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Game Design / SeaDome - Game Concept

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tha_rami

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Joined: Sat Mar 25th 2006
Location: Netherlands
Posted: 11th Mar 2007 15:42     Edited: 1st Apr 2007 11:16     | link | toggle

FEEDBACK OR IDEAS WANTED. PLEASE REACT INSTEAD OF JUST READ.
GAME DESIGN DOCUMENT ATTACHED TO THIS POST
WEAPON RENDERS ADDED - SEE THIS TOPIC
WEBSITE NOW AVAILABLE: CLICK HERE



Since I'm working on my RPG first, I'll be writing down my latest idea, something I'm not able to create with my current knowledge of DarkBASIC.

Quite simply put, inspiration came from two sources: My father, and the game BioShock. My father told me yesterday that games seem to be very land/air orientated, and that he and a friend of his had been discussing this terrible issue.

At first, I countered him, saying there's not enough interesting stuff down there, when he said: "But, it's a game! You can put anything you want down there!". And then I figured it out.

BASIC CONCEPT
+ Code Snippet

LOCATIONS/LEVEL
+ Code Snippet

How the USP regged the building plans for the SeaDome.



GAME HIGHLIGHTS/(SEMI-)UNIQUENESS
+ Code Snippet

PDG-8, the only real gun in the game. Further weapons are harpoon and grappling hook.


Example Screenshot rendered as if a n00b like me created this game for real.


I could write the entire story, a storyboard, and hey, if anyone would like the create the game, it would be great if you'd notify me and let me help. But I'm not starting this project. I ain't good enough yet.


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jasonhtml

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Joined: Sat Mar 20th 2004
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Posted: 11th Mar 2007 16:09           | link | toggle

hey, i like this idea quite a bit. its a lot different from most FPSs and is really unique. and a hacking minigame would be really cool. the only thing that was kinda fuzy was: how big is this dome? at first i thought it was relatively small, but your description of the game says it has multiple rooms, a tower, robots, and everything to sustain itself. so is the dome quite large, but just small in comparison to other domes that you talked about?

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tha_rami

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Joined: Sat Mar 25th 2006
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Posted: 11th Mar 2007 16:41           | link | toggle

The dome is in fact a small city sized location. I'd estimate it to be about 230 metres high and 1 or 2 kilometers wide. The dome would have a lot of rooms, more like seperate buildings. It would have a tower of about 190 metres high with a view over the area. The other domes wouldn't be shown in the game, since this last dome is a black op of the space agency.

It should be claustrophobic but not small. The use of floors in buildings is crucial as as the water gets higher the player gets access to new floors and thus area's. With (limited) diving suits, he could then revisit area's under water to unlock doors on higher floors ect.

I was thinking a hacking minigame as well.

tha_rami - the best way to predict the future is to invent it
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tha_rami

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Posted: 12th Mar 2007 09:22     Edited: 18th Mar 2007 09:55     | link | toggle

I've been making some sketches. I'll do better sketches later but for now imagine the dome a completely independent submarine location. Inside are:
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Computer/Security is ofcourse damaged so you could say all settings have been overwritten and the computer systems are hostile to everyone now. Attached you find a quick 3D sketch of the dome.

tha_rami - the best way to predict the future is to invent it
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tha_rami

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Posted: 12th Mar 2007 18:11           | link | toggle

Good, well, feedback is low, but I'm working on some sketches and architectural plans for the dome and several of the buildings. I'm writing character descriptions and story background. I hope people would just react a bit more to the above - it's an interesting idea, isn't it?

Well, please state so if you do, and explain why you don't think so if you don't. Are there weak points? Do you have critics? I don't know, hit me!

tha_rami - the best way to predict the future is to invent it
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jasonhtml

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Posted: 13th Mar 2007 19:32           | link | toggle

ya, this all sounds really nice. its true though: a lot of people just look at a post and dont respond to it. especially in the game design forums. it used to be more active than it is now...

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tha_rami

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Posted: 14th Mar 2007 01:14           | link | toggle

Seems so. It's a shame, really, I wonder why that is... Game Theory is an ideal board for concepts that can't be made by the person him/herself - but it would be ideal to expose idea's and maybe have them realized by someone else.

I actually got the 3D model above running in DBC with collision, realtime rising water level, walk, swim and submerged movement. It seems most of the game creation would exist from creating graphics, story and AI plots/traps (events).

Well, I'm back onto my RPG - Awakening, but I'm not dropping this idea.

tha_rami - the best way to predict the future is to invent it
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Cian Rice

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Posted: 14th Mar 2007 16:00           | link | toggle

It's like Condemned meets Bioshock. Which is a good thing, mind you. I think the game would need a definite sense of style and an incredible atmosphere to really work. If you could nail that down, then congrats.


FOR VICTORY WE RUN... FURY OF THE STORM!
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tha_rami

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Posted: 14th Mar 2007 16:05     Edited: 14th Mar 2007 16:08     | link | toggle

Yup, style and atmosphere, but it's not getting Condemned meets Bioshock. See it more like Splinter Cell meets Bioshock meets Metal Gear Solid meets Condemned and Spy vs. Spy. Put some Deus Ex there too.

Sneaking, staying silent and clear from your enemies, in a submarine environment, with action elements and boss fights which require thinking and speed, in a scary - dark environment, trapping and getting trapped while hacking and disabling/avoiding security systems.

Thanks for your comment, it's too silent on these boards .

PS> Dragonforce! For Victory we Run, Fury of the Storm!

tha_rami - the best way to predict the future is to invent it
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Data

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Joined: Fri Nov 26th 2004
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Posted: 15th Mar 2007 16:45           | link | toggle

I like the story and the details you added but it would be nice if these posts about game stories included a bit more than just the story (not to pick on this specifc thread but to point out on all threads). When designing a game you need to prove to the reader that your game is unique in more areas than just the story. No matter how great your story is you need to make the reader visualize and become interested and excited in a game idea so it makes them say 'I really want that to become a game!' Personally, reading game stories never tells me how good this game would be, a story can show potential but thats it. A detailed plan of the gameplay would in my opinion be much more useful to the developers in these boards than just a story. Also include diagrams, sketches, models, and anythign else you can. Even if you are not a programmer or modeller and just are designing a cool game, you can still provide concept art and possibly simple maps of your game worlds. Explain controls and any other technical details. This would really interest the reader.

www.urbn-tremor.net
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jasonhtml

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Posted: 16th Mar 2007 21:55           | link | toggle

i dont know... i read quite a bit of concept in that. sure, there was a story, but at least i could envision how the level would be made and how basic gameplay would be...

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Data

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Joined: Fri Nov 26th 2004
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Posted: 16th Mar 2007 23:20           | link | toggle

perhaps, but if you pick up a book on game desgins docs you'll see all the criteria that must be included in a design, Im not saying this specific post is very bad, Im just saying I wish all these stories would include a bit more than that granted that I didn't see the pictures in this post until now.

www.urbn-tremor.net
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Crazy andy

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Joined: Wed Oct 13th 2004
Location: lost
Posted: 17th Mar 2007 05:05           | link | toggle

I think you have a very good idea and concept here. With plenty of scope for different styles of game play and eviro based puzzles.

However, I agree with Data, you REALLY need a do a game design doc.

Maybe you already done one, but im worried that this is too much off the bat, due to what ive seen so far.

What I mean is, that you have a really good idea here, but you really need to break it down and start asking question to yourself about things.

The main thing that makes me think your doing off the bat, is a mistake right at the start. You say there 22 persons (12 men 10 women) yet only 12 single men subs before the inncident. If this wasn't a mistake on your part, then it seems that who ever is in charged, never planned for them all to leave in the first place.

Also, you not made it clear why the bio dome was built. I know you said it was kind of a contest, but you have to ask your self is, what is the real reason behind it. Why this black Op group really want their own bio dome, or is it really black op at all. It could be a some one totally different.

The purpose of why the Dome was built, should have a heavey effect on how you design of the dome come out.

I really like the fact you only got a cast of 22 characters, with minor roles being taken up by robots and sea life. Creating believable human characters is hard. Keeping your main character list small will help you focus and stop it becoming too complex.

The more of your characters info you get down on paper, the better you be able to see that character in your head, and the easier it be to bring that character to life. Ask your self, what skills does a specailist need, why they were choosen for their roles, and what other skills they may have. Give them a background, explain how they ended down their, what their intrests are and what makes them tick.

Also remember, that you said they been down there 12 years, without contact with the world above. How has this effective these characters. Friendships would have formed, hate with others and maybe one or two have gone off the deep end.

By understanding your characters better, you can better figure out how they would react and fight. Are they planners, or prefer to react when needed. Do they prefer stealth attacks, or prefer head on attacks, or prefer others to attack for them.

The more you plan it out, the more believable your game will feel to the player.

As i say, i really like this idea, and wish you all the best in it

To try this, I've got to be nuts!!!
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tha_rami

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Posted: 18th Mar 2007 04:11     Edited: 28th Mar 2007 09:28     | link | toggle

I'm not creating any game of this caliber, as I stated in the first post. I lack the time, resources and mostly skills. If someone is interested in creating it, I would be happy to assist with my Design Document, sketches or graphical work. Well, with anything.
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tha_rami - the best way to predict the future is to invent it

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Data

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Posted: 18th Mar 2007 09:21           | link | toggle

sounds good, seems like you've done a lot of work

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tha_rami

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Posted: 18th Mar 2007 09:49           | link | toggle

I like working out concepts and idea and for some reason this sounded unique to me. If Í think something is unique, usually it is at least special - I've been playing nearly all types of games and I at least got knowledge of nearly every game since 2001. Game Theory is one of my favorite spare-time passings (besides girlfriend and sports). I could post some more stuff here, I'll do later.

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tha_rami

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Posted: 21st Mar 2007 16:55           | link | toggle

BUMP - Hoping for more comments. Will upload GDD soon.

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tha_rami

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Posted: 25th Mar 2007 07:11     Edited: 25th Mar 2007 15:10     | link | toggle

Sig test for SeaDome. Uploaded Game Design Document.

tha_rami - the best way to predict the future is to invent it

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tha_rami

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Posted: 25th Mar 2007 16:35           | link | toggle

No comments on the GDD? Bummer...

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tha_rami

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Posted: 27th Mar 2007 01:39           | link | toggle

PDG-8. Have upgraded ammo for the PDG-8 to 24 - but you'll find few clips to use in the entire game. It's a SeaDome, not a military base.

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tha_rami

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Posted: 28th Mar 2007 09:31           | link | toggle

Updated first post to HOPEFULLY make the post more attractive - I want some more reactions, please!

tha_rami - the best way to predict the future is to invent it

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tha_rami

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Posted: 29th Mar 2007 05:39           | link | toggle

An 'example' screenshot, rendered as I think it would look but then made by a n00b as me.

tha_rami - the best way to predict the future is to invent it

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tha_rami

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Posted: 29th Mar 2007 05:58           | link | toggle

And finally, a logo for the game.

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tha_rami

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Posted: 29th Mar 2007 10:34           | link | toggle

And a short map of the area as I see it.


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Xenocythe

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Posted: 29th Mar 2007 21:24           | link | toggle

Wow, nice screenshots, looks like this is progressing!

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Zombie 20

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Posted: 29th Mar 2007 21:37           | link | toggle

yea this is nice, let me know when its done.

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tha_rami

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Posted: 31st Mar 2007 10:45     Edited: 31st Mar 2007 10:47     | link | toggle

Yeah, it's progressing. I'm starting up a website, as was recommended by several people around here to show off the concept and the done media. I'm trying to work everything out as good as I can being one person with limited programming knowledge.


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tha_rami

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Posted: 1st Apr 2007 11:17           | link | toggle

Website is now available. Check the Top-post for the link.

Also, active recruiting has started. I'm looking for 2 or 3 people to help me on this project. Further details are on the website.


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Blitz the Hedgehog

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Posted: 2nd Apr 2007 16:58     Edited: 2nd Apr 2007 17:37     | link | toggle

This is a really good idea. You've clearly thought it out and it's one of the most original stories I've heard in a while. I'd love to see this made. One thing that would be really cool would be different endings depending on what you do in the game.


Good luck with this idea!
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tha_rami

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Posted: 3rd Apr 2007 00:51           | link | toggle

Well, that would be possible indeed for except for several events in the game (mostly at start and end), the game would be as little scripted as possible.

Thanks for your comments, Blitz, for I was starting to give up all hope of getting comments, feedback or a team through this forum . Also, glad you like it .


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