Game Development Community

Preparing to find a team...

by Christopher Dapo · in Game Design and Creative Issues · 01/10/2003 (9:44 am) · 12 replies

I have a few designs for some huge game ideas and I'm looking for a team who can help make them happen, weither it's a brand new team or one more experienced who would like to work on something fresh and new!

Here's a list of some of my designs:

Project Horror Masters - Fighting Game focused on 3D with a Galactic Battle for a story. This game will feature a new and creative 3D fighting control style using fighting techniques you'd expect to see on a Jackie Chan/Jet Li Movie. I'm at a possible roster of around 50 character ideas, only a few of which are humanoid based fighters, the majority being exactly 'alien' in appearance. Tons of fully-interactive arenas. Single Player Modes (story and arcade), One-on-One (including Tournaments), and a hopefully successful 3- and 4-player option (with a featured team mode pitting up to 4 players on a team versus up to 2 bosses at a time). This game would also feature realistic blood and gore, as well as finishing moves. Some great ideas for play duration, static animations, creative rules, as well as a sci-fi plot also spoil the game.

Project Redeath - A FPS based Multi-player Horror Adventure for Online Play featuring deep player-to-player involvement. A role-playing approach to FPS games, the player will 'play out' the role of up to 80 (estimated) characters (both good and bad!) which all have individual stories and multiple paths to take in order to complete a character's quest. Yes it's a zombie-fest as well, but one designed to scare to player using realtime cutscenes during special circumstances (similar to the Die Hard Arcade game active cutscenes). Objectives between characters bring players together to team up for fighting bosses or to clean out areas specific to their individual roles. Only a few characters are playable in the begining, the rest unlocked by interacting with them on the multiple story paths for each character, a good reason for the single-player option of the game. Dying creates more fun by allowing deceased players rise as player-controlled zombies and hunt their victims! Huge interactive stages, tons of creative and realistic weapons and items, vehicular devistation, and an actual end to the game for each character are some more ideas to heighten the experience.

Project Nightmare Funpark - FPA (First Person Adventure) Multi-player and Online. Based on a Killer Clowns Theme, players are put through a gigantic obstical course of traps and monsters, all competing to race to the end of a level and make it out alive! Not just First-person platforming, levels can consist of puzzles, mini-games which reward players with items, and special 'ride' levels that feature action and special effects which players must safetly navigate in order to live through. The only fighting will be the scrambling between players, allowing a player to kick or trip fellow players in their race to finish alive.

Project Infinity - MMORPG based in a realtime, player-effected universe. Featuring a fully-static 3D environment, players will build their world around them as well as live the life of their custom characters. Each player can choose from an assortment of races, fully customizing their appearance and abilities, choosing from multiple fields of proffesions, not to mention choosing which sides to allign to. Players will have the option of seeking their own goals or attempting to seek mystical relics that focus on a huge story in the game and may possibly effect the entire game itself, based on extremly difficult quests! Each player will own a piece of the game world as well, giving players a home. Special editors and tools will also give players a chance to expand on their worlds, letting people submit new items, spells, creatures, and skills that they want to see in the game. Gone will be the days of the long, unforgiving experience building done in most online games, as well as unuseful item making skills - Players can 'learn' skills (including magic) in order to advance in level and have more valuable and grander choices for using each. Combat will be more interactive and customized as well, giving the players a chance to learn special techniques. Great special effects for magic, intelligent NPCs, tons of creatures and monsters, support for large scale battles, built-in support for clans and clan building (encouraged), day and night cycle (6 hr. /day), realistic emotion expressions for all characters, and even more that will immerse the player into the life of their characters and the game!

Project Universal Genocide - Combination War Strategy/Platoon based FPS, also MMO. A perfect blend of strategy and FPS, players can manage entire armies in Strategizer Mode or command their own platoon of ground forces in Assault Mode while on the hunt. Players can start with single-player mode, choosing a race and raising an army to conquor their first world, with intentions on gaining more worlds through universal domination over internet play! Armies consist of troops who comandeer your squadrons of military vehicles and carry out operations in hostile territory. RTS players will welcome a smart-manage system which can be tweaked to the players desires, allowing for customized resource management and unit building, including automatic settings for individual (or all) resources and units. Unit AI will also be more creative, with different tactics and an assortment of life-like AI attitudes. Players will also have the option of making custom units and doing custom research into new weapons technology depending upon world resources and race. FPS players can join as a commander in another player's army and take on specialized missions, earning medals and going up rank in their soldier's specialties, they can commandeer a vehicle or ship, or they can just log-on and join the Planetary War in a huge, on-going battle between two major factions in a fragfest with other Assault Mode players.

Project Death Race - A Battle Racing game based in a future setting. 50 sci-fi vehicles to choose from, each with their own racing styles and weapons systems. Race through all kinds of terrain and weather types, along huge tracks built for speed and combat. Tracks feature tons of interactive action with explosives and changing terrain through each course, as well as stunts and shortcuts. Race One-on-one or in huge multi-car races. Race for best time, compete for best stunt, or dominate by destroying all your opponents in a Destruction Rally to be the last one driving.

Project Iron Giants - 3D Fighting game featuring giant Mech Battles. Think Street Fighter-style fighting action, but in 3D and using huge Mechs! Smash iron with around 30 mechs to choose from, each with their own special abilities and weapons. Also a special editor to design and fight using your own mech creations, all in either full realistic 3D graphics or in special 3D Anime Style! Stages consist of all types of terrain including large cities. Also challenge other player-made mechs over online play in a test of metals!

Project Yangle - Puzzle game with 3D Cartoon feel. Yangle players can have twice the puzzler fun with two different styles of play - either the bumbling superhero, who must save towns from being destroyed by falling bombs and blocks, or the mad scientist, who must set up bombing squadrons over the cities while defending his base from attacks by the hero! One player story modes, two player split-screen, and an online champions ladder add to the games fun factor. Funny cartoon effects for both game styles, creative items and rules, and a comedic storyline will have anyone who plays lauging up the yin-yangle!

Feel free to contact me or post if you are interested and would like to hear more information on any of these game designs.

I am also accepting any comments or suggestions.

I am hoping to finaly get started on one of these ideas as soon as possible. They have all been in the design process for about 5 - 9 years and I have been waiting for the technology to catch up!

You may email me personally at -
ronixus@hotmail.com

Thank you.

#1
01/11/2003 (9:22 am)
Updated descriptions.
#2
01/11/2003 (4:04 pm)
Unless you're going to do all the 3d programming yourself, you'll probably have trouble finding people to make games that are so technologically demanding.

In my experience (rather limited, I admit), nothing ever works out as planned, and games are always way more complicated than you think at first. So you should probably make something that's less difficult than the games you've described and then work your way up.

- Steve Fletcher
#3
01/15/2003 (8:58 am)
First off, like all designs, nothing is set in stone. Yes there will be complications on implementing an idea or two, but the overall designs can easily be made a reality.

As for, "Waiting for technology to catch up.", I meant that before these games would have required the basic technology thats available today. Large servers and massive 3D worlds were dreams back when I started these.

I would figure that it would be simple enough for a mildly experienced team, or even one just starting out.

As for choosing a design to go with, like I mentioned, I was putting them out there for possible teams to look over a judge for themselves which route to take if interested. As for myself, and the lack of fighting games, I have already started to make an animated demo displaying the games intentions (and I'm working hard at making 2D bitmaps look 3D as well, due to a lack of 3D tools:P ).

Though these are based on specific genres, in no way are they a copy or improvement over a done game, they have been original since conception of the design and most were done before similar games came out.

These designs also feature new ground to cover and each one posseses it's own, unique ideas for testing - ideas that have yet to be attempted, even as far as the industry has gone, though some ideas posted recently have similar goals.

I've also done research, testing the theory of each idea to see some feasability. Ultra-realistic graphics were one of those that didn't make the call, but if anyone knows what their doing, it could be on the list.

Here's a simple list showing complications in each design, from least complicated to most:
1) Yangle
2) Nightmare Funpark
3) Death Race
4) HM:UC
5) Iron Giants
6) Redeath
7) UGen.
8) Infinity

I hope I get more of a response for these ideas, it's troublesome not having the resources to go it alone (like I have tried already) and make them a reality.
#4
03/23/2003 (12:31 pm)
Christopher, I would suggest setting up a dummy project with yourself on the team as a designer/artist. You can clearly state your intention to form a team and choose one of those ideas posted in this thread, of course you can link to this thread as well. In this way, people who are browsing all the different projects can see that you've got some sort of structure established and can even join your project right there. I've had a few people who came across one of my old projects contact me out of the blue interested in joining (all from just a project listing page).
#5
03/24/2003 (4:12 pm)
ok lets see....

horror masters- you want a dynamic fighting style system that accents on the style it'self. you should check out the local public library check out a crap load of martail arts books, maybe go to the video store and see if you can find martail arts training videos. notice how the different styles do different things in blocking kicking and punching, then set up a system in which each player uses those different techniques. then set up the control so that you have one button for each of the basics. punch, kick, block ang grapple. then set the certain basic combos standard, like "punch+grapple = throw" or "kick+block= trip." and others. build up from that.

redeath-, you set up a small world and give each character a different mission. revenge, good guys basics, and other stuff. then instead of makeing the story line set, just scatter clues to the wind and let the others help each other to fufill there mission, each level is a new place and new mission that follows a very basic story line.

infinity- i would give it a mercenary feel, allow the players to develope the ruthlessness that is so common. give them a a simple world with sec standard on physics majic and other stuff. give them the open to gather peacefully as well, but make it mercenary like.
make money and go on adventures by taking contracts that are randomly generated. that way the apposing kingdoms stay active. have a place that one player can but a bounty on another. and make an omni skill system instead of a class system.

mercenarary kingdom, a land that is surounded by warring kingdoms that is constantly highering the mercenaries for dirty work.

rogue_1982@yahoo.com
#6
03/24/2003 (5:15 pm)
Oh.. where to begin.

Idea's are cheap. Implementations arent.

If youre going to submit a design, I'd suggest that it includes at least some attempt at detailing requirements.

Ok, if these are synopsis of idea's, then fair enough, but what youve got there are not DESIGNS at all, theyre idea's, and as I said, idea's are cheap.

I'm sure i could squirt out about 50 idea's in an hour. Most will be complete rubbish, but pehaps 3-5 of them might have merit.

But really, dont expect anyone to rush into actually developing them FOR you, or worse yet, expect them to pay you for it! :)

Ah..

Phil.
#7
03/24/2003 (7:15 pm)
thank you for that colorful yet misunderstood critique of this man's idea's as the design it's self. hell you don't need a degree to know that ideas are a dime a dozen. you can't stop ideas from happening, hell getting stoned doesn't stop it, in fact i have a personal belief that is how Millipede was created. Hell, if i saw a little ship that turned peaces of a bug into mushrooms and spiders that are twice the size of a ship, i'd smoke a joint with my friends and say we should make it a game. If you want a design document that specified perameters for level design, graphic requirements, control,story line and preference for the artist(s) then that i can do. but the fact that he posted his ideas under the term,"looking for a team," means that he wants to see these out to their entirety. and he would like help to perfect these grass root ideas into fully fledged designs. i would suggest strongly, that you reconconize the fact that garage designers are just that. a combination of hobbist and semi professionals that have little to no experience in this industry. you may have 5 to 7 years experience yourself, yet you seam to have little knowlege of a grass roots campaign as this site is dedicated to.

Rogue
#8
03/24/2003 (7:29 pm)
Phil said IMPLEMENTATIONS, i.e. actual games or parts of them.

And the differences break down like this:

Ideas - easy, cheap
Implementation - hard, expensive

An extremely detailed design doc is not an implementation, it's a glorified idea.
#9
03/24/2003 (7:47 pm)
anyone can do a design document. Programmers are just as easy. IDE's Compilers etc, freeware and well supported.
art programs, i can tell you of at least 20 professional paint and drawing programs all free.
3d modelers are very easy to find, again free.
the materail aspects of design and the fleshing out of games is easy to find.

the publishing of a game is reletivly cheap, if your smart enough to take enough time to complete that part.

programming is just patience and man hours.

yet it takes more than one critic to annoy me, and yes i did read it through completely.

I meant to say that judgeing before understand ones intensions.
#10
03/24/2003 (8:07 pm)
Quote:anyone can do a design document

This might be true, but not everyone can do a *good*, *useful* and *usable* design document. I should know, I tend to have problems writing them! :P
#11
03/24/2003 (10:02 pm)
very true, i my self don't write a doc on projects unless they include others than myself on the project.

i follow a basic template for design docs.

1.Overview, a general idea of the all of the components, artistic and computer requirements.

2.story line, should you give the project a story, this should outline the basic story line with a parralell explanation on how the storyline extends and accents the gameplay.and to go into how this effects the target demographic

3.art, this should give a very detailed descriptionof the characters and the world around them. if possible, rant. talk like a skitzofranic who is describing his illusions. you tend to delve into how it feels as well the smells and taste. textures and enviroments is what makes a game so deep.

4.controls, the core of how the player(s) interact with the game and the world within. the easier to understand the wider demographic.the more presice the better the loyalty of the game, yet the less the people who want to play it. the trick is to find the happy medium that conforms the the gameplay needs. this takes tweaking and alot of guessing. proven methods never are the same from game to game, each is customized to fit the world it's used on.

5. gameplay, the factor that can make or break a game. it turns a good game idea bad and abad idea good. no set standard for this, that it is so hard to get good marks on.you try to make it fun, replayable and very intreging, even to the most non-curious person.

6.technical aspects, the dirty and specific details that are the realm of the programmers and the engineer pro's. From the designer's point of view, this should outline what the minium system they want the game to go on, and how the game adapts to different technologies. how the multiplayer(if any) should be presented. how fast it should. the designer should have a general working knowlege of all that is concerned, and be willing to consult real professionals on the details that will be implimented within the game. if there is any tried and true techniques that would be of help.

7. tools, software. Sometimes, certain games need specailized software for level design and server administration.what 3rd party software might or could be used. what OS, etc.

there is more that can be added, i'm sure that certain games demand different specifics. But that is different.

Rogue
#12
03/29/2003 (1:00 pm)
To all those who've posted, I appreciate your feedback and advice very much!

For the most part, posting these were as Phil put it, the basic synopsis of the ideas. There are mostly complete designs on all the projects listed though they have not been fleshed out totaly so that those who may decide to help with the game may provide their own concepts towards them!

In other words, I have solid foundations of plot, gameplay, rules, etc. as well as some of my own concepts to fill in the games' material based on the theme and style of each, but nothing so far is set in stone in case of a few things, or otherwise to allow for team members to fill them in with their own ideas:

1) We all know about over-excited feature creep. Most of my game designs focus on some small new features as well as lage ones. But, in case there are some which turn out to be more tedious, I also have possible counter-part ideas that can alter that part without effecting the game as much. After all, thinking ahead is part of the game designer's job IMHO.

2) Alot of my games present very interesting possibilities for MMOG playability, which everyone knows automaticaly presents more development hurdles, but also doubles gameplay value in most cases. But again, there are alternate ideas that could be used if it turns out we may need more experience before delving into the MMOG market.

3) Characters, certain story structuring elements, items, etc., all the stuff which could be counted as concept material that can be added to the game in terms of artistic, gameplay, or similar, can be altered seperate from the main game design. I would expect team members would appreciate the ability to present their own ideas for a character in the game or a specific item, or maybe even a new element that lends itself towards a better storyline. All of these need work, but that, I think, is a good thing that the team would appreciate!

4) The main thing that keeps me from detailing a design doc as well is the fact that I have not designated a solid medium with which to design the game to take advantage of. I believe this should be not only a concern of all team members which focus on using tools in their expertise to construct the elements of the game they would work on, but also is majorly the concern of the coders and programmers who will be responsible for making everything work together in order to 'fit' to the main design. Maybe they prefer solid C over Torque, maybe they have other ways of doing a more centralized engine for the game. Whatever the case, I'm still forced to leave more precise details out, yet I have main feature structured out in mathematical terms and basic feature structuring in order to focus their intent, so I hope they can focus more on just filling in the syntax of the coding rather than being focused on how to make something work in the game through countless hours of going back and forth through code.

As I stated in my .plan, I will be updating my website with all or most of the concept material which I've done (eventually :), and I hope it only goes to strengthen the fact that my ideas/designs are more than cheap! :)

Again, thank you all, and I look forward to hearing more constructive posts in the future!

- Christopher Dapo ~ Ronixus