Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / Brainstorming Session: Ideas on Gameplay

Author
Message
zenassem
21
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 7th Jul 2005 10:26
I wanted to start this thread in hopes of exploring innovative ideas on game play.

Genres have been pretty well established and most games will fall into one or more genres. So, I'm not sure if trying to develop a completely original genre is possible (though I wouldn't be surprised if it were) eg MMORPG's, even if they are just graphical extensions to text MUDS.

We may be better off in discussing how we can alter the way people interact or take part in the gaming experience.

Some examples I have come up with have been used before, but they may help to depict what I am referring to.

1. Games that use the Internet, and websites, to gain clues about solving the game. I believe the game "Missing" fell into this category.

2. Games that make reference to "Real World" references, books, maps, Movies, historical records.

3. I liked the idea (not the actual game play) in the Swordquest series for the Atari 2600, that contained a comic book that provided key material in solving the game. I picture with todays graphical capabilities, and the possibility of an on-line comic book, that it could be revisited.

I know these first Ideas are weak, but I hope they serve as an example.

I once wrote program in basic that used the printer as though it was a fax machine/teletype, in which the user would receive information important to the game. Kind of like the transceiver in the original metal gear.

So this is just my lame start of the thread. But perhaps together we can explore other ideas that can lead to a new way of thinking of computer games.

It is my hope that this thread can remain flame free, and just function as a brainstorm session whereby people can feel free to post any ideas that pop into there head, without spending too much time filtering their thoughts. So I would like to ask forum members to keep this is mind.

~zen

BULLSHOCK 2
Retired Moderator
19
Years of Service
User Offline
Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 7th Jul 2005 15:33
i always like games where you can do things you dont have to...like in the xbox game "breakdown" you can read all scientist clipboards and everything...even though they dont have anything to do with anything....

I am really BULLSHOCK, but my profile got deleted...really, i'm telling the truth!
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 7th Jul 2005 21:54
You talk about Genre's as if you are making a game to fit into a catergorie.

That's bad

Genre's in games are simply Marketing tools... I don't care what you say, but that's the truth. Games are grouped to be sold to "this" audience, and with "these" Core Mechanics.

There's no need to invent a "new genre", as whatever you make will undoubtedly fall under one of those catergories, or will be attached a cross-breed of genre's.

What you're after is designing a new type of GamePlay, and Core Mechanic.

What you need to do is start thinking like a little kid ( seriously ).
When you're walking around... Question every-day things...
Say "Wouldn't it be cool if..." to EVERYTHING.
When you get an idea that just hits you fair in the face ( and leaves a sizable bruise ), write it down as fast as you can, and let all your idea's pour onto the paper.

Then, make the damn thing

What you want is something that is FUN...
When you think about making something original, and trying to force yourself to have an idea, whatever you come up with wont be nearly as fun as if you use the "What if..." Method

Anyway, that's just a mixture of what I've been taught at Uni, and my own opinions on the topic


As for actual idea's...
I was thinking this-arvo about a life-sim game... Where you go out and earn money ( done automatically for you based on things like self-esteem, etc ), then by night, you gamble ( pretty much the whole game is this ), but where you sit in a pub, and order drinks, smoke ( if you're into that, which I'm not ), switch from pokies to Poker, to Roulette, etc, etc.

No so much a FUN game idea, but it's one of those "What if..." idea's, which is better than most things I can come up with

Jess.

Team EOD :: All-Round Nice Guy
Want Better dbHelp Files?
zenassem
21
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 8th Jul 2005 02:00
Jess, I'm not sure if you read my post correctly. What I was saying is that most any game WILL fall into a genre, so I would like to focus on new concepts of gameplay. So my aim is not to create a new genre.

Also I'm not even suggesting any particular game. I would just like to see what type of Ideas we could throw out and discuss.


I like your ideas on the life-sim you mentioned. I had some similar ideas on a game like this. It came about when I didn't like the direction the Sims games were taking. I also liked some of the ideas in Shenmue? for Dreamcast. I like open ended games. I thought it would be interesting to have a game where you could be free from any particular goals. I had the character starting off with nothing, basically homeless. They could find shelter by locating cardboard boxes, and living under a bridge, dumpster diving... collecting cans... etc... If they decided they could obtain a job, get an appartent, drink, smoke... Commit crimes, or live a life adhering to morals, decide what type of food to eat, gain/lose weight. Very complex to program the full vision, but...

I thought it would make a very interesting FPS (First person Simulator).

------
Another Idea was to have a game that recieved information from actual world news, and incorporating it into the gameplay. Kind of like fantasy sports leagues.

~zen

Matt Rock
19
Years of Service
User Offline
Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 8th Jul 2005 12:10
Hate to say it Jess, but your idea? It's the game my team has been making for the better part of a year now, hehe. It's basically a "life simulator" but in a non-modern setting, where the player has the ability to do just about anything his or her heart desires. Without going into too much detail, you could, for example, run a business in this game. Lets say I owned a store (in the game). I could hire Jess to work as a clerk. Zenassem could come into the store and buy an item, and use that item to do something else.

I think non-linear games are the wave of the future, a genre all their own. Truly non-linear games don't seem to exist yet (I'm working on it!) but games in general are seeming to head that way. GTA isn't about stealing cars and running over peds anymore... now you can go work in a stone quarry, or taxi people about town, or work as a valet. You can change your outfit, and your body is effected physically by what you eat and how you take care of yourself. I think more and more games are going to head in that direction. I was actually sort of ticked when GTA SA came out, because it has some features (like dieting and changing your clothes) that we'd been tinkering with long before GTA SA came out. Fight Night 2004 made me equally upset when you could alter the character's physical appearance. But then again, no idea is truly unique... someone, somewhere, has probably thought of it first.

Anyway... I think games are going non-linear. The ability to make your character's aesthetic appearance however you'd like is becoming more and more popular. Gameplay is becoming less bound by "mission-oriented" goals." I'm sure this sounds cocky, rediculous, and extremely optimistic, but I'm willing to bet the game my team is working on will be, in the very least, successful to an median degree, because it has a good number of features never before seen in a game of its class. I don't think our skill as programmers, artists, or animators has anything to do with that success, either... I think it's all due to the fact that the game is completely non-linear and that's what people want. But maybe I'm wrong, maybe the game won't sell 2 copies and I'll have to work 9-5 jobs for the rest of my existence. I guess time will tell

"Hell is an Irish Pub where it's St. Patrick's Day all of the time." ~ Christopher, *The Soprano's*
zenassem
21
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 8th Jul 2005 13:41
Matt Rock,

Really sounds awesome! I would definitely be interested in a game like that. I love not having specific missions. I really hope your team succeeds. Some gamers need constant confirmation of achieving objectives, I prefer things to be more subtle. If I like the world, environment, I want to spend time in it; any way I wish.

Kind of like going on vacation to a foreign place. There are types of people who need to have an itinerary, and people who prefer to absorb the everyday life of the culture. I prefer the latter and cannot stand to be on guided tours, or planned destinations. I might take in sights, but I definitely don't carry around a checklist, nor do I have a plan ahead of time.

Thanks for adding your ideas to the discussion. I think you brought up some valid points for other developers to consider.

~zen

Jeku
Moderator
21
Years of Service
User Offline
Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 8th Jul 2005 14:53
That's a very lofty dream, Matt, about giving players total freedom. Funny you mention about having a world where you can run a store, hire another player as a clerk, and walk into other stores and purchase items. This is something many people, including myself, have been pondering for years. Unfortunately with such a game you need to input all of those variables as a developer (i.e. product types, store types, food types, restaurants, etc.). This defeats the purpose of the game in that it can take a lifetime just to implement everything you can do in real life!

There are better approaches of course. You could let the players design and name the products and stores themselves. For example you could start a store selling junk food, and create packs of gum, cigarettes, etc., but that would take a lot of work on behalf of the player. And how to have them design the objects within the world can be a difficult task.

When these types of games DO come out, with unlimited budgets, then I will be happy. I don't see it happening for a loooong time.


--[R.O.B.O.I. and FireTris Coming Soon]--
Matt Rock
19
Years of Service
User Offline
Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 8th Jul 2005 16:43
Not as lofty as one might think, Jeku. The game we're making right now is completely non-linear, but the limit we've had to set is the amount of objects the player has to fool around with. Right now, every object in the game serves a specific purpose. We thought about objects for a long time, using a ballpoint pen as our primary subject of conversation. How do you acquire the pen? How do you use it? Can you write and draw with it, or is it just a decor item? Is it breakable? Does it run out of ink? When confronted by all of these questions, we took the easy road... limit the objects and the functionality of said objects to the boundaries of usefullness. Every month or so, we'll release a patch for the game with new objects, vehicles, clothing, etc. The player downloads these patches and presto, the game gets a facelift every so often.
So no, this game won't offer *absolute* freedom. Structures will be invincible and there are limits to how many objects will be available to the players for use. But there's about 90 objects to play with, 40-ish vehicles to travel in, and several locations to explore on a 250x250 mile map. You can "claim" a building by acquiring its deed, and you can buy objects at wholesale prices to sell from your business. You could also sell your building to someone else to turn a profit. I think the game will offer a real sense of "digitized society," and if I may toot my own horn for a second, I don't think any other game has ever been this open. But this is only the start... if this game is successful, our entire company is going to be based on making games like this, and hopefully in a few years we'll be able to make a game where you can do anything you want.

Quote: "that would take a lot of work on behalf of the player"


I disagree. What we're going for is a game that knocks up multiple genres. It's an FPS game at first glance, but underneath it all there is a complex RPG-ish statistical system. The player doesn't deal with it in the least... you can't drink a magic potion to increase your energy. How you eat, how you take care of yourself, and what skills you acquire will determine what alterations will occur in lieu of your character's statistics. But the thing I like most about the game we're making is that your contribution to society rests solely in your own personal ambition as a player. Let me adjust the aformentioned hypothetical to explain this:

I could own a store, and I could hire Jess to work for me. Zenassem could come in and buy a weapon, and then he could run off to meet Jeku. The two of them could then return to the store and rob it. Meanwhile, Megatron (for lack of another person involved in the thread) could be a police officer in the city or town where this is happening, and he could investigate the incident and possibly find the two culprits.

It may not be absolute in the freedom it offers, but I'm still very proud of what this game will (hopefully) accomplish... giving the players more freedom than any game that precedes it.

PS. - We thought about modded items, like, allowing the players to design their own products, but we decided against it because the more unique objects there are the more difficult serving data will become. That and I want to be playing this game online before my birthday in December, lol.

"Hell is an Irish Pub where it's St. Patrick's Day all of the time." ~ Christopher, *The Soprano's*
Hawkeye
21
Years of Service
User Offline
Joined: 19th Sep 2003
Location: SC, USA
Posted: 8th Jul 2005 21:48 Edited at: 8th Jul 2005 21:51
Sounds do-able


Quote: "Say "Wouldn't it be cool if..." to EVERYTHING.
When you get an idea that just hits you fair in the face ( and leaves a sizable bruise ), write it down as fast as you can, and let all your idea's pour onto the paper.

Then, make the damn thing "

Just look at flash games... they can have some of the most crazy ideas but they're FUN! You have a goal, a starting position for the player, various numbers of subgoals along the way so the player doesn't give up hope, and "treasure" that's passed out at opprutine moments. For a (rather basic and somewhat bloody) example:

Crimsonland (google it!). Basic idea: you blow things to bloody pieces over the course of something insane like 40+ levels. Why doesn't the player quit after the 5th level in sheer bordnem? BECAUSE! There's a new weapon/pickup introduced at the end of EVERY level. There's increasingly, but not impossible, large number of aliens attacking you. The aliens change--for example, the first 5 levels or so are spent fragging 4 armed somethings. Then, it introduces the "alien hive", a nasty piece of work that keeps spitting out fourarmed menaces. Then the next level is based on taking out a field of them (a sort of alien breedery, if you will). Then it introduces, in the very next level, the (omg)spiders! Which are very scary because after shooting them (which takes only an adverage amount of bullets) they fall to the ground and for some reason, are very eaisly mistaken for live spiders (due to their scuttle/pause movement style) Your only clues are the bulletholes, your bullets passing through them, and and the blood around them. Doesn't sound like much, but a few seconds of firing at the wrong thing can be costly... but not too costly. You have a unlimited number of resumes So you can always repeat the level. Next level? More spiders, and the (omg)spider queen(/omg).

That goes on for a ton of levels. Plus you get a new, interesting, and entirely useful weapon/pickup at the end of each level. It's one of the best examples I've ever seen of goal/sub-goals.

I'd go through some more examples, but my fingers don't feel like it

[edited]


Benjamin says: fecking twat of a program [msn7]
Meh blog
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 8th Jul 2005 22:04 Edited at: 8th Jul 2005 22:07
Zen,
Sorry man...
Either way, my point still stands... but It's kinda irrelevant

Matt... Well, what is it that they say? Great minds think alike!

Sounds like an interesting idea, and I like the fact that I have a stable job selling weapons to Zen

Anyway, after that one and single idea, I'm fresh out

The only other major one I have had is my Pinball Simulator game idea ( of which I've posted the Partial Design Doc in the Game Design Theory board ), which is also along the lines of "Let the player do whatever they want"...

Non-linearity is great

Jess.

[EDIT]
Hawk, that's true... Flash games tend to be simple, small, yet oh-so fun
[/EDIT]

Team EOD :: All-Round Nice Guy
Want Better dbHelp Files?
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 8th Jul 2005 22:24
This is a very familiar idea - not putting it down at all but I think a vast chunk of the people who got into game programming got into it so they could make a game like this.

I think that the engine would have to rely heavily on a script system, like each item can be added to the game world externally, like placing a folder containing all the information for that object - including textures and meshes. A script system could make life nice and easy for adding items. Hard coding items is a bad idea, really it would take a different type of engine to handle everything, but it would be very sweet.


Van-B

Manticore Night
21
Years of Service
User Offline
Joined: 23rd Oct 2003
Location: Ouinnipeg
Posted: 9th Jul 2005 00:16
I'm making a super non-linear game, that is kinda linear. And I figure everyone should know about it. So, you chose your clan buy fighting things and doning quests until a recruiter finds you, or you can just turn them all down and be a lonw wolf(aka at a high enough level you can make your own clan(with only you in it)). When you get into a clan you'll get missions, and you can complete them(were you stay in the clan, or not complete them, and leave the clan). Or you could set up shop somewere(or work in a premade shop). But a neat thing is if you die, you don't just regenerate, it just effects the story differenty(ex. You die and end up being nurtured back to health by elves). I figure that's pretty open ended.

It's amazing how much TV has raised us. (Bart Simpson)
Perokreco
19
Years of Service
User Offline
Joined: 5th Apr 2005
Location: Bosnia and Herzegovina
Posted: 9th Jul 2005 01:05
Quote: " Truly non-linear games don't seem to exist yet (I'm working on it!) but games in general are seeming to head that way. GTA isn't about stealing cars and running over peds anymore... now you can go work in a stone quarry, or taxi people about town, or work as a valet"

Have you ever played Civilization that is almost non-linear game.
Jeku
Moderator
21
Years of Service
User Offline
Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 9th Jul 2005 02:08 Edited at: 9th Jul 2005 02:17
Quote: "and if I may toot my own horn for a second, I don't think any other game has ever been this open."


The MMOG Second Life is just like that. It's been available for a few years, and you can go in and basically do tons of things you can do in real life i.e. open a store, run a business, design clothes and items. You can even buy and sell real estate, and one man paid over $30,000 of REAL money on an auction site to get a prime piece of real estate in the game. That is hardcore

They have over 35,000 players already. http://www.secondlife.com

EDIT:

Wow! Read about all you can do:
http://secondlife.com/whatis/


--[R.O.B.O.I. and FireTris Coming Soon]--
zenassem
21
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 9th Jul 2005 03:11 Edited at: 9th Jul 2005 04:12
Nice post Jeku!!! Never heard of this before.
--------


Lets keep the ideas flowing...

[edit]
The important thing here is not the game or any game itself, but the way in which it is built, and how the players interact with the world, the game design.

In other words I'm using the game's description to help convey the idea of how a large game can be pieced together; like building blocks.

That's the main point!

Not whether a game based on the fundamentals of cube is a good idea.

I had to edit my post, because I broke format and began to unitentionally write a game idea. Where as I really want to focus more on design and gameplay ideas not actual game ideas

[End Edit]


I just finished watching "Cube Zero", thanks to qwe. Now the prison cube got me thinking...

1. Making a large game by oneself is time consuming. Especially level design.

2. Trying to organize a coding team/group is not a simple task.



So what if?
===========
Someone codes z game engine and a scripting system, and level editors.


[Example here is just to help clarify the design]
===================================================
Picture a game world sorta like Cube Zero.
- A bunch of cubes that are interconnected; through hatches on all six sides.
- Certain rooms contain traps and or puzzles that must be solved in order to make it passed the room.
- The rooms can shift - meaning there position in the larger 3d cube world can change.



This is how I think the game could be constructed.
==================================================

- Each room/cube contains a/many puzzle(s)/trap(s).

- The room is "not necessarily" dependent on any other room. It can stand as a game on it's own. A creator of two rooms could have information, item, clue, in one room that relates to another of his/her rooms. keeping in mind that they don't have control on where there rooms will ever be located nor in which order the rooms will be explored.(hope that makes sense)



room scope editor
====================

- A level editor that can be given to out to anyone in the community here who wishes to add a room or rooms.

- (in my example) The basic room structure is a cube with exits on six sides. You can texture your room anyway you like. You will be able to chose from a list of traps ie(spikes, lasers, etc...)

- You can position the traps, and set timers for when they occur.

Any game player member can create a room(s) and upload it to the World scope Editor.



The world Scope Editor:
========================

-Once a room is submitted/uploaded, the world level editor will place the room into the game.



Balancing the world:
======================

I'm imagining that certain players can be world operators, kind of like OP's on an IRC channel.

- They will be able to maintain the cube and have information on the locations and status of other players in the world.

- Part of the OP'S job is to test a room for functionality before introducing it to the game world. (mainly to test that the room can be solved; not just an instant death chamber; If it passes preliminary testing it is put into the queues to be placed into the game world.)

- Game players themselves will have voting powers for a given room, somehow related to the number of rooms they have solved. Once a room
has received a "high enough" score from players and at least one OP, the room gets permanent status.

-If a room gets scored very low by players (reasons, too difficult, unsolvable) it gets marked - and an Op will look at the room. The OP can then send feedback to the rooms creator. The rooms creator can then submit a revision of the room, or decide to have the room removed from the world.


=======

I know I haven't explained this to well. It's all coming out of my head as I am thinking about it. I will work on a more detailed yet generic layout. I would like to think that this idea can be expanded to designing first person shooters as well.

=======

~zen

R2D2s Jilted Lover
19
Years of Service
User Offline
Joined: 24th Jan 2005
Location: wales
Posted: 9th Jul 2005 03:22 Edited at: 9th Jul 2005 03:39
COPYRIGHT DIGITAL DRAGON 2005!!

COPYRIGHT DIGITAL DRAGON 2005!!

COPYRIGHT DIGITAL DRAGON 2005!!

COPYRIGHT DIGITAL DRAGON 2005!!


[EDIT: sorry zenessem but we posted at the same time. It looks like I just cut you off but I didnt mean to.
^^^SO READ ABOVE POST FIRST!^^^]

-------------------------------------------

sOME NICE IDEAS here and I certainly hope that the days of linear games is coming to an end. They've served well over the years but I personally think it's time to grow for the good of my sanity and enjoyment.

~I'm currently designing a non-linear game because I've become way too dissatisfied with linearage! There's too much of it about these days. Games turn linear when their storyline turns to solid steel and cannot be broken.

I like games that require a degree intelligence and forethought to complete as apposed to being 'forced' along through a world in one direction until everything is dead.

Over the last 6 months I've been designing a game called Last Stand. It's an FPS/Puzzle sci-fi game where you basiclly have to defend a fortress with an underground complex/facility. But things arnt that simple - the player has to cleverly manage and maintain smooth running of the complex to ensure that there is power reaching the defence systems and other systems. And it all has to be done manually!!! So between waves of random attacks from various enemies you must make vital repairs to your guns and systems before the next wave of attacks arrive. Failing this, the fort could be infiltrated - forcing you to lock yourself in the complex underground.

It would obiviously work best online with many players assisned with different jobs (medic,engineer,commander,heavy weapons,electronics etc).

If you want to beat the game you have to call in for a rescue and wait for a period of time. But the radio must be fixed. So between staying alive, you must find all the correct parts from anywhere in the complex and peice them together correctly. Gameplay can span over many many hours depending on how effiecent you are with your team and problem solving. Of course you also need some skills with weapons!

And amazingly there's still a storyline! Only it's activated by you when certain conditions are met (e.g the radio is fixed or you are the only man left...).

There is no time limit, the attacks will never stop. You the player are the only limit as you must make best use of the limited ammo and other resources from inside the base. When the bullets are spent and the med pacs are exhausted they won't magically respawn.
So ultimately you could find yourself trapped in the deepest darkest room underground, on your lonesome, one grenade and hunting knife with a hundred foes waiting for you outside the room. Still think your clever?


COPYRIGHT DIGITAL DRAGON 2005!!

COPYRIGHT DIGITAL DRAGON 2005!!

COPYRIGHT DIGITAL DRAGON 2005!!

COPYRIGHT DIGITAL DRAGON 2005!!


(sorry I dont mean to look like a paranoid bighead but I can't overstress how much I hate thieves! I have good reason to suspect this idea has been stolen by certain individuals in these forums and so I've actually gone to some lengths and expenses to ensure that my ideas now belong to me and only me. It might sound extreme but I've plugged a copyright cork in every orafice of my ideas because I have a history of them being stolen and Im sick of it. thank you please)

there's a lot to be said for unspeakable acts...
Jeku
Moderator
21
Years of Service
User Offline
Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 9th Jul 2005 03:37
Thanks for the game idea, C3PO! I'll be sure to give you credit if I remember

My "everyone else has one so why can't I?" blog: http://www.jeku.com/blog/
R2D2s Jilted Lover
19
Years of Service
User Offline
Joined: 24th Jan 2005
Location: wales
Posted: 9th Jul 2005 03:40 Edited at: 9th Jul 2005 04:28
so predictable!

[EDIT: Im still recruiting if anybody's interested though ]

there's a lot to be said for unspeakable acts...
Matt Rock
19
Years of Service
User Offline
Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 9th Jul 2005 04:50
Reading Jeku's post and following the link he provided almost drove me to the bottle, lol. Well, okay, so we won't be the first. Our game is more linear in that it has a setting (the type of setting that draws limits, to a degree), and players can't create objects (maybe in the sequel?). What worries me is that I've never heard of that game before, and I wonder how that will reflect on my game. Then again I suppose it's all about advertising.

Zen, your idea reminds me of the PS1 game "IQ." Not in that the gameplay is similar, just the bit about cubes and whatnot.

We should discuss the key components that make a game great. I don't mean the features that make a single game worth owning, but rather universal components that can be blended to make a fantastic game. I don't think it's possible to create a new "genre" without first acknowledging these fundamental rules of thumb. A while ago I read in Game Developer Magazine that the key features are gameplay, interactivity, player-submersion, and storyline. But isn't there more? Aren't these merely categories that broadly describe the key elements of a game?

"Hell is an Irish Pub where it's St. Patrick's Day all of the time." ~ Christopher, *The Soprano's*
R2D2s Jilted Lover
19
Years of Service
User Offline
Joined: 24th Jan 2005
Location: wales
Posted: 9th Jul 2005 05:18
Quote: "Zen, your idea reminds me of the PS1 game "IQ." Not in that the gameplay is similar, just the bit about cubes and whatnot."


So is my game like Doom because it has guns in it?

sorry i couldnt resist

there's a lot to be said for unspeakable acts...
zenassem
21
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 9th Jul 2005 05:58 Edited at: 9th Jul 2005 06:06
Please, please, try to keep this thread on topic.

btw, No joke. When I was trying to think of different types of puzzle rooms, one idea that I had in mind was a room based off of IQ.

~zen

Login to post a reply

Server time is: 2024-11-15 10:26:11
Your offset time is: 2024-11-15 10:26:11