Psionics game
Posted: Tue May 01, 2012 2:56 am
Here is my idea for a game:
You are one of a small amount of people that were selected for a neurological experiment that grant's you psionic abilities. You were the only success. You now undergo special-ops training to essentially become a super-agent for the government
What I aim to do with this game:
A side-scrolling shooter that has elements of stealth and corridor shooters.
The psionic abilities fall into several categories:
Passive:
These are to enhance your normal capabilities. While I want people to choose psionic abilities (they are much more fun) I don't want to force on people. Therefore they can manifest them as superhuman strength or speed.
Active: Things like telekinesis (big and small- I want to allow you to deflect bullets), pyrokinesis, telepathy (mind-control and persuasion), minor future prediction (I see this as being able to allow you to see where bullets will end up and dodge them), the ability to slow down your perception
Mechanics of psionics: You have three meters: Brain usage, stamina, and health. I want to opt for a bit more of a realistic game where bullets actually do a significant portion of your health.
Here is how they work: Active and passive psionics affect your brain usage. The more you have active, the more is used. If this reaches critical levels, it will drain your stamina. Stamina is also used in doing things such as sprinting. When that reaches a critical level, your health will go down very fast.
What this does is make it so that the use of very powerful psionics, such as slowing down perception, will rapidly drain stamina and is dangerous to use constantly. However, short bursts to consistently get headshots is what I envision it for.
I also want to have other, non-psionic skills, such as hacking, lockpicking, explosives use, weapons use, or sword use.
What I need help with: Creating the engine, levels, and the graphics. I know this seems like the entire game, but I have an idea of what I want to do with how the physics works (think Half-Life gravity gun), where I keep track of the masses and velocities of the objects to affect their interactions. I want bullets to have drop-off.
If anyone has any ideas, please share them with me!
You are one of a small amount of people that were selected for a neurological experiment that grant's you psionic abilities. You were the only success. You now undergo special-ops training to essentially become a super-agent for the government
What I aim to do with this game:
A side-scrolling shooter that has elements of stealth and corridor shooters.
The psionic abilities fall into several categories:
Passive:
These are to enhance your normal capabilities. While I want people to choose psionic abilities (they are much more fun) I don't want to force on people. Therefore they can manifest them as superhuman strength or speed.
Active: Things like telekinesis (big and small- I want to allow you to deflect bullets), pyrokinesis, telepathy (mind-control and persuasion), minor future prediction (I see this as being able to allow you to see where bullets will end up and dodge them), the ability to slow down your perception
Mechanics of psionics: You have three meters: Brain usage, stamina, and health. I want to opt for a bit more of a realistic game where bullets actually do a significant portion of your health.
Here is how they work: Active and passive psionics affect your brain usage. The more you have active, the more is used. If this reaches critical levels, it will drain your stamina. Stamina is also used in doing things such as sprinting. When that reaches a critical level, your health will go down very fast.
What this does is make it so that the use of very powerful psionics, such as slowing down perception, will rapidly drain stamina and is dangerous to use constantly. However, short bursts to consistently get headshots is what I envision it for.
I also want to have other, non-psionic skills, such as hacking, lockpicking, explosives use, weapons use, or sword use.
What I need help with: Creating the engine, levels, and the graphics. I know this seems like the entire game, but I have an idea of what I want to do with how the physics works (think Half-Life gravity gun), where I keep track of the masses and velocities of the objects to affect their interactions. I want bullets to have drop-off.
If anyone has any ideas, please share them with me!