Nice post Jeku!!! Never heard of this before.
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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?
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Someone codes z game engine and a scripting system, and level editors.
[Example here is just to help clarify the design]
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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.
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- 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
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- 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:
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-Once a room is submitted/uploaded, the world level editor will place the room into the game.
Balancing the world:
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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.
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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.
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~zen