Poll of the Day > Opinion on an aspect of game design

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Black_Crusher
02/09/18 8:16:05 AM
#1:


Hello

I'm in the development stages of a new game and am trying to decide on something. You have currency to spend on items but I'm thinking on having the main items be 'to rent' between stages / levels kind of like how a link between worlds did it.

My main reasoning why is the guy has a limited inventory of 16 slots and can randomly pick up items on the stages themselves. I didn't want players to buy an item for big bucks at a shop and then find the same item later in a chest or something.

Any ideas would be cool, I like bouncing ideas off of people who are impartial. The theme is Ancient Greece and the stages play out like the first Zelda, the items in question come in 3 types (offense, defense, and aux) and are based off of Greek gods.

Thanks for listening to me blab!
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Far-Queue
02/09/18 8:27:42 AM
#2:


This might be tricky to pull off, I dont know much about programming, but Greek gods were constantly bickering and fighting, what if the protagonist was prized by the gods for whatever reason, and they were fighting for his favor?

So you start the first level, lets say in your home. Youre about to set out on a journey. You stop to pray at an altar to your god, earn their powers, later in the level you meet a monster that cant be defeated with the weapons your god gave you, a different god sees an opportunity to earn your loyalty and swoops in to offer you the tools you need to succeed....

Obviously this specific formula would get redundant, but you could find ways to mix it up. The gods throughout the game fight over you and strip and/or grant you powers or weapons.

Im at work now, but I can flesh this out a bit more later unless it sounds kind a complete waste of your time.
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Black_Crusher
02/09/18 9:13:23 AM
#3:


Thanks man it's never a waste of time for new ideas!

I pretty much have the main story set up and as far as the actual game goes I have a title, start menu, introductory stage (this is side view, like Zelda 2 but there's no fighting here), and the first dungeon which is strictly tutorial. The tutorial has a special chest where you find one of the 9 God powers / items randomly. All these are passives so the trick here I want is for players to be able to pick and choose, and for no one power to be worthless so any build would work.

I was also thinking maybe you should keep the god items when you find them but only be able to purchase consumables from the shop. I have herbs, torches, and a magic flask that regenerates life so far for those.
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SushiSquid
02/09/18 12:38:13 PM
#4:


Out of curiosity, what are you writing this in, who's working with you, and why are you making this?
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Black_Crusher
02/09/18 12:55:26 PM
#5:


It's in Clickteam Fusion 2.5, it's just me (I almost always handle every aspect of the games for good or bad hah), and why? Because it's a hobby of mine since 1987 and because it's challenging and fun!
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