts as the central core of the whole cube.  Now I just thought of this, and it means I need to figure out how to abstract the coordinate system of the cube into the MegaPlex.  (as I shall call the combined unity of the 7 hexaplii... yes, i'm calling them hexaplii.  fuck off.)

I also plan on incorporating a chakra system, and levels will have color schemes within them. ROYGBIV.  Green being the central hexaplex. ROY on top, BIV on the bottom.

Rotating hexes to match the colors of the sides will merge them, and the larger amount you merge, the more you can blow off with one bomb, to reveal part of an image underneath, which is the "prize".    Some of this is probably not clear to you all.  That's okay.  This is mostly for myself (now that I've written it), however any feedback, questions, insights, comments, please, i hate to beg,

but i ain't too proud.


what would you think could be done to improve, change, how could this appeal to you, what other things could work.

I would like to incorporate things, but I also realize that visions of an end product can diverge dramatically between two individuals.

Time plays a central element in all games, however, I've still not figured out exactly how it plays a role in my game.  I've a couple ideas in my head. But that's for a later time...

(no subject)

Apr. 17th, 2005 02:47 pm
symbioidlj: (Default)
I have no set way of tackling any design problem other than hard work and a refusal to back down from difficult problems. Any truly interesting problem must be new enough to lie beyond the applicability of standardized methods. If you want to stamp the products out in rapid order, get a machine, or a human who has been ground down to the status of a machine.

via: this interview with Chris Crawford (game designer)


symbioidlj: (Default)

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