Sorrow (working tittle) -- action RPG game
Art Style and basic design philosophy
im thinking something along the lines of Vagrant story meets Final Fantasy 7/8/9 with real time seamless combat!!
the reason i mention Vagrant Story is because first off i like their art style and their stylish dialog boxes, i like they way they used the in game engine to tell a lot of the story and the way they directed the scences i like the whole watered down platform concept implemented in an RPG style game too however i think the puzzle platform experiences should be dispersed more thinly in that it should still have all the typical RPG elements game towns, world map, ect with lots of open areas to explore and discover but with the platform experiences limited to being used mostly as an obstacle to get treasure and only on a few occasions should it be used as an obstacle to get to a new area if it is used as such it should be almost blatantly obvious leave the complex puzzle platform experiences for great treasure or a completely optional area/quest/task
enemy encounters
in this game there will be a mix of random enemy encounters and enemies pre populated on the field when the area loads....
the random enemy encounters is like kingdom hearts random enemy encounters but on steroids in that they will be way more cinematic and realistic like proper ambushes should be designed to surprise or scare the hell out of the gamer some of the encounters will be brief quick fast like they are in kingdom hearts while others will be epic drawn out in engine cinematic cut scenes with QTE events where if you have tap tilt shake gestures ect in sync with on screen animations and pop ups if you get it right you will get an advantage in battle, fail and you will immediately enter battle but you will be at a disadvantage this goes for bosses and random enemies too
the pre populated encounters will make up the majority of the enemy encounters that i want the gamers to experience in this game but instead of just mindless entities that freak out and attack when they notice your presence i want the pre populated encounters to be more realistic and have complex situations with complex AI and depending on what you do during each encounter for instances sometimes the enemies will not attack you unless you attack first and if you attack them they will now forever either attack you or run away dont attack them and you can run thru the whole game without having to fight that enemy type. Some enemies will run away if you start pwning the other enemies sometimes they will call for back up or run and then bring back up or you will walk into an area where the enemies are arguing with each other or fighting each other and depending on how you address the situation you can expect to have some enemies types to become short allies that will follow you and become a part of your party until they get killed off and thats just the tip of the iceberg :)
enemy types
i want there to be lots of awesome well designed enemy types that are more realistic then cartoonish and these enemy types will be everything from monsters to humans to humans operating vehicles (some you may even be able to jack then drive/operate until it gets destroyed) and of course both highly skilled human bosses and huge towering giant monsters as bosses too. Some of the types will be like mini puzzles and have immunity to attacks until you jump on top of them or you can only damage them from the front/back/in the air ect or you have to shoot them first then attack them in short range in alternating patterns
combat/controls
i want the combat to be fast paced so your character will have both long range, short range attacks as well as skills/magic
there will be 4 persistent on screen buttons across the bottom of the screen and 1 per instances that shows up when your character can launch skills/magic.
the layout is as follows:
-left/top item menu button (just tap to bring up the menu which will pause the game and allow you to change characters equipments, use items (if you have enough sp which works similar to Rouge Galaxy)
-left/bottom is the virtual joystick, for this game i want to use the virtual wheel
- left/middle of the screen right above the click wheel is where the skills/magic button will appear
- middle/bottom is the jump/dodge interface
- right/bottom is the action interface
Each of these interfaces will have the capacity to recognize multiple inputs in the form of taps and swipe gestures the inputs are as follows:
- virtual joystick -- gestures to move and rapid tapping to block and if you get the timing right you can parry
-jump/dodge -- tap to jump and use swipe gestures to dodge swipe in any direction to roll or flip in that direction ( up/down and left/right)
- action interface is a combination of a wheel and a button -- tap to do melee/short range attacks and combos which will differ depending on what weapon you have equiped and use the wheel and gestures to aim/fire at oncoming enemies like just hold your thumb on the interface and then rotate it to be in the position you want to open fire on
- when the skills/magic button appears slightly above the virtual joystick tap and hold to button bring up a hotkey with 4 set skills or magic (up/down/left/right) then slide your thumb in any direction to highlight the skill/magic then release your thumb to initiate the skill (gamers will be able to assign skills to the hotkey so it will only take secs so no need to pause the game)
this control scheme is awesome you will be able to easily aim/unload long range attacks in any direction a la idracula/mini gore style but when the enemies get close or you get close to them you can just start tapping the wheel to unload powerful melee attacks and since the wheel is already in place you can use the wheel functionality to aim melee attacks as well depending on where you tap around the wheel will dictate which direction you slash your weapon which will facilitate a system where you can attack enemies coming towards you in any direction even multiple enemies from multiple directions which is awesome and cant really be done with a controller that well which is why in 2D side scrolling fighters and action rpgs you have to be either on the right or left side of the enemy if your just a little bit above them and not directly in front of them your basically swatting air in this game you can circle around enemies and attack them from any direction because of the wheel
what do you guys think?
im thinking something along the lines of Vagrant story meets Final Fantasy 7/8/9 with real time seamless combat!!
the reason i mention Vagrant Story is because first off i like their art style and their stylish dialog boxes, i like they way they used the in game engine to tell a lot of the story and the way they directed the scences i like the whole watered down platform concept implemented in an RPG style game too however i think the puzzle platform experiences should be dispersed more thinly in that it should still have all the typical RPG elements game towns, world map, ect with lots of open areas to explore and discover but with the platform experiences limited to being used mostly as an obstacle to get treasure and only on a few occasions should it be used as an obstacle to get to a new area if it is used as such it should be almost blatantly obvious leave the complex puzzle platform experiences for great treasure or a completely optional area/quest/task
enemy encounters
in this game there will be a mix of random enemy encounters and enemies pre populated on the field when the area loads....
the random enemy encounters is like kingdom hearts random enemy encounters but on steroids in that they will be way more cinematic and realistic like proper ambushes should be designed to surprise or scare the hell out of the gamer some of the encounters will be brief quick fast like they are in kingdom hearts while others will be epic drawn out in engine cinematic cut scenes with QTE events where if you have tap tilt shake gestures ect in sync with on screen animations and pop ups if you get it right you will get an advantage in battle, fail and you will immediately enter battle but you will be at a disadvantage this goes for bosses and random enemies too
the pre populated encounters will make up the majority of the enemy encounters that i want the gamers to experience in this game but instead of just mindless entities that freak out and attack when they notice your presence i want the pre populated encounters to be more realistic and have complex situations with complex AI and depending on what you do during each encounter for instances sometimes the enemies will not attack you unless you attack first and if you attack them they will now forever either attack you or run away dont attack them and you can run thru the whole game without having to fight that enemy type. Some enemies will run away if you start pwning the other enemies sometimes they will call for back up or run and then bring back up or you will walk into an area where the enemies are arguing with each other or fighting each other and depending on how you address the situation you can expect to have some enemies types to become short allies that will follow you and become a part of your party until they get killed off and thats just the tip of the iceberg :)
enemy types
i want there to be lots of awesome well designed enemy types that are more realistic then cartoonish and these enemy types will be everything from monsters to humans to humans operating vehicles (some you may even be able to jack then drive/operate until it gets destroyed) and of course both highly skilled human bosses and huge towering giant monsters as bosses too. Some of the types will be like mini puzzles and have immunity to attacks until you jump on top of them or you can only damage them from the front/back/in the air ect or you have to shoot them first then attack them in short range in alternating patterns
combat/controls
i want the combat to be fast paced so your character will have both long range, short range attacks as well as skills/magic
there will be 4 persistent on screen buttons across the bottom of the screen and 1 per instances that shows up when your character can launch skills/magic.
the layout is as follows:
-left/top item menu button (just tap to bring up the menu which will pause the game and allow you to change characters equipments, use items (if you have enough sp which works similar to Rouge Galaxy)
-left/bottom is the virtual joystick, for this game i want to use the virtual wheel
- left/middle of the screen right above the click wheel is where the skills/magic button will appear
- middle/bottom is the jump/dodge interface
- right/bottom is the action interface
Each of these interfaces will have the capacity to recognize multiple inputs in the form of taps and swipe gestures the inputs are as follows:
- virtual joystick -- gestures to move and rapid tapping to block and if you get the timing right you can parry
-jump/dodge -- tap to jump and use swipe gestures to dodge swipe in any direction to roll or flip in that direction ( up/down and left/right)
- action interface is a combination of a wheel and a button -- tap to do melee/short range attacks and combos which will differ depending on what weapon you have equiped and use the wheel and gestures to aim/fire at oncoming enemies like just hold your thumb on the interface and then rotate it to be in the position you want to open fire on
- when the skills/magic button appears slightly above the virtual joystick tap and hold to button bring up a hotkey with 4 set skills or magic (up/down/left/right) then slide your thumb in any direction to highlight the skill/magic then release your thumb to initiate the skill (gamers will be able to assign skills to the hotkey so it will only take secs so no need to pause the game)
this control scheme is awesome you will be able to easily aim/unload long range attacks in any direction a la idracula/mini gore style but when the enemies get close or you get close to them you can just start tapping the wheel to unload powerful melee attacks and since the wheel is already in place you can use the wheel functionality to aim melee attacks as well depending on where you tap around the wheel will dictate which direction you slash your weapon which will facilitate a system where you can attack enemies coming towards you in any direction even multiple enemies from multiple directions which is awesome and cant really be done with a controller that well which is why in 2D side scrolling fighters and action rpgs you have to be either on the right or left side of the enemy if your just a little bit above them and not directly in front of them your basically swatting air in this game you can circle around enemies and attack them from any direction because of the wheel
what do you guys think?
1
person likes this idea
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The more people who like this idea, the more it gets noticed.
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Inappropriate?This isn't relevant to technical support for ngmoco. At all. Like, not even the slightest bit. You're in completely the wrong place for this.
Try visiting Touch Arcade and posting your idea there. If you think your game is good enough to be published by Ngmoco, send them an email here:
gamemakers@ngmoco.com
I’m confused
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Inappropriate?Actually, it is relevant to here.
Derik's (Many) topics to do with game ideas are under the 'Idea' category, not 'problem', 'question' or 'praise'. Derik's above post is an Idea, Therefore making his post On-Topic for this section called ideas. -
Inappropriate?Actually, none of them are relevant. The ideas are supposed to be ideas about ngmoco, not ideas about random and unrelated things.
If I were to post a topic about how I'd like to see a third Rolando game with online multiplayer, that would be an idea appropriate for this site. Random brainstormings about games ngmoco has no interest in making don't count as ideas relevant to this site, unless I'm very mistaken. -
Inappropriate?Look, I don't want to start a fight, but I don't see anything wrong with what Derik's doing. If he wants to share ideas for games, he should be able to. This is an 'ideas' section, for Ideas. Even if ngmoco never make the game, there's nothing wrong with putting the idea out there.
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Inappropriate?@kmacleod
in terms of relevancy -- your right. like 110% right, like cant even begin to try and argue with that kinda logic without the slightest shadow of a doubt right, like completely in the right place at the right time....unless im very mistaken......riiiiiiiiight!! ;)
anyways all bs aside, you clearly made your point and i completely understand where your coming from, so if my ideas/posts are ruining your or anyone else's experience on this forum please don't hesitate to let me know as that is not my intention at all.
i post here because for some reason or another something about ngmoco or one of their products inspired me and from that inspiration i have been able to come up with a steady stream of all kinds of ideas/concepts from gameplay, to marketing, to control schemes ect ect ect and from all that brainstorming i have gained quite a bit of insight into the iphone platform and game development in general and for that im very grateful which is why i personally believe that if im going to post these ideas, which came from the inspiration ngmoco influenced, anywhere on the web it should at least be on an ngmoco related forum...period!!
besides this is who i am and this is what i do, im a dreamer, i think big and re-imagine everything i see, but try to understand that im not hear to argue, im not here to troll, im not hear to boast/brag either, and im not here start a project or work on ideas.......im just here to share ideas
but like i said if you guys think i need to chill then i will most def chill, just let me know
btw -- thx for sticking up for me jas much appreciated :)
D
I’m dazed and confused
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Inappropriate?I've said all I have to say on the subject, but I definitely suggest you post your ideas on Touch Arcade, or a similar website to that. I doubt that a tech support forum for ngmoco is the right place to vent your ideas about new games.
People on TA or another iPhone gaming website might be interested, and who knows, you might find a developer there who is willing to work with you on the idea ;) -
Inappropriate?I couldn't help but comment on this. I think kmacleod is right. On TouchArcade, there will probably be someone who could help you with your idea, however on an ngmoco:) GetSat page, while I don't think it is wrong necessarily, I think this should really be directed to gamemakers@ngmoco.com and while it is good to get public feedback on ideas, I do believe TouchArcade would be a better place for this not only because there are many great people there to help you turn your vision into an actual app, but because there are vastly more people who are on TA than who regularly visit the ngmoco:) GetSat page. That is all I have to say!
I’m sharing my opinion
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Inappropriate?thx guys i appreciate your advice and suggestions but i really need to follow up the original post with some updates and after thoughts ect and after that i will move on....
conclusion
the Sorrow concept really builds on top of the control scheme and experience started by games like idracula/minigore by adding depth with a melee system jump, dodge, and of course the ability to learn, assign and launch magics/skills rather then collecting power ups.
I also mention the old squaresoft games because i think it would be cool to expand from just one boxed in area or a set of maps with just one perspective like idracula/minigore to something like the squaresoft pre rendered RPG style with a whole game world to explore with several different perspectives in addition to just top down.
IP/Franchise
should be a collection of stories that exist in the same time/setting and game world/universe but a completely different cast of characters each time sometimes the characters from the previous game will make appearances in other episodes but you get a whole new crew to play as in each game with a whole new story that ties together an overall plot but not sequels per say so entry is easier and the over all story comes across as bite sized episodes 10-15 hrs of game play each...maybe more
business model
of course im no analyst/marketing expert but with bite sized episodes and in app purchases you can have more flexibility with the price points of the app itself and the episodes -
Inappropriate?wait one more thing......
im not really much of a story kinda guy in terms of penning the dialog/lore/setting/ect or a artist in terms of drawing concept art but i do have an interesting concept that would be fun to experiment with for an episode based IP/franchise in app distribution model.......
and that is the story that you play in each episode is being presented/narrated to you by people in the future telling the stories to their children as bedtime stories or a class of kids being told the story in history class or a grandson listening to old war stories from his grandpa and so on, basically in this approach you get a glimpse of a wonderful and fantastic fictional future full of fantasy and mystery presented to you briefly and momentarily throughout the episode yet the story driven game play experiences that you play in the game bring to life pivotal moments in the past that shaped this fictional future world and each time learning something new and getting more acquainted with the overall chain of events that shaped the present time setting in the game.
idk just a thought
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