The World in a Grain of Sand

To see a world in a grain of sand, And Heaven in a wild flower,
Hold infinity in the palm of your hand, And eternity in an hour.

That's what we do.

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Friday, August 25, 2006

Ghostly idea

I was thinking about the innovation in the current ghost busting game.... how about let's change the perspective altogether? Let the character be the ghost!

Ok, this will sound like the romance movie Ghost.. but well, how many games feature a ghost as a main character? (ok maybe Casper the game, but that's a forgettable game on a forgettable console, the 3DO)

You're dead (obviously) and you try to reunite with your loved one (for some reasons which I haven't formulate yet). And for some reasons people are out to get you. (Real life humans) So here's what you can do to outwit and outlast:

This time wall hack is legal! One of your powers would be to walk thru walls! ( But the power will either be limited cos you're "freshly dead", or you can't go thru certain walls. Personally I like the 1st option)

Now those that play half life two are gonna tell you the gravity gun is one of the most powerful and innovative weapon out there. Well... you can control things and throw them around. But of course as a ghostly newbie you can't start turning the house upside down... you can throw cans, chairs... then progress to handling big statues and other supernatural manifestations.

You can float, but probably not too much floating... some high areas you need assistance... and there's no lift up... well, stack things with your powers.

We can still use the lantern as an indicator and probably make some story as to how the ghost and lantern is related. At the end of the experience I want gamers to sympatise and relate to the main character.

Main features of this game:
You're a ghost, that start out pretty weak but your powers will grow.

The stealth elements are there. It's not like you can just zip in and out of walls. You may zip into another room where the paranormal investigators are hot on your heels.

Ability to set traps. Game will reward "combos" like able to lead 2 or more troops into a trap and kill them in one swoop. Hmm... sounds like a vengenful spirit... but well, they are the ones that bothered you in the first place!

Boss battles. Well, haven't really thought of anything innovative with regards to this yet.

Yup... that's my idea so far... what do you guys think about it?

1 Comments:

Blogger zhonghao said...

Show that the gameplay is on throwing things with "your force". The building of traps or makeshift platforms are emergent play.

9:22 PM  

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