Disco Dungeon

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Matt Barton
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Hi, guys, I had another idea for a game and would like to see what you think. I don't have the skills to pull this off, but I bet I could probably get some guys together on it if it was truly a hot idea.

Anyway, as you can probably tell from the title, this is a comedy game. I'm trying to combine elements from three different styles of game. The first is Lost Vikings, in the sense that you'll control a party of three characters, each of whom has a distinct ability to help solve puzzles or defeat baddies. There's the warrior (short fat muscular Asian guy with katanas), magician (lanky white guy dressed like a stage magician with top hat and cane), and rogue (sexy Latina character with flintlock pistols, sombrero, and castanets). There will be many ways for the characters to work together, including special moves like the magician causing the rogue to vanish and re-appear behind the baddies.

The second is DDR/Rockband games, which means that the action is based around music and dancing. When you encounter a monster, let's say, you'll need to use your controls in the right manner to make your character dance. Depending on the character, you'll use the controls (kinect?) to make them dance, and the better you do that, the stronger and fancier their moves will be. I'd also like to have a (clean) rap going on, with the characters getting into the music. I think it'd really be neat for the characters to joke around with each other and taunt the baddies, or show off when they do something just right. I'd also like lots of funny animations, such as disco suits, guitars appearing in the character's hands, or perhaps finishing up a drum beat by bashing monsters' heads with the weapons or pistols. When the player is doing really good, the game enters "Inferno" mode, and the sides of the screen glow as all the characters deal double damage.

The last component of the game is of course CRPGs. The story is that the characters are a famous combat and dancing troupe who will perform at the annual festival at the castle. However, an evil wizard shows up, kidnaps the king, and steals the characters' mojo. He also separates the characters (a device...The player must control each character singly to escape his or her confines, which will be designed to take advantage of the character's unique abilities). Instead of experience points, the characters will gain mojo as they defeat enemies or solve puzzles, gradually building back up to battle dance masters once again. The stats will be Style (more fashionable armor provides bonuses), Mojo (combat bonus), and Smoothness (special bonus). In combat, each character has a special bar that will fill up faster or slower depending on the Smoothness level. When full, the character will be able to pull off a special move or dance step, such as the rogue's quickly firing six braces of pistols or the magician pulling a flock of exploding chickens out of his hat.

Once the characters are united again, they must regain their missing equipment (the warrior's bandanna, the magician's cane, and the rogue's castanets) and then fight on to defeat the wizard and save the king.

So there's the basic gist of it. Love to hear your thoughts on this and what it would take to make this into a reality.

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Tobop
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Joined: 03/05/2012
I had an idea for a dancing

I had an idea for a dancing game a while back... However, I was going to make actual plastic dice / people who would land in certain positions & the floor had special spots to land in for bonuses etc...
It was called 'Break Dice'. Comes from the idea of Break Dancing, where people 'battle' in the streets, without violence.

But, I'm wanting to bump it up to a 3D game. I'll be happy to animate 3D models to dance!!
Some of the moves I know from break dancing myself at school, and other moves I check out on youtube.

http://www.youtube.com/watch?v=KiJaWGhcJzs

All kinds of dance too, not just hip-hop... I really like some of the Russian dancing. Those guys must train those legs!

http://www.youtube.com/watch?v=rNXKuwhhC1c

My game is based in the 21st century... However, after reading this thread, it could be much more.

Contact me if you'd like any help with animation, via email or this forum.

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Matt Barton
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Joined: 01/16/2006
I thought of some more fun

I thought of some more fun touches to this.

When players level up their characters, they can learn new songs and accompanying dances. If you wanted to make money, some songs could be available for purchase via DLC.

Secondly, I'm thinking that the player will only control one character at the time. The other two can provide the beat. I think it'd be fun to see them playing guitars and drums, or perhaps operating a turntable.

Thirdly, I think it'd be funny if the enemies sometimes joined in the songs, or at least said funny things like "uh oh" when they got hit or "nobody dances this kobold into a corner."

I haven't had the chance to play around with Kinect, but I assume from the various dancing games already out for it that it's up to the task. I'd love it if the players had to, say, wave their arms at a certain moment, or jump/slide to the left and right, and so on. I think if we made the dance moves fun to do, this game might have much broader appeal than just the crpg crowd.

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clok1966
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Joined: 01/21/2009
I love creating, especially

I love creating, especially on the PC, its started with PBCK on the C-64, then the Ulimited adventures (that was the name of the Gold box game creator wasnt it?) and my true favorite SUUCK it basicly made doing Shoot um ups easy, it was limited, bu with some imagination you could make (back then) some games almost as good as the store ones. It was highly dependent on your skills with pixel art to look good, but it was a blast. Since those i did all the standards, Doom, Quake, the RTS game editors, etc.. I have been working on a Left4Dead set of maps for over a year (100's of hours in it and I may never show it to a single soul... but I love doing it). lately the game design bug has hit me hard and I have made a few simple things in game maker, and some unity testing.. I dabled in Torque a bit and so on.. nothing more than some basic learning (as in very basic).. I just cant commit the time in the summer, and by time winter comes my wandering mind will be elsewhere. I think I always thingk of indoor stuff when SUmmer is going. never during winter.

Keep at it, i think the single biggest problem is just keeping at it, and getting throuhg the large hurdles of learning hte basics, one you can get the rudimentry stuff going the rest is much easier i find.. Like is say, once you see something happening, learning news stuff comes much easier... if you can just hang in there till that starts happening.

Matt Barton
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Joined: 01/16/2006
Yeah, I have no delusions

Yeah, I have no delusions that I could build this project myself. I'd need to have experienced coders and such on board. All I could do at this point would be a design document.

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Bill Loguidice
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Joined: 12/31/1969
There's always a

There's always a kickstarter-type project. Find out how much it would cost to get asset creators to make it and add that to your goal total. I think you'd need experience in Unity first, though.

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Matt Barton
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Joined: 01/16/2006
I've got plenty of time, but

I've got plenty of time, but unfortunately not much experience or people around here to help or guide me. Have to get help online only, or what I can pick up from books/videos and such.

I wouldn't attempt the above project right now. I think it'd take at least 3-4 guys, and some experienced animators and graphics artists (not to mention a strong composer or even team of composers).

I see it as a game with 3D characters but 2D interface. I suppose a simple mock-up could be made entirely in 2D, but that'd be just for prototyping purposes.

The combat works entirely through dancing. If you hit the right buttons at the right time, you block and parry successfully, and when the smoothness meter builds up you can execute an attack (or wait until it's full for a special dance move). Your characters are dancing the whole time. If you hit the wrong buttons or have bad timing, though, your character will stumble, take damage, miss, etc. Logically, the more impressive and effective attacks require more complex dance steps.

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clok1966
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Joined: 01/21/2009
High time for the next Moon

High time for the next Moon Walker, Space Station #5 game :) Playing MJ moonwalker was some of the most fun (with a friend) ever.. while I dont hink its much a game.. shouting "dont touch my monkey" and the highly inaproparate Jokes about children at that time (how little we knew back then, and yes, sad nowdays, but at that time MJ was still "spotless" , and no, im not tyring to start anyting on that subject).

I seen vie twitter (never look at those, but just happned to glance last night) UNITY.. i dont think there is a fast easy way to learn it. But there are alot of free resources on the web. I must say, if you really want to learn it the above project is just to massive a jump to start with.. maybe just work on animating sombody to music or something like that to start.. you are doing something towards your end goal, but not massive. One other thing, UNITY does use scripting.. java based. To be honest, Unity is easy to use, scripting is hard (in any game maker).. and unless you can get a grasp of that, no matter how good you are, nothing will come of it. I dont want to disuade you, but if you got stuck at ramps in game maker (I have seen working ramps in it so its possible), Unity is going to be brain surgery.

BUT!!! i think you have a great creative side, and could do it if you worked at it. I have dabbled with Unity and it looks impressive. I looked at it back about 5 years ago and forgot it till you guys where talking about it. I normally mess with Torque (for a game engine), or modify games already done (Unreal engine, Source, etc). I normally stall on scripting and game engine langages myslef.. while most are farily simple and based of other stuff (java/python/C) they change is up enough it frustrates me. While not expert in any of them i have used all those languages several times in the past.

As said before, start small, make a pacman clone, or s imple platformer, add features/levels, figure out how to make a boss battle.. I cant stess enough, learn in small chunks, its so easy to get a grand vision and get frustrated by lack of progress (my arch nemisis).

I love gamemaker since you can get results with so little effort, but makeing anyting besides simples tuff while possible takes work.. alot less then other game engines. So I think its a great gauge, if you cant get something going on it, you will never do it in a bettter (more complicated engine). Of course there is the thought that learning it first will TAINT your ability to learn a real development platform. Sometimes jumpoing in with both feet works for some people. I frustrate way to easy so I need to see constant prgress or I put it aside.

I guess I would say just keep reading/watching videos.. UNITY is a great one to learn as I think it could make pretty much anything, and while IM not well versed in it. the bit i have looked at is fairly easy to understand, not so easy to implement, but I dont feel lost like i do in some engines (gamebryo).
I think you have the will and talent to do.. but do you have the time?

Rowdy Rob
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Joined: 09/04/2006
Massive project
Matt Barton wrote:

So there's the basic gist of it. Love to hear your thoughts on this and what it would take to make this into a reality.

It sounds like a massive undertaking, actually. Music, programming, voices, graphics, stats/crpg, etc. You'd need a team of skilled and dedicated programmers and artists to put this one together.

How is combat handled? Is it through dance moves, or is it with daggers/pistols/katanas/spells?

Is this a 2D game or 3D game?

A comedy action/RPG/music game could be a hit if done well.

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