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Lying, Cheating and Deceiving [Aug. 20th, 2009|08:29 pm]
Orphaned Pixels

breibrei
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I had a big long preamble for this, but it wasn't particularly interesting, so:
This is an idea for a "stealth"/strategy game where the gameplay primarily comes collecting and using information to deceive and evade NPCs that (for once) aren't as thick as two short planks. This was inspired by a section in Indiana Jones and the Last Crusade (the 1987 point-and-click adventure game) where you could talk your way past the guards in different ways depending on the uniform you were wearing, but you had to make sure not to let them see you in a different uniform later or they would realise that you were an intruder.

R&D - Research and DeceptionCollapse )
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Playing Cards with Destiny [Mar. 21st, 2008|02:01 am]
Orphaned Pixels

breibrei
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*blows away the cobwebs* Been a while since I posted on this, but then it was never particularly my intention to post on here regularly - just whenever I had something to write about.

This post was actually inspired by tehexile, who mentioned to me at Fruitcake about one of the people in the story she was writing being the plotsmith, which is an idea I really liked. I said at the time that I thought it might make the basis of a really cool game as well, so here's a little exploration on that idea.

The Fool, The World and Everything In BetweenCollapse )
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Hard Drive Explorer [Aug. 13th, 2007|06:04 pm]
Orphaned Pixels

breibrei
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There have been plenty of games where parts of the game are based on user data. Vib Ribbon is an obvious one; levels based on your music. Wikipedia also informs me that there's a semi-sequal called Mojib-Ribbon which made levels based on text files (I have no idea how that would work, but there we go). Even here on Livejournal there are no small number of games that use data from your friends list and your interests.

So what's left? What about your hard drive?Collapse )
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Dramatic Battle System [Aug. 13th, 2007|05:30 pm]
Orphaned Pixels

breibrei
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I'm going to start this entry with a story; a tale of two heroes fighting against impossible odds in an epic struggle for the fate of mankind.

* Nuya attacks Vyyonu for 4532 damage
* Distu attacks Vyyonu for 2453 damage
* Vyyonu attacks Nuya for 6312 damage
* Nuya falls unconscious
* Distu uses Phoenix Down on Nuya
* Vyyonu attacks Distu for 4234 damage
* Nuya attacks Vyyonu for 5298 damage
* Distu casts Cure III
* Distu recovers 5000hp
* Vyyonu attacks Nuya for 3622 damage
* Nuya attacks Vyyonu for 8314 damage
* Distu attacks Vyyonu for 1032 damage
* Vyyonu is defeated
* Vyyonu explodes
* The Explosion is wicked-awesome. I mean it went, like, boooom, and was really huge and stuff
* The World is saved
* Everyone is happy

Not exactly 'Lord of the Rings' is it? But that's essentially how the final boss battle of most turn-based RPGs play out. Even most action RPGs struggle to have a proper dramatic last battle (although KHII holds the crown at the moment in my opinion). Occasionally you have a final boss that is a little harder than average and it feels a bit more like a proper struggle when you final beat them, but that basically depends on whether you've levelled up just the right amount when you get there or not.

So, is there a better way?Collapse )
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RPG Ability System [Jul. 20th, 2007|01:44 pm]
Orphaned Pixels

breibrei
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This is an idea that I had several years ago, although it's gone through various iterations since then. Its current incarnation is basically an ability(/combat) system for an RPG which attempts to give character building a similar feel to deck building with Magic the Gathering, in terms of flexibility, while still being simple enough that players don't have to fully understand everything if they don't care that much.

Cut for being FRICKING HUGE!Collapse )
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(no subject) [Jul. 11th, 2007|01:37 pm]
Orphaned Pixels

breibrei
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This idea was originally inspired by playing Hotel Dusk on the DS. Basically, during conversations in Hotel Dusk, you occasionally have choices between two things you can say, however, inevitably the choice is essentially between being a wanker and being a bastard. Presumably the justification for this is that that's the character you're playing and that if his character was different, then it would change the story.

So what if it did?Collapse )
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Catching Terrorists and the Ninjing Gauge [Jul. 8th, 2007|06:16 pm]
Orphaned Pixels

breibrei
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This is an idea I had years ago, inspired by rewatching Prey Alone very many times (I believe overall I'm currently up to around 25 viewings now). If you haven't seen Prey Alone, it can be downloaded for free from the makers here. Its in no way necessary to have seen it to understand the idea (its "inspired by", not "based on"), but its a really awesome short film.

Anyway...the ideaCollapse )
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