Game Suggestion (Title and Interface ideas needed)

Started by R4L, Wed 26/04/2006 01:24:43

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R4L

Not sure where to put this...

My Game Suggestion:

Title(s)- ? (Help with this Please :))

What is it about? - Sort of a psychological horror game. I have an idea of someone dreaming their own adventure, and since it's a dream, the player will see some figments of their imagination (Like Psychonauts), but when the player wakes up, they awaken in the place where everything they dreamed is real, and they must prevent something (Bomb, Death, Accident) from happening, or to escape what they have dreamt(Plane Crash, Kidnapped).

For example- If I had a man named Jack who dreamt that he was alone in the woods at night with just a flashlight, and something in his dream caused him to wake up, he would wake up in the middle of some forest at night with just a flashlight, except this time, it's REAL and he has to prevent it, or to escape whatever scared him in the dream, or he could die or something.  Maybe the player would have little time to react, or would have to reach a certain spot (like an old cabin) before something gets him and the game ends.

The problem I have is that i'm not sure what most people would enjoy interface-wise. I imagine a sort of "sanity" bar would be cool like in Eternal Darkness, and the player would have a limited inventory (two pockets, two items and no more) and health of course, but what would YOU like? Some games use no interface and make the player rely on sounds the character makes to tell them that they are hurt or tired or something. Some games use as many gauges as possible to constantly keep the player at bay so as not to put their character in danger (Illbleed for example, had a heart monitor and all senses tracked VIA GUIs that made you aware of your character's heart rate and made the player rely on one sense instead of all of them, as not to cause the character to have a heart attack and die.) There is so many games that cover these kinds of things (Silent Hill series, Resident Evil series, Overblood) that im not sure if attempting this project is worth it. I don't want someone to play the game and be like "Hey! I have a game JUST like this!" and then think I re-hashed that same game. I just need some suggestions for interfaces for my game. BTW, can anyone think of a title?

Any help will be greatly appreciated!  ;D Corey.

.Sklate.

For the interface bit, I believe that just relying on sound might not be the best option. The best thing would be to include something visual ( like a status bar ) along with sound.
It all boils down to implementation really.

However, you shouldn't be too worried of borrowing an idea. Just because an interface or entity is similar to another game doesn't stop me from engaging in it. Take RPGs and their almost similar battle systems for example.

It shouldn't be too difficult to borrow an idea, and then just modify it to suit your game in a more unique way.

As for a title, the thing that came into my mind was " Reversed Realities ".

Radiant

I would recommend against limited inventory space, because most players would feel it as an annoying restriction rather than added realism.

Sanity bars are cool. I recommend you take a look at the old Infocom text adventure Bureaucracy, which does the concept pretty well, and possibly the AGS game GRRRR! Bearly Sane.

.Sklate.

Is it a coincidence? Or is this sanity bar thing becoming a norm amongst Adventure Games now? :P Click here

Anyway, I agree with Radiant that limited Inventory Space is a big no-no. I seriously find that not only does it limit the player's fun-factor, but also the developer's. A developer must think of ways to ensure that the player can never be stuck because he/she didn't pick up an item from before.

Besides, limiting inventory space also reduces the player's inclination to explore the world a bit more.

R4L

Thanks for the feedback!  :D

.Sklate.- Nice title! I like it alot! I agree with you on the interface. I wanted to use a health bar or sanity bar (really their both the same cause when they both drain, you're usually gonna die) and have the Inventory Button and just an Options Button. I don't think it's neccesary for Walk To, Look At, etc. Buttons because I have keyboard movement and the player could just right click to cycle cursors. I was thinking of an "Action Button" like in the Silent Hill and RE games, like one button examines or checks something (X on playstation). I could do it with regions. I'll have to think it over.

Radiant- As for limited inventory I wasn't planning on scripting it. I played through Resident Evil and counted the times I got frustrated when I had to go back, store some items, just to pick up more items! I'll have to take a look at those games for some ideas.

Thanks for the help guys! Now im stuck on a big toughie that everyone seems to want or not want. Now alot of people like games with combat, and alot of people don't like combat in games (unless you count up the users on World of Warcraft.) Should I implement combat into the game? If so, 1st person or 3rd? Im totally bummed at the moment.

.Sklate.

Hey no problem!  ;D

From a personal point of view, I have never been really drawn to first person adventure games ( like Myst ). I often feel that the most important element of an Adventure game was to actually build on the character of the main character. And the first step to building that character or impression would be for one to be able to visually grasp how the main character looks like.

However, from an objective point of view, I believe that a horror game can really be implemented well with a first person view. It really brings the player down to the ground, and much closer to what's happening.

Then again, horror 3rd-person adventure games have proven to work - White Chamber for example. Hey, even the Last Harvest got my heart thumping  :P

A�rendyll (formerly Yurina)

I have a title suggestion: Edge of Sanity - Bitter Dreams

About the interface:
- Sanity bars are just fine. I like that idea.
- Limited inventory is a no, but I do suggest to make a start choise of something that's hidden in your pocket by answering a question or something. Let's say the player can answer a question which gives him 3 options. Every option gives him a unique item. Make sure that you can finish the game/head to the next level with all items, and you have an adventure with multiple ways of playing through.

Hope this helps!
~Yurina
Yuna: Give me a Y!
Rikku: Give me an R!
Paine: Give me a break...
~Final Fantasy X-2

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