To celebrate the new year I want to talk about how I imagine a mother of learning fan game would go.
It's about 8 years after the end cyorian invasion and you're playing Kirielle's best friend, a girl with natural seer/divination abilities. She invited you over a holiday break to Knyazov Dveri, where her brother has the best spell forge in the area due to his friendship with the mayor: Zach Noveda.
When you enter the town you're overcome with a headache and pass out. When you wake up you find out that you've been taken to the guest room at Zorian's home to recover. You feel a bit strange but are otherwise fine, but Zorian is nowhere to be seen. Kirielle said he has an important experiment/project that he has to focus on for the next 3 days/week and you can't meet him. Well that's fine, you're here for Kirielle anyway. You enjoy the holidays, do some side quest equivalent stuff relevant for your character and generally learn the mechanics of the game (I imagine it being like an isometric rpg but whatever works best). But then on the last day of the time frame one of the major powers bordering Knyazov Dveri attacks and war breaks out. As you and Kirielle escape for shelter you see signs that Zach is pulling out the big guns with high level magic and is calling for more reinforcements.
After the invasion (either you die due to random artillery, saving Kirielle, or just go to sleep in an improv'd shelter) you wake up back in the guest room at the beginning of your visit (Sound familiar?). But this time Zorian is the one that greets you as you wake.
Zorian says that he's been having dreams that the worst war to ever happen on the continent will break out here and bring every country to near ruin in the devastation of the warfare, and it starts in the attack in Knyazov Dveri (basically like the assassination of Archduke Ferdinand). He says he had the idea for a divination experiment that would basically give someone the ability to have a vision of what would happen in the next [x] days, and then a vision of what they would do if they knew that, and so on. Basically making an artificial timeloop using divination within a person's mind. Zorian cast the spell to focus on the person in the town most attuned to it assuming it was him with his connection to the web. He wasn't expecting it to be you. Now mentally projecting himself into this vision he says that you have to fulfill his plan of finding out what is causing the attack, who wants the war to happen, who can be persuaded, and how to otherwise avoid the catastrophe.
And thus you're playing a mini time loop countering an invasion like the ZZ duo. I imagine the game to be some crossover between the Forgotten City, Disco Elysium, and In Stars and Time. Plot is mostly mystery and political intrigue but with some rpg mechanics that you need to keep in mind for some solutions. Identify war profiteers, sympathizers to peace, and find out how to eliminate uncompromising threats and find the perfect solution. Unlike the Sovereign Gate time loop you can't increase magical power throughout the loops since it isn't happening in reality, just in your head, but you can learn new spells. And as Kirielle is an artist (I imagine projection and alterations specialist) you can carry over items from loop to loop by giving Kirielle the details to recreate (Maybe you have to trust Kirielle with the truth and details to unlock it for certain loops?).
And what I think would be interesting is that unlike other time loop games, you have to decide when you "wake up" from the time loop, disabling time travel and the ability to make a save and keep playing (you can still save, but automatically boots you to the main menu and when you start the save file deletes the "quick save," thereby stopping the ability to functionally time travel using the load function). Zorian can't help you in the loops (as he's maintaining the spell and doesn't trust you with an unaware version of himself) but promises to solve one problem in the real world that you can't fix (maybe to get the "true/best" ending you have to solve every problem in the loop yourself and use his promised help in a spontaneous problem in the real world that didn't come up in the loops?). Depending on your performance in the last loop (how much you reveal to Kirielle, what you sacrifice to compromise with adversaries and secure peace, how well you reveal your abilities in public, etc.) you get a "variable" to the ending.
I just like the idea of Zorian being the powerful benefactor to a new progression fantasy protag solving a mystery with political intrigue, but this time the power has a hard cap and resets, forcing players to come at the rpg elements more like a puzzle than something that you can grind to solve.
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I want to make a fan game, but considering I cant consistently draw the Sonic Characters or code, I can only write, then it means I will never make the Sonic game I want.
Unless....
Sorry for the bad art, I was rushing. But my idea is a 2D platformer but more open world like Sonic Adventure 1. I also want these three (Shadow, Sonic, Amy) to be the trio of the game. You play only as Sonic but use Shadow and Amy's abilities (you'll earn them like in sa1 as well) to help you navigate the world.
The concept is somewhat surreal (could be considered horror but lets try not to). A being from another dimension goes around and corrupts the worlds it visits. The corruption grows (think Terraria) unless you get Amy power ups since she slows and heals the world. The game is to heal the world and save everyone (friends and Eggman). I want the ending to be them three being able to go Super. Apparently girl hedgehogs cant but also it's a fan game so I don't actually care, itll be cool, and that's how you restore the world and kill the entity.
Now characterizations are going to all be sa2 minus Amy and Shadow. Shadow's going to be his sa2 and Heroes but with knowing he's the real Shadow and his memories restored while Amy is going to be her Frontiers self. In fact, Tails and Knuckles are going to be their sa2 and Frontiers self as well.
Its going to be a platformer with rpg elements basically. And I really want to do this but again, i cant. So I started a Discord server that will be open to anyone who wants to join to help out. All I need is a few writers, artist/animators who can do consistent sonic work or background artist/animators, those who can code, and lastly but def not least, people who can make music and manage sound design!
It's all for fun and theres no direct due date so join if you want. I dont want anyone to be pressured but I will be managing the project so I'll have to check in. Any skill level is fine so long as you're willing to learn. 16+.
Comment, reblog, or dm me saying you want to if you're interested!!
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Ideas for a potential (and ideal for my tastes) Kirby Party game!!
This'll be long, obviously, so I'm leaving everything under the cut.
At its core, the game is a literal copy-and-paste of classic Mario Party. Everyone moves around the board, gathering more of a select item than their competitors to win, with minigames sprinkled throughout. No differences there.
The difference comes from what the objects are, in this case.
On the topic of stars:
Here, stars are replaced with food items, given out by Kawasaki who replaces Toad. Whenever Kawasaki is moved, through any means, he prepares a new, unique food item.
When you get to Kawasaki, you can spend 20 point-stars (the Kirby equivalent of coins) for whatever he offers.
Or you could spend 25 point-stars to get a different food selected at random.
Why does this matter? Because you can eat these food items for special bonuses, offering a nice helping of strategy to the established norm.
Eating them means you lose a point, however, so it should be used very carefully to be effective.
Outside of those, at least one food is offered that has no stat effects and is just your bog standard.
On the topic of items:
Originally, I had planned for most of the items to come straight from Mario Party 2, but after looking more closely into the item system of Parties 5-7 (mainly 6 because it serves as another big influence on the project), I fell in love with the nuance and strategy that could be employed.
With that in mind, I was thinking about revamping the item system and number of items to better fall in line with this style. However, I'll still share the old item lineup, just for personal reference:
Wheelies act as mushrooms, letting you roll two dice blocks, while Rex Wheelies let you roll three.
Warp Stars act as, well, Warp Blocks, letting you swap places with a random player.
The Dimension Mirror allows you to move backward along a board when used. (And this will be more costly, so as not to be absolutely broken like the Reverse Mushroom was.)
The Vat-luck moves Kawasaki to a different space.
The Noddy Network calls Nightmare upon a player of your choosing.
The Enticing Cheese calls Daroach, while the Stinky Cheese prevents Daroach from stealing from you.
The Dinner Bell warps you straight to Kawasaki.
The Invisibility Stone lets you walk through alternate pathways.
The Nebula Chest steals a random item.
The Dueler's Sword... is self-explanatory.
On the topic of boards:
I conceptualized 12 main boards for the game. At the moment, they are:
Augmented Area (Technology-themed.)
Foody Feilds (Grassland, Food-centric theming.)
Corruption Cavern (Mining cave theme.)
Dusky Drawings (Spooky Mansion + Art theme)
Basalt Boulevard (Fire/Lava theme)
Royalty Ring (Castle theme)
Headstrong Honky-tonk (A casino in Merry Magoland.)
Galvanized Garden
Sanguine Sands (Western theme)
Mauve Mountain
Impeccable Iceberg
Nightmare's Nexus (Space Theme)
I may end up removing some of these, adding more, or changing a few of these ideas around.
On the topic of characters:
The roster includes:
Kirby
King Dedede
Meta Knight
Bandana Dee
Marx
Gooey
Adeleine
Ribbon
Magolor
Taranza
Susie
Elfilin
With the following making an appearance as non-playable characters:
Kawasaki (as the host.)
Nightmare (filling Bowser's role.)
Escargoon (who owns the bank.)
Daroach (filling in for Boo.)
Mr. Shine and Mr. Bright (who operate the day/night cycle.)
and other well-known enemies (who serve the other roles as needed.)
Each playable character will have a unique outfit for every board except for two. No one will have a unique outfit on Basalt Boulevard, and everyone will have a unique outfit on Nightmare's Nexus.
The character that does not have a unique outfit on the given board plays an integral role at the end if they lose, triggering a boss fight that acts as a final minigame (sort of similar to the boss minigames in Mario Party 9).
And that's everything I had! I hope you guys like my ideas!
Oh, and be sure to look out for the art I'll be making for this in the future. I've already made a few things for it, but they're all so old now that I feel like revamping them.
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So I was having one of those, “Dive into my head and think of something dumb” moments where I was like, “Hehe FNAF style fangame of bugsnax and call it Five Nights at Floofty’s” and I was just having a good time.
But then I had a thought. That would be an interesting fangame if Floofty was actually the mad scientist they are humored to be. Think about it:
An AU where Floofty has no moral code or ethics and grumpnapped you, the player, and locked you in the basment. The house isn’t that big but Floofty lurks around and will notice that you’re gone. What you gotta do is hide and find the key that will free you, solving puzzles and evading Floofty. The art style would be a grainy 16-bit game to better sell the horror and potentially make Floofty look terrifying.
Idk, it’s an idea and not something I can actually pull off since I never made a game before, but I’m putting this out there.
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