My deck building programmable action card game is still popping up in my thoughts. I like the science fiction theme I started with, but I have some issues making it all fit.
Sometimes I think it is an entire race/culture you are controlling, but then I have an issues with the mechanics of area control.
Sometimes I think a player controls a space ship, but then I have issues with some of the player interaction.
Sometimes I think of a completely different theme, such as sailing ships at the age of exploration.
I think that stripping out the theme and concentrating on pure mechanics may be the way to go for now, and figure thematic issues once everything is ticking well enough for testing.
A track for laying down actions and having them unfold is a must.
Powerful deck customization is also important, with the possibility of adding or removing multiple cards from the deck in one turn, searching the deck and combining cards for powerful combos, etc. - something that Dominion still does very well.
I also like the idea of adding customization to the player board during gameplay.
Now to figure out how the cards could interact.
Saturday, November 15, 2014
Saturday, November 8, 2014
Post-KGC Thoughts
The theme of this year's KGC was "Hello World Beyond Korea," and many of the talks that were either in English or simultaneously translated had been about localization, and a lot of that had been about art styles.
One of the keynote speeches was about the Oculus and how much potential it has for exposure when compared with the flooded PC and mobile markets.
I also sat through a session talking about the production of Tearaway, a game with a very fresh papercraft art style, developed by Media Molecule, the guys who made Little Big Planet, another game with an unusual crafted look to it.
All these elements came together for me in the form of an idea of a Super Sentai game for the Oculus rift, putting the player in command of a sword wielding mega robot, trying to defend a city from giant monsters.
I think that taking the cheesy route isn't something that we see a lot and could have a lot of international appeal. Monsters would look a suit built around a person with a central theme, buildings looking like models with camera angles to make them look larger, colorful and nonsensical explosions all the time, and more.
While most of the Movies and TV shows that inspired this - the Super Sentai / Power Rangers series, Ultraman, Godzilla, Voltron, use cool themes for their monsters such as animals and vehicles, I'm trying to think of weird ideas to make my game more unique - such as a mutated chair. ;)
I'm also giving some thought to the control scheme - I don't really see myself strapped into an omnitread to walk around a virtual world, so they should revolve around a game pad. I've been thinking of giving it "loose" controls, like you find in Octodad or Surgeon Simulator.
I think it fits the Power Rangers theme, in which a group of teenagers jump into a giant robot and somehow they all coordinate their attacks together via gesture.
One of the keynote speeches was about the Oculus and how much potential it has for exposure when compared with the flooded PC and mobile markets.
I also sat through a session talking about the production of Tearaway, a game with a very fresh papercraft art style, developed by Media Molecule, the guys who made Little Big Planet, another game with an unusual crafted look to it.
All these elements came together for me in the form of an idea of a Super Sentai game for the Oculus rift, putting the player in command of a sword wielding mega robot, trying to defend a city from giant monsters.
I think that taking the cheesy route isn't something that we see a lot and could have a lot of international appeal. Monsters would look a suit built around a person with a central theme, buildings looking like models with camera angles to make them look larger, colorful and nonsensical explosions all the time, and more.
While most of the Movies and TV shows that inspired this - the Super Sentai / Power Rangers series, Ultraman, Godzilla, Voltron, use cool themes for their monsters such as animals and vehicles, I'm trying to think of weird ideas to make my game more unique - such as a mutated chair. ;)
I'm also giving some thought to the control scheme - I don't really see myself strapped into an omnitread to walk around a virtual world, so they should revolve around a game pad. I've been thinking of giving it "loose" controls, like you find in Octodad or Surgeon Simulator.
I think it fits the Power Rangers theme, in which a group of teenagers jump into a giant robot and somehow they all coordinate their attacks together via gesture.
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