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I've started a short project with RM2k3, too bad the version I have is not legal. :( But I'll mention it for the heck of it. xD

Title: Blue Man Dan

List of Characters: Daniel "Blue Man Dan", Zeala White, Steve "The Wiseman", Elle Beetaku

Story: On the far away planet of Whatdafuk, the peaceful island of Shikoku lies in danger. The evil witch, Elle Beetaku, has sent her army of giant bees to terrorize the people of Shikoku. A desperate cry for help was made to the stars, and chickens that live on the moon threw down a large rock that came as a meteorite to the troubled planet. It landed on a nearby land, where the hermit, Steve, lives quietly in his little home. Suddenly, the stone cracked open, and revealed a blue-skinned, armored young man.
He greeted by saying, "Kah-yah! I am Blue Man Dan! Defender of the people, Enforcer of justice! I have traveled to the this island to stop the forces of evil and protect the weak ones from harm!" Yes, he's insane, but he is the only one willing to free the people of Beetaku's grip. Blue Man Dan, lets do it to it!


... Yeah, it's going to be very light-hearted, much like my current RMXP project only more "E" rated. Also, I know the story sounds crazy. :D
 
Dude, you have chickens in your game, you don't even need a good story.
But that story seems fun enough. Especially because of the chickens. And the name of the planet xD May I suggest, instead of bees, monkeys? Monkeys are sexier. And the name of the witch could be something like Elle Montaku xD
 
Sephiroth, you seem to be under the illusion that the Final Fantasy enemies should all be in.


They shouldn't.


I would heistate to include any but, at the very most, one will suffice and this should NOT be Sephiroth. Ever. Go with Kefka or someone like Bahamut.

But there are far too many good, strong villains out there for you to be using Final Fantasy's underdeveloped, generic enemies.
 
Ratty524;236834":2ihu9p8i said:
I've started a short project with RM2k3, too bad the version I have is not legal. :( But I'll mention it for the heck of it. xD

Title: Blue Man Dan

List of Characters: Daniel "Blue Man Dan", Zeala White, Steve "The Wiseman", Elle Beetaku

Story: On the far away planet of Whatdafuk, the peaceful island of Shikoku lies in danger. The evil witch, Elle Beetaku, has sent her army of giant bees to terrorize the people of Shikoku. A desperate cry for help was made to the stars, and chickens that live on the moon threw down a large rock that came as a meteorite to the troubled planet. It landed on a nearby land, where the hermit, Steve, lives quietly in his little home. Suddenly, the stone cracked open, and revealed a blue-skinned, armored young man.
He greeted by saying, "Kah-yah! I am Blue Man Dan! Defender of the people, Enforcer of justice! I have traveled to the this island to stop the forces of evil and protect the weak ones from harm!" Yes, he's insane, but he is the only one willing to free the people of Beetaku's grip. Blue Man Dan, lets do it to it!


... Yeah, it's going to be very light-hearted, much like my current RMXP project only more "E" rated. Also, I know the story sounds crazy. :D

This game just sounds fun. The storyline alone would have me saying, "Whatdafuk?" I like how it takes little bits from popular stories/games and twists it just a little. At least, I see some elements from other popular stories/games, but it may just be me.
 
DraycosGoldaryn;236888 said:
This game just sounds fun. The storyline alone would have me saying, "Whatdafuk?" I like how it takes little bits from popular stories/games and twists it just a little. At least, I see some elements from other popular stories/games, but it may just be me.

The Superman element of the hero falling to earth via meteorite crash.
The cliched evil person who attacks a land.
American Sonic the Hedgehog quote "Let's do it to it!"

Hmm... That's all I know of, what did you have in mind? xD

@Ramiro: I pretty much chose bees because not only was it the first thing that came up in my mind, it was also totally random, an army of bees. xD

Some more info, I've pretty much started working on this project, I expect it to be done in about a week or less... or a little more.

Aside from custom face graphics, a few custom charsets, and some Ganbare Goemon music, it will be mostly default RM2k3 system (allowing me to familiarize myself with the program a little more). I'm also trying to make this game very challenging, as there is only one party member (Blue Man Dan) and tough enemies.

Here are the facesets I drew for this project (actual images have been scaled down to suite with the RM2k3 format)
Blue Man Dan
Zealea White
The Wiseman
Elle Beetaku
A Fairy
 
@Silent Alarm: Okay, sure. I won't include the villain who was rated the #1 villain in EGM's vote, who was the only villain to be included in Kingdom Hearts, who has a much deeper personality and background story than any other Final Fantasy villain, who has more fanart than any other Final Fantasy villain, whose sword is sold on EBay more often than any other, whose very existence was the inspiration for other cool characters, who was the main plot element for what was rated the best plot spoiler, and is a villain so sinister, he is the only one who has a devilish latin choir song as his theme, which has become the most popular video game song in the world.

Yeah, including him would make no sense at all. This game features a collection of the world's most popular video game villains, so why on Earth WOULD I include the most popular one?

But Kefka's going to be in it, too. So what's your problem?
 
Ok, I've had this entire "Weaving" concept though out for a while now, but just about two hours ago, it evolved into something completely different. As it is, I'm still writing all of the ideas down on notecards so I don't forget, but I wanted to get some opinions on it real quick.


Ok, so basically, every human in the world (haven't decided whether this is Earth or another planet entirely; I'm still trying to think of a believable yet interesting plot) is connected to each other by interweaving threads of life, which keep everyone alive. Most people aren't aware that these "weavings" exist, but to certain people, dubbed "Weavers", the threads are felt within their entire being, in such a way that these Weavers are able to manipulate the threads to alter the life forces of others, positively or negatively.

As the oblivious people began to realize that the Weavers possessed powers great enough to cause the extinction of their kind, they became fearful and decided to wage war upon the Weavers, despite the fact that most of the Weavers rarely ever used their powers out of spite or hatred. Many Weavers simply stopped using their powers and hid among the normal humans; the rest met the normal humans in battle, outraged that their superiority was being challenged. At first, the Weavers seemed to be on the road to sending the normal humans into extinction.

However, as the numbers of the humans dwindled, so did the power of the Weavers. Their attacks became less aggressive and many seemed to die for apparently no reason at all. They began to wonder if their powers were simply fading from use; however, one human realized what had happened. As more and more people died, the threads that gave the Weavers their powers withered. This rendered the fight useless, as when the humans died out, the Weavers lost their powers and would eventually die out as well. It was because of this that the two groups reached a treaty, realizing that the only way for both to survive would be through tolerance and harmony.

Although still distrusted greatly by humans, the Weavers were allowed to lead regular lives.


And I can't think of what to call the normal humans other than humans, so, yes, both groups are human.

Now that that's through (I'm not very good at telling stories), he's the part I really want some critique on: the gameplay I'm envisioning. This will probably get long, so I'm going to go ahead and put it in spoilers.

A quick mock-up of what I'm thinking:
http://img.photobucket.com/albums/v188/ ... mockup.png[/IMG]
Explanation:
1: Primary Character: Shows the primary character's portrait, current health, and energy. Characters can be switch with a button (Ummm... A, I guess, lol)
2: Secondary Character: Same as the primary character, only for the secondary character (who is controlled by AI)
3: Selected Enemy: Shows the selected enemy's portrait, along with his/her/its health and energy.
4: Enemy Select: Shows how many hostile enemies are in the area and their sprites. Enemies can be selected with, say, the Q and W buttons. Note: Only the selected enemy will be attacked when using long to medium range attacks. Also, a circle will denote which enemy is selected on screen, as well as its sprite highlighted in this area. Another note, when you hit an unselected enemy in close range, that enemy will automatically be selected. One last thing, unprovoked enemies will not show up in this area until they are provoked.
5: This is probably the only truly unique part, the Thread Density Bar. Basically, it fills up higher as more and more people are in the area (Monsters do NOT fill up the bar). As more and more people are in the area, the effectiveness of Weaving moves are boosted (and are weakened as there are less people in the area).

And that's pretty much it as far as the HUD goes.
Like magic, Weaving takes Energy (MP or SP in other games) to use. There are many differences, however. There are no Fire, Ice, Bolt spells in Weaving. Weaving alters other people's life force rather than the weather. It could be something small like causing a cold, or it could be something bigger, like introducing a blood clot, or it could be even more extreme, like causing all of the plasma in someone's blood to evaporate. Of course, most offensive weaving never reaches the latter extreme.
Another difference is that the attacks depend on both individual skill and the density of thread around them (The earlier mentioned "Thread Density"). If the Weaver is in a huge crowd, he/she can cause massive damage to the people around him.her (although it will become more tame as more people are damaged). If the Weaver is alone in a prison cell, he/she can't do jack squat, and could even die if left alone for too long.
But don't think that Weaving is all about offense, though, as Weavers can alter others' life force in positive ways (as well as their own, although it takes more Energy). While Weavers can cause colds, they can cure them as well (temporarily, at least; they aren't vaccine-o-matics). They can cause injury, but soothe it as well.
And yet another difference from magic is that Weaving doesn't stop when your Energy runs out. After your Energy reaches 0, you can still Weave, but at a cost: your health. Past the point of exhaustion, when a Weaver uses some sort of Weaving technique, not only is his/her body hurt, but those humans in close proximity to him/her as well (the closer, the more damage received, which likely means your partner will be injured the most, next to you, of course). The same goes for physical attacks (which take Energy too), except they don't damage anyone in close proximity except the user and the target.
Also, as Energy decreases, so does the effectiveness of both physical and Weaving attacks (Although not too dramatically). Note: Energy is replenish in four ways: walking (slow), standing still (medium), drinking/eating (fast), and sleeping (instantaneous).
And I guess that'll be it for now on Weaving.
There are no level-ups. *gasp* How do you progress, you ask? Well, I think the Three Attributes will answer that one.
Basically, the Three Attributes are a circular projection of your character's well-being. Here are the individual attributes explained:
The first attribute, Physical, refers to a character's ability to physically deal damage, as well as their ability to evade physical attack. It also determines the amount of Energy and Health a character has. This attribute is central to non-Weaver characters. It can be increased in many ways, namely by physically attacking enemies and getting hit by enemies.
The second attribute, Disease, determines a character's ability to resist disease (which is important, as you can't always tell who's sick and who's healthy) and, for Weavers, their ability to cause and fix disease. Characters with a high Disease attribute also replenish Energy quicker. It can be increased by getting a sickness and getting over it naturally (using items does nothing for this attribute) and successfully inflicting someone with sickness.
The last attribute, Injury, determines a character's ability to take and treat damage, and, in the case of Weavers, their ability to use Weaving techniques to cause and treat injury. Characters with a high Injury attribute also replenish Health quicker. It can be increased by resting and healing or causing injury.

And that's all I can think of right now (It's getting kind of late, so I'll probably remember some more in the morning)

Note: I cannot develop this right now, not only because it would be insanely difficult, but also because I don't have $60 to get another copy of RPG Maker XP. >.< And if I did, I don't think my mom would let me use her PayPal account again for the same thing. So it won't be in development until I can cough up $60 and get a PayPal account (which, now that I think of it, I can't since I'm not 18). Agh.
 
You know what Sephiroth. Fucking ignore what I said. Your game will not be a success relying on FF characters. But hey, your choice.

Oh and the sarcasm was completely unnecessary. I actually felt like helping you but w/e.


@Bustersword: Are you sure it's 18? I've had one since I was 16 with no problem. Maybe it's the UK ones that allow you due to a differing law or something.
 
Okay, so here's an idea I've been toying around with for quite some time. Unfortunately I rarely actually get any further than the "Idea Stage" of a project. But without further ado I present to you the idea for:

Untitled Zombie Survival Game! Temporary title.

The premise of the game is simple enough, an outbreak of a new, highly evolved strain of the Rabies virus from a scientific research centre near 3 rural towns has changed the peaceful towns to a panic stricken mess. The game itself is a bit unique in that the player doesn't control one or a handful of "elite" police or army officers or some sort of citizen that's adept in using weaponry and can solve a mystery but the player would play has various townsfolk throughout the game, around 20ish with the players control shifting throughout the game to new points of view to accomplish new objectives.

The objectives would vary depending on who the survivor is - for example there wouldn't be teenagers going to find out how to stop the zombie virus, but it wouldn't be wrong if a scientist would be gathering data for it. Likewise said scientist wouldn't be going around rescuing people from the zombie terror but a couple of police officers around the town might.

Maybe I haven't explained the idea well enough in the above paragraphs. Though I hope I have but really what I'm trying to get at is the game switches control of various different people caught in the same situation trying to do different things to achieve the same goal - to escape or survive a zombie holocaust.

Any thoughts or anything? It seems like, technically speaking, it wouldn't be _that_ hard to achieve, there are plenty of scripts for survival horror games out there it'd be just be making the whole thing fluid and working on a decent way of making the story interesting and not stupidly random.
 
I like the twist you've made on the gameplay mechanics. Playing as different survivors with different objectives is a very unique idea. I would suggest that you go back and forth between these different characters so that the player has some sort of attachment to them. You could even show what each character is doing when the outbreak occurs. The scientists would probably be aware of the problem first, the police officers could be out on duty answering a call, a mom could be watching the news while her daughter is out front playing in the yard, teenagers could be lounging at the mall or movie theatre, etc. Since you will be taking control over different types of characters, each character should have a set of defined strengths and weaknesses. While some would be able to fight any zombies they encounter, some would only have the option of running or hiding.

Lene":2r32o559 said:
Damsel in Distress

Jane is an ordinary girl who constantly finds herself in extraordinary situations. Her knack for trouble has earned her the name of Damsel. One day, she decides enough is enough! Jane leaves her family and village, vowing not to return until she can learn to defend herself. This is easier said than done however...

Lene, I really like your concept. I imagine the game opening with Jane being stuck in some sort of trouble and being rescued by the locals who comment on her having to be saved again, which would set up the premise of her problem. Perhaps, Jane could leave her village to seek out a famous warrior that she could train under. But what if this famous warrior turns out to be a has-been drunk who is no longer worthy of his title? Then the story could revolve around Jane's desire to defend herself and the warrior's desire to redeem himself. This could be a really fun game to play. Also, I think that Damsel, by itself, would make a great title.
 
The Silent Alarm;237050 said:
@Bustersword: Are you sure it's 18? I've had one since I was 16 with no problem. Maybe it's the UK ones that allow you due to a differing law or something.

PayPal User Agreement said:
2.1 Eligibility. To be eligible for our Services, you must be at least 18 years old and a resident of the United States or one of the countries listed on the PayPal WorldWide page. This Agreement applies only to Users who are residents of the United States. If you are a resident of another country, you may access your agreement from our website in your country (if applicable).

:-/ It's not fair.
 
alexia;237134 said:
I like the twist you've made on the gameplay mechanics. Playing as different survivors with different objectives is a very unique idea. I would suggest that you go back and forth between these different characters so that the player has some sort of attachment to them. You could even show what each character is doing when the outbreak occurs. The scientists would probably be aware of the problem first, the police officers could be out on duty answering a call, a mom could be watching the news while her daughter is out front playing in the yard, teenagers could be lounging at the mall or movie theatre, etc. Since you will be taking control over different types of characters, each character should have a set of defined strengths and weaknesses. While some would be able to fight any zombies they encounter, some would only have the option of running or hiding.

Thanks for the quick feedback!

That's pretty much what I had in mind, for the first 2 or 3 characters it would be early on in the outbreak so you'd be able to find out what was happening. Not wanting to give away too much (I still have every intention of giving this a real try) but the game would start off as a Scientist character witnessing what happened to cause the outbreak, the next character would be a reporter or some sort of journalist who was investigating some "mysterious murders" (cliche I know but it's the best I can come up with at this point in time) and then I was thinking either a Shop Keeper or Mechanic.

My ideas of objectives so far are relatively simple, finding parts or person(s) to repair a vehicle so people can escape, locating loved ones (perhaps a subtle time based challenge where - unbeknownst to the player - if you make it to said loved one within a certain time frame they could still be alive if not the story for that particular character (who is finding the loved one) would go a different way depending on if the objective was alive or dead), getting to an area of the town to either barricade, gather supplies or escape. Generally I'd rather avoid the one-man army running in to take out every single member of the walking dead.

Another idea I had was at some point through the story a few of the characters would cross paths (these would be relatively small towns so it wouldn't be uncommon for people to know each other) and at that point there could be the option to choose which survivors you take with you for certain parts. Say, for example, ten characters meet up near the outskirts of the town. They're all on foot and seven of them came from the town centre and the other three either came from a different town or elsewhere nearby. The outlook is bleak, there's no clear-cut safe place to go so the player is presented with three or four different options. These could be very different things, one could be finding (and perhaps repairing) a vehicle to get people to safety (yes I'm a big fan of that idea); assembling a barricade to rest for a little while before deciding what to do (there could be a nearby barn or some other conveniently placed abandoned building capable of holing up in) or splitting up in search of more survivors.
The player would get to pick a small number (maybe up to 3 or 4) survivors to take with them depending on which objective they'd like to go they could assort their survivors (this would be quite some way through the game and the player would have a good idea about the unique abilities each player would have).
 
Okey-Dokey, I've got my 35 villains, so suggestions are down. So including the main hero and his mentor, there are 37 party members. Don't worry, it won't be hard to keep track of them all. I've got a great system in mind. Only 20 of these party members are mandatory. The rest are necessary only if you want to unlock the hidden features (music, gallery, etc.).

Oh, and I've thought of a background story. I'll post it later.
 
first thank you so much whoever made the ultimate exterior tileset!! it erases the reason i thought i would not be able to do this. i just thought it would be cool to make a game. i am a veteran rpg player, and i have ideas. i wonder this, among other things: do you guys think i should write a storyline before designing any maps, and do u have any suggestions to help me with map making? i find it is the most time consuming (boring) part.:D

wow elements idea rocks! survival horror/rpg right? love it! what a versatile program, i think this will be good fun.
 
ok, i realized that my idea for the game 1000 was in the wrong place and decided to post it here, well here it is (just a rough idea): game synopsis - '1000'

in the year 1383 AD a woman(sorceress) has 10 children, she dies giving birth to the last, they are all exactly 1 year apart. with her final breath, she breathes a curse so her children will live forever, she says that, one at a time, starting with the youngest they will all live a life of 1000 years, enough time to see the advancement of human kind, and then, time will revert itself back to that day and another child of hers who hasn't lived 1000 years will get the chance to. the plot is: the oldest child hears his mother's curse and understands what she says. since he is the oldest, he is the last to get the 1000 year life, and while he lives his term, he becomes defiant and decides to stop the endless cycle and stop the curse, killing himself and his brothers.

that is actually an overall synopsis of the whole game, how i'm thinking of it so far is you actually see clips of what the other brother chose, and then you play with the oldest one. you play through important times in his life, (creating a complete other storyline) it would be basically a story within a story, and once you finish the main 'sidequest', you suddenly realize that you still have more of the game left to go. that's just what i have so far. they will age at about 1/10th of the normal human aging, so at the end of the 1000 years, the oldest would only be 101 years old.


[QUOTE = XcuMaSoft]
you did answer the questions... only to throw more at me

like who looked after these kids... the one year old at the time must have took 100 years till hes about 10... who looked after him... take it they still learn like normal people soo the 1 year old must have been the cleverest child EVER...

time shifts... soo like playing the game in a random order, rather then start to finish.. i have to admit i think that is a risky way to make a game but i like it .

if this woman could do this is there not LOADs of other people the same living the 1000 years...

if people could do this curse why would you need the advances in tech.

also the finishing the game and then realizing you have loads left will piss some players off so think about not making it feel like the end.

maybe you would be best to do the game in chapters soo people dont lose the plot...

I know you think im being a pain but trust me im helping you... the more I ask the more you will decide, thus pushing your game deeper into your mind [/QUOTE = XcuMaSoft]


At this time, i don't have an answer to your first question, but the other one i think i have an explanation for.

The woman (their mother) was an extremely powerful sorceress, and laid in bed with any man, (this was generated by a feeling of inadequacy created when her first true love left her for another woman, his cousin, no less) therefore having the 10 children. She did not care about the children, but did not mind giving birth because the children were basically her slaves. On her deathbed, she realized that somewhere, deep down, she was just blaming the children for what her true love had done when she was treating them miserably. Therefore, she thinks to herself, "If i can atone for my actions towards them by letting them live a longer life so they can help others, then maybe there is some hope for me in the afterlife" And so, she conjures her greatest spell yet, on her deathbed (and that is what truly kills her, not actually giving birth ) and places a curse of immortality on them. The curse is interrupted by a voice. The voice tells her that it is impossible for them to become immortal, even by sorcery because the world will end in exactly 1000 years to the day. The voice also tells her that it is possible for them to live until that day, and that is what will happen. The curse becomes a cycle, traveling from the youngest to the oldest in a span of 10,000 'years' and then recycling itself all over again (years is in quotation marks because the years really wouldn't have happened when the curse travels to the next child)

basic outline -
1. Woman places curse
2. Youngest child lives 1000 years
3. at the end of the 1000 years, Time is reverted back to 1383
4 next youngest child lives 1000 years
5. at the end of the 1000 years, Time is reverted back to 1383
6. the cycle keeps going until it reaches the last child
7. once the last child lives his 1000 years, the cycle is suppossed to start over again, but not if the child has anything to say about it.
(ps. everything is really sorted out that well yet, i've only been working on it for about a day and half so far, so any holes or anything, please let me know Thank you)
hope that answers all the basic questions, if anyone has any suggestions, i will be glad to hear them! thanks in advance
WA
 
wow angel amazing how creative you are! if i may? as a person who reads/plays a lot of stories, i will tell you the MASSIVE disapointment the player will feel if you "erase" all that they had done in 1000 years. perhaps make the actual gameplay a situation in which the eldest son is the main, and he has found a way to defy the curse, and in fact, time itself, and he "visits" each of his brothers 1000 year life spans, including his own, his mission being to warn each and help them all end the curse for themselves, because none will be allowed to die until all have escaped the cycle, and they all have "residual" memories of the many thousand year life spans they lived (but didnt live) and it is torture so at this point the ultimate goal is to be able to die.......and maybe there are several versions of the future for the next thousand years, with vast differences depending on the brother who lived(a man who has seen hundreds of years has the capacity to make a huge impact on the world)
and what if the boys originally were unaware of the curse, and it is specified in the curse that the spell suddenly grips each boy at a certain age, freezing his aging at that point and thus making him immortal for all intents and purposes, but he only dies in 1000 years because the world ends. poof no more care taker prob or being a kid for 200 years prob. ooooooooooh and what if the final boss is none other than the owner of the mysterious voice that the sorceress heard at the beginning of the game?
another idea to play with is that you choose your brother at the beginning, and the story doesnt really mesh until you have beaten "all 10 games" each revealing 1/10 the story. make each brothers"game" very different from the last, keeping the player enthralled until he/she is 1000 years old!!!! i love ur story, if u want any team mates on the project, i would be proud to have my name on it!
 
well, you wouldn't live any of the other's lives, just the oldest one's life. but you suggesting that gives me an idea, and i may come back to you on that team thing. i'm thinking, so just give me a little while to get my thoughts adjusted. lol.
 
I have three ideas for a game. Two are related, and one is completely different.
And by the way, I got all of these ideas from watching and reading about the Fatal Frame games.

This is a VERY raw idea, and all names/locations are not definite, so bear with me...

It was originally supposed to be a game all about finding your real family(countering the common RPG cliche of ophaned protagonists), but I got stuck on how the protagonist gets the first idea of where to begin the search.

The character was separated from her blood family when she got lost playing in the woods around her village. She was found by the Castle Town citizens beyond the forest, and was brought to the orphanage there. She later got adopted by a couple living a while away from the Castle Town.

When she turns 18, she sets off to find her family...and that's where I get stuck. I can't figure out a non-cliche way of giving her the first clue.
The main character is the same girl from the first idea.

This game has the character as a historian/folklorist, who is investigating rumors of a hidden village in the forest. Affter some in-game info hunting, she arrives at the village, only to find that it's a haunted village. During the course of the game, you also find out about her family, like in the above idea.
A girl is diagnosed with an illness, and is kept at home. As she is wandering around the property(her family is wealthy, by the way), she comes upon a book containing details about her family. The girl is inrigued by these notes, and looks for more.

Long story short, she finds out her entire village believes that a gateway to Hell is in a cave near the village, and they must sacrafice people born with "holy attributes" to appease the evil beings inside. Unfortunately for the girl, she is consideres one of the holy people because of her illness.
I need help figuring out some details for each story:

  1. For the first one, I don't even know if there can be a battle system in the entire game. Is that a problem? Also, I'm stuck at a certain plot point, as stated in the spoiler for it.

  2. For the second idea, I need to know what battle system would work best for it. Real-time, turn-based, etc. I also need ideas for a weapon to fight the ghosts that isn't a camera.;)

  3. For the third, does it seem too much like Fatal Frame, by there being a ritual to appease an evil being? Also, like in the first game, getting a battle system to work with the story will be hard.

Thank you if you read all of that, and please help!:D
 
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