Game making
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Game making
I'm working on a pitch for my two programmer friends, one of whom has a license to release on Nintendo and Sony platforms. I'm still in the paper doc stage, but plan to design the entire story and logic engine in RPG Maker XP (Not the actual game engine, though, this is kind of an animatic for later design plus XP's logic scripting is super easy to export).
The beginning concept is a sci-fi action RPG, with ship-to-ship combat, planetary segments, and diplomacy, possibly simulation aspects. More below.
The beginning concept is a sci-fi action RPG, with ship-to-ship combat, planetary segments, and diplomacy, possibly simulation aspects. More below.
- knightintosh
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SC2 certainly has an impact on my dialog. In one scenario your ship's power goes down, lights and all. You have a line choice right before the emergency power kicks in. One of the lines? "Okay, we start eating the ensigns and then move on to anybody too stupid to stay in their quarters. Hand me the duty roster."
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- 3DO Experience
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- Joined: Sun Jun 24, 2007 8:47 am
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Since I'm tired of typing with a d-pad I'm going to imagine a box blurb and write actual details later.
The InterStel Alliance is struggling. A powerful force is preying on member races. Petty squabbles threaten to pull the Alliance apart. Ships are vanishing. It's your job to lead your crew and save the day, but your worst enemy may be staring back at you in the mirror each morning.
*Save the galaxy through cunning, diplomacy, and force. Be careful, alliances are made and broken on your words.
The InterStel Alliance is struggling. A powerful force is preying on member races. Petty squabbles threaten to pull the Alliance apart. Ships are vanishing. It's your job to lead your crew and save the day, but your worst enemy may be staring back at you in the mirror each morning.
*Save the galaxy through cunning, diplomacy, and force. Be careful, alliances are made and broken on your words.
Follow InterStel protocol to become a paragon amongst officers... or let those space pirates go and collect your weekly graft. Glory, riches, or a court martial for the careless await.
*Know your crew members. Each one has a distinct personality and can come to respect or despise you based on dialog and action. They'll follow you into hell or request a transfer off your rocket. Over a dozen bridge staff in all, including hidden characters.
*A story that stretches from your academy days to the unexplored
*Know your crew members. Each one has a distinct personality and can come to respect or despise you based on dialog and action. They'll follow you into hell or request a transfer off your rocket. Over a dozen bridge staff in all, including hidden characters.
*A story that stretches from your academy days to the unexplored
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You know, pirates can do great good for normal people without trying. Somali pirates scare off big fishing fleets allowing the the local fishermen to catch large amounts of fish. If you can direct space pirates maybe you can actually help a planet from corporate strip miners.
"Wait. You don't have a bag of charcoal in your gaming room???"
I'm considering how each action plays out. Nothing is worse than lazy hack writing like Mass Effect, where the net result of any scenario is a good/bad slider increment and you're done with that part of the game forever, no repercussions.
Now take Space Rogue. Faction rep matters. I played as a pirate hunter, but in the story it turns out you need their help. Oh really? Go splash this Star Destroyer on your own, jerkass, then we'll help.
Great game, that one.
Now take Space Rogue. Faction rep matters. I played as a pirate hunter, but in the story it turns out you need their help. Oh really? Go splash this Star Destroyer on your own, jerkass, then we'll help.
Great game, that one.