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» Food Food Food
Game Ideas of the Day EmptyWed 10 Jan 2024, 3:34 pm by TheCryptKeeper

» "It's the door..... To the light" - The Social Thread v 2.0
Game Ideas of the Day EmptyWed 10 Jan 2024, 3:29 pm by TheCryptKeeper

» Diary of a Mac Student
Game Ideas of the Day EmptyTue 25 Apr 2023, 2:41 pm by TheCryptKeeper

» Arcasia: Legend of the Wolfram Emerald
Game Ideas of the Day EmptyTue 25 Apr 2023, 11:56 am by lil' poopie boy

» Le Cinéma
Game Ideas of the Day EmptyThu 20 Apr 2023, 11:08 am by TheCryptKeeper

» Ideas
Game Ideas of the Day EmptySat 15 Apr 2023, 8:49 am by lil' poopie boy

» Musique Lystoux
Game Ideas of the Day EmptyFri 14 Apr 2023, 8:59 am by TheCryptKeeper

» Through Shady Lanes
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» King of All Ratings Thread
Game Ideas of the Day EmptyThu 13 Apr 2023, 5:36 pm by TheCryptKeeper

» Where's The Beats!?
Game Ideas of the Day EmptyMon 21 Aug 2017, 7:42 pm by Italyins


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    TheCryptKeeper
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    Post by TheCryptKeeper Mon 17 Jun 2013, 6:07 pm

    Kopha the Pod (mogotoo/mogotio/thelivingplanet/tyler) decided that instead of feeling obligated to take big strides over periods of time for our projects he would post single, smaller ideas at a time. I think this is a better way to keep motivation and activity afloat.

    And so I shall post, and I welcome all to do so as well.
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    Post by TheCryptKeeper Mon 17 Jun 2013, 6:16 pm

    sharkasia: in gameplay, every character should be able to learn at least one stun spell. i think it would make combos in the gameplay sweet as hell, comboing like crazy then topping it off with a perfectly placed stun so you can charge a beast as fuck spell and finish them off.
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    Post by Vyzor Tue 18 Jun 2013, 9:10 pm

    Yea, similar to 2D fighting games, if you get enough consecutive hits/damage, a character will become stunned in which you can then start another combo on them or do a really strong special move to finish them off.

    Sharkasia should definitely be a mix of action adventure/RPG/Fighting game
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    Post by TheCryptKeeper Tue 18 Jun 2013, 9:26 pm

    yeah it would have intense pretty original gameplay. and also be very deep in how you can interact with the environment.
    idea for today inspired by that: an elemental spell type (probably just phadel has access too, maybe axus a little bit also or someone) that changes depending on your environment. when your near water he can cause awesome hurricanes and tsunamis and when hes in the mountains he can cause rock slides and avalanches, shit like that.
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    Post by TheCryptKeeper Wed 19 Jun 2013, 1:44 pm

    today: the character we created named sara, what about naming her Seren (pronounced saren) based off the word Serendipity. but this could also be mistaken as Serenity.. which is kind of the opposite of Sara/Seren's character.
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    Post by Vyzor Thu 20 Jun 2013, 4:32 pm

    Quick question, who is Sara again? I can't remember. (I like Seren)

    Today's idea: Combo spells.Something talked about before but, every spell in the game could be used with someone elses spell to create a Combo Spell. Example; Konas uses a tornado spell with Ampsith earth spell. The result is a tornado made out of deadly rocks. Also, spells could be used with regular attacks. Konas uses tornado spell, Axus jumps inside the tornado with his sword pointed out to hit a lot of enemies quickly
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    Post by TheCryptKeeper Thu 20 Jun 2013, 9:52 pm

    yeah that would be sweet as hell. you would cast the spell then have a few seconds to switch to another character and use the right spell in the right area to try and get the combo
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    Post by TheCryptKeeper Sat 22 Jun 2013, 6:52 am

    IotD: so remember how we talked about there being a whole castle in UDzone made of the emerald material, and it's just a giant twist and like "OMGENOWAI" well I was picturing it last night at work and I imagined there was some mad fight going on while they were boating to ud zone or something and them and berardini were fighting over the emerald or jesu or something and then their boat crashes after zyvor or someone manages to get the emerald. that person wakes up on the island holding the emerald bein like "omge yo i have it" and looks up and sees phadel or someone and is like "YO I GOT IT COME HERE" and gets closer to phadel and realized what he's staring at then its like BWAMBWAMBWAAAAAM its the castle
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    Post by Cephalo the Pod Sat 22 Jun 2013, 10:51 am

    Kason Birdman wrote:IotD: so remember how we talked about there being a whole castle in UDzone made of the emerald material, and it's just a giant twist and like "OMGENOWAI" well I was picturing it last night at work and I imagined there was some mad fight going on while they were boating to ud zone or something and them and berardini were fighting over the emerald or jesu or something and then their boat crashes after zyvor or someone manages to get the emerald. that person wakes up on the island holding the emerald bein like "omge yo i have it" and looks up and sees phadel or someone and is like "YO I GOT IT COME HERE" and gets closer to phadel and realized what he's staring at then its like BWAMBWAMBWAAAAAM its the castle
    So what would this reveal suggest? That there's more to the Emerald than was thought? Or that Berardini has already been using the Emerald to construct a castle?
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    Post by TheCryptKeeper Sat 22 Jun 2013, 2:09 pm

    we planned it out one day. it suggests that the power of the emerald was always over hyped and its not actually that strong, people were just always chasing after a little piece of something much bigger just because of greed. the castle was constructed long ago by the wolfram tribe who lived there, the rock does have powerful abilities, but not really when its just one stone. the concentration of the castle however causes it to be extremely powerful and give off a type of radiation
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    Post by TheCryptKeeper Wed 26 Jun 2013, 2:54 am

    mogo and I talked a bunch tonight and we came up with a new character Kopha. Kopha is a Pendaki (I'm sure you all know of the Pendaki). We also came up with the name for the main magic type that Pendaki use, we called it Temaki, It's a magic based around manipulation and enchantment, which is how the Pendaki are able to Enchant garments to spew freezing cold gas at all times to keep the comfortable in warmer biomes. Kopha does not appear in the game a whole lot, but we imagine he gives the wolfram knights information required for tracking down Jogotom. It is never really explained in great detail, but Kopha is on a mission to track down Jogotom and control him using Temaki in order to use his power to do his bidding, as Jogotom is a massive octofuck and Kopha is only a small Pendaki. And so, Kopha chases Jogo around the globe, always trying to control him, getting in the WK way of fighting jogo and doing other things. 

    This gave me an idea, perhaps Kopha's plan is never explicitly explained in LotWE, but there are always hints, and he is always near when Jogo is. After LotWE is released we should create a 'pixar short' game released with another game that is the story of Kopha trying to track down Jogo, taking place before LotWE.
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    Post by Vyzor Thu 27 Jun 2013, 4:05 pm

    That sounds sweet

    On the subject of Jogotom

    We were talking about how Jogotom should make a cameo appearance in Interstellar XIV, but as a rapper instead. Also, Jogotom could be a magical being and that would explain his crazy, wacky, band and how he can be on different planets....or maybe people THINK he is a magical being, but really he's just a strange mofo with no explanation. That could be the reason Kopha would be tracking him down, thinking he has magical properties that he could command
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    Post by TheCryptKeeper Thu 27 Jun 2013, 5:21 pm

    yeah man like kopha will understand how fucked jogotom is and that he can't die or something lol too funny for jogotom. jogotom will be such a rambunctious care-free mofo and not even know his own potential haha it would be so lovable. he just travels around sharkasia fuckin shit up for no reason for no greater purpose.
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    Post by TheCryptKeeper Sun 21 Jul 2013, 7:16 pm

    origins. i think this might be the first game i put a lot of actual programming development into, it doesn't require good graphics and it could be put on a blackberry/android pretty easily.
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    Post by TheCryptKeeper Thu 25 Jul 2013, 3:24 pm

    Vyzor wrote:That sounds sweet

    On the subject of Jogotom

    We were talking about how Jogotom should make a cameo appearance in Interstellar XIV, but as a rapper instead. Also, Jogotom could be a magical being and that would explain his crazy, wacky, band and how he can be on different planets....or maybe people THINK he is a magical being, but really he's just a strange mofo with no explanation. That could be the reason Kopha would be tracking him down, thinking he has magical properties that he could command

    lol just read this again. pretty sure magical and strange with no explanation are the same thing! he's definitely part of some fucked alien race that can live forever, but that wouldn't be revealed in sharkasia, only thing kopha knows is that he can't die.

    also: pendaki live underneath the frozen sheets of haeliss, that's why no one can ever find them.
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    Post by Vyzor Sun 28 Jul 2013, 1:26 pm

    Wow, yea, they have cities carved out of ice
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    Post by TheCryptKeeper Mon 29 Jul 2013, 4:16 am

    yeah its tight eh? and i wrote up another thing but the interwebs fked up :/ couldn't take so much sharkasia greatness
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    Post by TheCryptKeeper Tue 30 Jul 2013, 6:54 am

    the other day brandon and I were talking about how we can make side quests good and I got thinking about side quests in general; they are always bad. Sharkasia is all about having a realistic, fluid, immersive universe in a way that it makes you care even more about the main story and it pulls you right into falling in love with the story and the universe as a whole. I figure there should two different types of side questions, one type will be certain events like Gits and Jogotom events that are actually predetermined with CGI cutscenes and the whole schalant (yeah, I just made up that word) but only considered 'side' because they dont exactly revolve around the main story (although they will be an excellent way to keep it progressive). The second type, could be randomly generated, but they are events so real feeling that they don't feel like a side quest. Picture this: you walk into a new town and it just so happens that there is an armed robbery taking place at the local bank, you can choose to come in and stop the person (and the town folk would probably offer you a reward) or you can deek quick and not give a fuck, or you can simply sit and watch the beautiful layers of the sharkasia world. these wont feel like quests because there wont be choppy transitions and cutscenes that make them seem important, they will simply occur. somewhat of a GTA inspired element.
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    Post by TheCryptKeeper Fri 02 Aug 2013, 5:10 pm

    The world will little note, nor long remember what we say here, but it can never forget what they did here. It is for us the living, rather, to be dedicated here to the unfinished work which they who fought here have thus far so nobly advanced.
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    Post by TheCryptKeeper Wed 14 Aug 2013, 3:55 am

    was thinking about grey and konas relationship after/while watching leon. Grey tells konas that she want's to see the world, learn all of the lessons it has to offer. and so when it is time for the wolfram knights to move on from nirgale and leave grey behind she gives konas her necklace with the wolfram emblem on it, so that wherever he goes, it's like she's there as well, travelling the world.

    then got thinking about the wolfram emblem, where does it come from? is it just the design used on the flag of the wolfram tribe? is it something religious?
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    Post by TheCryptKeeper Sat 17 Aug 2013, 6:40 am

    so there is going to be a distinct visible difference between origins beta and origins. im thinking beta would be top down 2d and origins full would be isometric, this is because isometric would require us to completely revamp the graphics style.
    no concepts i came up at work tonight just to remember (not in full detail)
    skills
    communication
    discoveries
    multiplayer
    tool crafting
    genes?
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    Post by Vyzor Sat 17 Aug 2013, 9:43 pm

    First screenshot of Origins

    Game Ideas of the Day 44pgx
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    Post by TheCryptKeeper Thu 22 Aug 2013, 1:44 am

    ^good shit vy.
    so here are a few ORiGiNS ideas/questions of the day/week:
    need to work on random map generating algorithm
    should sand be found in random clumps? or only at the edge of water?
    neanderthals to play the role that barbarians play in civ?
    should units die of old age? (decided already they can die of starvation/dehydration)
    should units have relationship points with other units? (feeling as though this should be an origins 2 feature, along with genes.)

    i'll also write here what i just wrote about unit stats:
    health: levels up with aging. has obvious use.
    hunger: can cause death. replenished by eating.
    thirst: see hunger only with water
    temperature: can cause death. prevented by clothing (after discovery) and shelter. is based on environment.
    strength: levels up with kills. increases combat and hunting strength.
    intelligence: levels up with discoveries. not sure of the benefits yet of having high intelligence.
    speed: levels up with constant movement (eg after 100 steps level up. random example). reflects travel speed of individual units and higher speed = higher dodged attacks in combat.
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    Post by Vyzor Fri 23 Aug 2013, 1:45 am

    On the sand matter: I think it would make sense that the sand would be found at the edge of water only. But, maybe it could be possible to find deserts? Cactus could provide cactus juice, snakes with their skin and venom. Venom could be used to make poison tipped things. Or, we could just have random clumps but I was thinking it would just look weird.

    I agree with the Neanderthals idea. They would generally be aggressive, and it would be possible to breed with them.

    Units should also die from starvation/dehydration, but old age death would also be a good way to stop the player from having massive groups of Gorni/Ginro.

    Relationships/genes should be something we hold off on until ORiGiNS 2

    I really like all those stats. The one i'm iffy on is the temperature one. With temperature, wouldn't it mean we would need biome-esque things? Like, what would determine if they were hot or not kind of thing.
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    Post by TheCryptKeeper Fri 23 Aug 2013, 4:46 pm

    yeah i'm not sure about temperature, probably origins 2 implementation.

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