Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: KrackoCloud on July 31, 2011, 10:29:10 PM

Title: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on July 31, 2011, 10:29:10 PM
Some time ago, I mentioned we ought to have a thread where we can just throw down game ideas. You know, useful for discussing game design and such. So here it is.
You can introduce a game you're starting on, or maybe simply planning out in your head - Get support and other ideas without having to start a thread with an embarrassing lack of screenshots and visible progress.

Well, that being said... It is a "dump" thread. What I mean is, we all have plenty of game ideas that we worked on but hit a wall, or only planned out and lacked the resources or talent to create. This thread might also serve as a place to post those broken dreams. It may even be a place to fix them and get you back to working on it!

But for as much as I can in words, I'd like to really discourage one-sentence posts. This board is meant for actual game development and such, so let's try to write about our games with good detail.

If the mods say this lacks enough real game development to belong in RaNGE, it's fine to move it.





Well, uh, here's something on my part. I started making a multiplayer battle game where minor and young youkai like Cirno, Wriggle, Medicine, or Tokiko battle. It's a top-down battlefield where players run around and blast danmaku or use specials. One special feature is an item that grants a player a temporary, nigh-broken Ex-Mode.

However, I ran into a problem - The controls.
The easiest control scheme is WASD, and aim with the mouse. Click and right-click are for normal shots. Keys nearby WASD are for specials, bombs, etc. Takes a bit of getting used to, but it can be worked with. The big problem is that, well, you only get one mouse. How can I go 2-player?

How might I change the controls so that two players could share a keyboard? I've tried using keys to rotate a character's aim, but it's incredibly uncomfortable. Maybe something like Asteroids controls? I don't know, it looks a little inefficient for a battle.
Or should I just force the game to be dependent on online players? I'll take any ideas.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Drake on July 31, 2011, 10:53:35 PM
idea 1: a top-down, stage-based, grid puzzle game starring yukari that requires the use of various aspects of yukari's boundary abilities for you to traverse the puzzle and get to the finish gap

idea 2: touhou kirby

mine
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on July 31, 2011, 11:03:03 PM
TOUHOU KIRBY is an amazing idea.
Abilities would seem awfully powerful though.
And would it still have danmaku in it?

And could you specify more about how Idea 1 might work, or give an example? It sounds interesting but very vague at the same time.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Drake on July 31, 2011, 11:28:12 PM
overpowered abilities would be offset by blistering difficulty, naturally
danmaku yes


copypaste
Quote
Plot: Yukari is hibernating and is really, really bored of her dreams. So, she navigates through her dream world, creating puzzles for her to appease her own boredom.

Point: Use ridiculous amounts of gaphax and thinking skills to solve puzzles. Travel through her dream world and reach the end of her dream.

Chapters are sorted by color (Red, Orange, Yellow, Green, Blue, Indigo, Purple)
Stages are just numbered. 70 in all?

Each stage has a defined width, length, and a height. It's set up like a 3D grid. Tile-based.
-----

Movement:
-You can push balls.
-You cannot go up or down heights. You can climb up ramps and stairs. You can stop on stairs, but cannot stop on ramps (you slide down).
-Balls can go down ramps, but not down stairs, and not up ramps.

Floor gap:
-Can be made in front of you if there is only floor.
-Can only have two at a time. If two are on the stage, you can select one and it will be replaced.
-Jumping in will carry you to the other gap, plus one square in the direction you were moving.
-Can push balls inside, but you can't go in the same direction as the ball went.

Wall gap:
-Can be shot in a straight line.
-Can attach to a block or a wall.
-Can only have two at a time. If two are on the stage, you can select one and it will be replaced.
-Going in will carry you to the square just outside the other gap.
-Can push balls through.

Boundary Skills:
-Are defined by stage.
-You can use any in the list, but each takes energy to use.
-Once you run out of energy, you cannot use skills.
-You can find food to replace energy.

-UPDOWN: flip screen
-SITFLOAT: no gravity
-LIGHTDARKNESS: stuff involving lights
-STRAIGHTCURVE: block<->ball
-WETDRY: fill/empty water (to your level)
-MOTIONSILENCE: move certain automatons
[/size]I think I wrote that up a year ago or so. Obviously unfinished.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: AVeryConcernedSheep on August 01, 2011, 12:54:32 AM
This isn't something I've remotely planned to pursue because I'm simply not that skilled or determined to work on it but...

I'm sure some people are familiar with the "Tales of ..." Series.  For those who don't it's essentially an rpg but with real-time battles.  Players are put into a small area they are able to freely move around in, with the ability to use normal or "arte" (special) attacks, especially into combos, etc.

Considering the number of rpg's that tend to come out of Touhou fandom (or any fandom for  that matter), and the nature of the games, I figured that this style of game would be quite befitting of a Touhou genre.

For example, some of the literary devices used are already somewhat in place, for example:
Tales of                                             Touhou
normal attacks                                             non-spells
artes                                                               spell-cards
burst/mystic artes(ToV mostly)                 last spells
skills                                                                abilities? (honestly, not sure on their formal name, but an example is IN Marisa's auto-collection line, or Yukari's
                                                                                                 reaction time)

Certainly, implementing say, Reimu's ability to fly, or Patchouli's magic, would be interesting.

Anyway, just a thought I've been having.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Stuffman on August 01, 2011, 01:38:59 AM
Touhou Streets of Rage.

Imagine Mokou walking down SA Stage 3 smacking the shit out of oni to the tune of Go Straight (http://www.youtube.com/watch?v=LdXU4H1g3Tc).

Much easier to program than a fighting game and the sprites don't need to be as high quality (I think Axel is 80 pixels tall?), though it would still be a lot of work to draw all the enemies. D:
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: 8lue Wizard on August 01, 2011, 02:26:12 AM
I just had the craziest idea for a Mario-Kart style racer, with full 3d freedom. (So, accel/brake, plus pitch and yaw control... maybe some limited roll for banking or such?) Still in the brainstorm stage, but I just had to share the image of Marisa using Blazing Star to tear through the hallways in the SDM course.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: チソウ タイゼン on August 01, 2011, 03:52:22 AM
Touhou setting + EarthBound x Persona x SMT Nocturne battle engine + Persona Enemies + Pokemon Style of Capture + Atlus Difficulty + Touhou spells system.

It has an engine.
Debating with self whether or not to work on it.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Mr_Bob on August 01, 2011, 08:00:29 AM
Touhou Soccer got me thinking about other sports Touhou could be worked into.
Baseball seemed like the choice that would work the best.  Imagine pitcher versus batter spell card duels.  A large playing field which allows for spectacular aerial catches.  Most characters could be put into pre-set teams and playing positions, or you could draft your own team to your liking.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Tsalop on August 01, 2011, 08:09:41 AM
Okay. Here is a little idea that I had while ago...

Lets make a PoFV clone (Phantasmagoria of Forgotten Flowerland)...
The game has both Windows and PC-98 era characters.

What makes this game a bit different, is the "battle"-system and different game modes:

In PoFF your bullets will come out in your opponents screen. Also you got two different types of bomb:
Pressing 'Z' will launch bomb in your screen cleaning it out of fairies+bullets.
Pressing 'C' will launch spellcard attack in your opponents screen.

Shooting fairies or spirits(?) doesn't spawn bullets to opponents screen...

-

Along normal story- and versusmode, PoFF will have survival, chase and co-op...
Story and versusmode are similar to PoFV so I don't think they  need explanation.

Survival:
You can not shoot at all... You just have to survive for given amount
of time from rather strong waves of enemies.

Chase:
You have to exterminate certain amount of fairies... What makes
this rather unique, you can move from screen to screen. In fact some of the waves
are spawned only to one screen.

Co-op:
Let your friend to aid you to finish the story. Unlike the normal story mode, where
the opponent is shown as a player 2 - In co-op, the opponent is shown like a
normal boss.  Opponents bullets will move from screen to screen.

In chase-mode bullets will stay in one screen.

-

I even have story ready for this, and I will post it as soon as I locate it from the
 depths of my harddrives.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Tsalop on August 01, 2011, 11:23:42 AM
New idea:
A game starring Satsuki Rin...

The game takes place between the events of Mystic Square and EoSD...
Graphicwise the game will be similar to PC-98 (simple without no fancy
transparency tricks) and the game mechanics are kept as simple as
possible (only things that appeared before EoSD, of course some improvements,
like visible hitbox, are allowed).

Basic idea would be this:
Some incident happen (not yet sure what - something that works as a prelude
to EoSD), but because Reimu and Marisa are still at Makai - Satsuki Rin decides to take action.

Like in Lotus Land Story, shot selection will alter the levels a bit (well, actually
in LLS it was about player selection). This doesn't mean the last boss would be different,
only the route to the boss.

After the game, Satsuki decides to retire as youkai extermination isn't as fun as Reimu
and Marisa claim it to be...

In EXTRA you will face either Marisa or Reimu (depending your shottype), who have
just returned from bullying Shinki.

-
Satsuki has only two different shot types  according to her attacks: Flower and Wind sign...
Flower type would be fast, non-piercing bullets, where as wind type would be
homing bullets.

Satsuki is rather fast and has medium sized hitbox.

-
Of course this could be rather risky idea as Satsuki is the girl that never was
so fandom might not like the way she will be potrayed...

I will give this more though and see what I can come up with.

EDIT: I will start working on it... If I don't get this done, I post all the files so anyone willing
can continue where I left.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Kylesky on August 01, 2011, 11:58:50 AM
A danmaku game where you can create your own player using a bunch of different weapons that you can place on your player (simply put, you're in full control of whatever your shots are, the direction of your shots, etc)

My "Intertwining Mechanical Intervention" game that I stopped working on long ago to be more specific :V
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: DgBarca on August 01, 2011, 01:47:27 PM
A danmaku game where you can create your own player using a bunch of different weapons that you can place on your player (simply put, you're in full control of whatever your shots are, the direction of your shots, etc)

My "Intertwining Mechanical Intervention" game that I stopped working on long ago to be more specific :V
Yeah I wanted to do something like that (after playing Radius III)
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: CK Crash on August 03, 2011, 04:11:04 AM
Pokemon Snap the Bullet
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on August 03, 2011, 06:16:22 AM
Pokemon Snap the Bullet
So... StB with Pokemon? Or a first-person StB?
Either way, sounds interesting.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Chronojet ⚙ Dragon on August 03, 2011, 09:17:00 PM
So... StB with Pokemon? Or a first-person StB?

Developing one right now
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: チソウ タイゼン on August 03, 2011, 11:18:33 PM
Touhou setting + EarthBound x Persona x SMT Nocturne battle engine + Persona Enemies + Pokemon Style of Capture + Atlus Difficulty + Touhou spells system.

It has an engine.
Debating with self whether or not to work on it.

So I'm toying around with this.
The game is now Metroidvania Gensokyobound Personamon
I find that it can be summed up in a few deft sentences:
 "Imagine controlling Reimu or Marisa or Souji or Minato or Ness or Lucas in an exploration platformer which will in encounters with enemies turn into a turn-based RPG with Mother-style HP odometers and Persona-like spells, while capturing figures from mythos and even denizens of Gensokyo with Pok? Balls to add to your party- which will be composed of one of the protagonists and three Personamon- and battle everything."

If the protagonist dies, it's game over.
If a teammate dies, then they're on reserve until they get better and you'll have to summon someone else.

The only problem now is- what's the story.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KFCbbQ on August 04, 2011, 03:58:48 PM
As a fan of Yugioh, the idea of a card battling game with Touhou characters + spells naturally comes to my mind. Probably going to be my first project in the coming months.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on August 04, 2011, 04:45:57 PM
As a fan of Yugioh, the idea of a card battling game with Touhou characters + spells naturally comes to my mind. Probably going to be my first project in the coming months.
I've spent so much time trying to develop the rules for a Touhou card game, but it's tough, just because you have to choose what things you're going to implement. Inevitably, you have to take out a feature that seems really cool. I've revised my rules a lot.

Have you decided on how your card game works?
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KFCbbQ on August 04, 2011, 05:51:11 PM
I've spent so much time trying to develop the rules for a Touhou card game, but it's tough, just because you have to choose what things you're going to implement. Inevitably, you have to take out a feature that seems really cool. I've revised my rules a lot.

Have you decided on how your card game works?

I haven't given it much thought yet. But from an idealistic point of view, here are some of the things i will try to accomplish in my game (pretty much the "guideline"):

Quote
1. A competitive environment supported by lots of decision making by the player

2. Allow as much room as possible for deck customization, while maintaining the balance of the game (this will be extremely difficult to deal with)

3. Built in AI (lots of coding...) and able to play on LAN

4. Deck themes: this is the bread and butter that make up a great card battling game. For example, a deck themed around Alice would involve a lot of summoning; A Sakuya deck would prevent the opponent from getting a turn;

5. A story mode that gradually unlock new cards

Am i being to ambitious? Probably. I mean, a project like this is going to take years to finish, and it's not easy. Instead of rushing to get a start, i want to focus more on refining my coding skills first, and in the mean time hopefully i'll run into some people with similar interest who i can work with.

Also, im interested at the rules that you came up with, if you don't mind sharing o_o
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on August 04, 2011, 08:16:30 PM
Though coding will be hard, I think it'll be bearable. The good thing is that most of the game is just based on card values.

Over time, I'd developed two different games.
Their objective is similar. Both players represent an Incident, and you want the opponent's Incident value to hit 0. You draw characters who fight each other. Defeating a character makes the opponent's Incident value go down by said character's Influence value.

The complicated version :
There are two types of fights - Nonspells and spells. Nonspells only require a character to attack. Spells require a spell card, whose attributes (like demon, spirit, etc) must be fulfilled by the player's party.
Values necessary for battle include HIT (hitrate), EVA (evasion rate), and POW, which determines how much LIFE is lost if the attack succeeds. The character isn't defeated and the Incident value doesn't go down until LIFE hits 0.
These values can also change depending on what row the character is in. The front row is "focused," and the back is "unfocused." (Think about how the row might affect values for Meiling or Patchouli)
Other things include battlefields, which determine how many character slots are in your rows, and how much SP (spirit) you regenerate after a turn. Spirit is used to do things from playing characters and spell cards to using a character's special ability.
Many characters, while in play, affect stats all over the playing field. While in play, Reimu might lower the EVA of all opposing demon-type characters, while Youmu might increase the EVA of all her allies. Along with battlefields and items, much of the game revolves around building up stats before finally attacking.

The simple version :
Characters have POW and EVA. Battle is very much like a tug-of-war. Players take turn boosting their character's POW with spell cards. At the end of the battle, whoever has the highest POW wins. EVA values prevent the opponent from boosting their character with low HIT-value spell cards, limiting their options. Spell cards must also match the character's attributes.
Many characters still provide stat changes to others while in play. SP still exists, but is much more forgiving.

Actually, the game can be further simplified, but that probably won't make it more than a minigame.
Which, actually, since I have such little programming knowledge, might not be a bad idea.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: DX7.EP on August 04, 2011, 08:23:04 PM
Touhou 2D fighter with GG/BB mechanics plus SNK Boss Syndrome final boss. You know you want to Destroy / Astral Heat Touhous whilst in a Roman Cancel / Rapid combo. :3
Graphically speaking it should at least match GGX. BB-size sprites are admittedly a bit too hard to do.
Plus the music has to be in DaiZUNke Senouwatari style. (Come to think of it my style is pretty much that now)

If I was to take this on...admittedly the programming will be very difficult and graphics will take a very long time. But the music is pretty easy to do!
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Momijibot on August 07, 2011, 01:50:06 AM
With all this talk of Card games (which I myself had an idea for), why not make the cards as trading cards and program it as a Lackey CCG? (http://www.lackeyccg.com/) The source code hasn't been released, but I'll see if I can't look at a plugin and try to reverse engineer it.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KFCbbQ on August 07, 2011, 01:59:04 AM
With all this talk of Card games (which I myself had an idea for), why not make the cards as trading cards and program it as a Lackey CCG? (http://www.lackeyccg.com/) The source code hasn't been released, but I'll see if I can't look at a plugin and try to reverse engineer it.
This does indeed look like a good place for a start, will look into it.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Momijibot on August 07, 2011, 02:01:43 AM
This does indeed look like a good place for a start, will look into it.

Glad I could help-if you need anything, I'll be happy to help.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: steamcat on August 07, 2011, 09:14:04 PM
We all know Touhoumon. So... know......  :derp: Touhoumon Ranger: Magic Signs   :derp: :derp: :derp: :derp: :derp: :V :V :V :V
Yeah so i plyed touhoumon and liked it. I got to thinking and this hit me. For those of you who have ds/dsi or whatever you could use one of those flashcard things to put the game on ds. Who thinks this is agood idea.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Mеа on August 07, 2011, 09:35:35 PM
We all know Touhoumon. So... know......  :derp: Touhoumon Ranger: Magic Signs   :derp: :derp: :derp: :derp: :derp: :V :V :V :V
Yeah so i plyed touhoumon and liked it. I got to thinking and this hit me. For those of you who have ds/dsi or whatever you could use one of those flashcard things to put the game on ds. Who thinks this is agood idea.

So you play as some human, and Yukari gives you some border power to capture Touhoumons?
Nice idea, except it probably won't work unless you hack the game itself and play it on the ds.
I've played that game once with a mouse and I couldn't even get past the first stage.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Cass on August 07, 2011, 10:07:39 PM
I always thought that there should be a Touhou plot where all the non-popular characters (including PC-98) riot against the other characters.. And you can choose one of them and fight the top 7 Touhou characters.. Ex stage being the top. (Which is usually Reimu according to the rankings)  :3 Or make a game with Rin Satsuki, gawrsh.

That, or remakes of the PC-98 games like everyone wants. </unoriginal>
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: DX7.EP on August 07, 2011, 11:36:34 PM
Touhou meets open-world game. Result - Touhou GTA a comprehensive danmaku 3D game where all of Gensokyo is accessible. (Wait, wasn't Spaztique making this?) It can be controlled in first or third person...Reimu is primary player, and as for plot I don't know. Either way, spellcards can be obtained/bought and are treated similar to magic spells in western RPGs, and ~ *snip!*

That, or remakes of the PC-98 games like everyone wants. </unoriginal>
That'd be nice too. But again, unoriginal and it'll probably be leagues easier (controls) yet harder (danmaku) to accommodate the Windows fans.

(OT) Your name makes me want a beer plus a return home (http://i53.tinypic.com/34yyyqa.jpg).
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Sonae on August 11, 2011, 02:55:43 AM
Hm~ I sorta wanna give it a shot, but my wall i slammed into was Character titles, since i wanted to either use their best title (Alice) or make a new one (Reimu) also have characters that were never given a title (Daiyousei) so yeah...my wall is pretty hard.

On the other hand, making up danmaku for it i find is quite easy, atleast the brainstorming part.

Also due to my lack of current Danmakufu knowledge and me being stuck with titles, I haven't really gotten any progress x:

If people would like to help me brainstorm some names I'd very much appreciate it. Though I'm not quite sure if that sort of discussion is allowed in this topic x:
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Mеа on August 11, 2011, 05:55:38 AM
You mean like Seven-colored Puppeteer and Shrine Maiden of Paradise character titles?
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Sonae on August 11, 2011, 04:20:11 PM
Yeah.

Hm...Another thing i thought would be interesting if there was different styles of stages. Like one without enemies that jumps right into a boss fight. One with dialogue at the start. Also some  2 on 1 fights.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Drake on August 11, 2011, 07:50:57 PM
Inability to describe a character in a "title" usually goes hand-in-hand with a lack in character depth overall. Just saying.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Sonae on August 11, 2011, 08:15:28 PM
Character depth from who? ZUN not giving them depth or me not portraying them with depth? o.o

Anywas since this is an idea dump, some of my other ideas which i didn't choose were as follows;;(Btw none of these have any official title)

-Sakuya's vampire hunt-
Based off Akyuu's theory that Sakuya was a Vampire hunter before becoming a vampire's maid. Typical stage number with similar bosses and stages to EoSD.

-Touhou Battle Royale-
A big danmaku tournament. I didn't think of  anything beyond that.

-Kasen Game-
A game with Kasen as the main character? No real planning beyond that.

-Yuki and Mai game-
Never really though about a possible plot for this, just that Yuki and Mai would be the playable characters in place of Reimu and Marisa.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Montblanc on August 18, 2011, 12:54:44 AM
I have actually had many, many different fan game ideas (none of which, predictably, have come to fruition thus far), and this topic greatly intrigues me.

I guess I'll start with my most notable ones, though.



IDEA 01: Touhou Card Game

Yes, yes, I too have dreamed up a card game. The principal behind was rather simple - you choose three characters out of your Deck at the beginning of the game to represent you. Those three are essentially your girls for the entire duel, as you do not bring out new girls later or anything like that. Rather, after you have selected your three players, other characters that you may have in your Deck may offer their assistances in the form of abilities and boons; think SA, with Yukari for example giving a Border-Bending ability to one of your three playable characters.

Primary stats for the playables would be HP, SHOT, DODGE, and SPEED. Your girls' powers and abilities would be enhanced through assist characters from your hand, Generic Danmaku Attack Cards, and character-specific Spell Cards. There would also be Incident Cards that trigger effects on the game as a whole.

The obvious goal here is to eliminate all the lives of your opponent's team (different characters would have different amounts of Lives and HP), while keeping your own girls alive. Important factors for success would be building your Deck around the characters you use most frequently (for example, don't bother including cards specifically for Yukari if all you ever use her for is as an Assist), as well making sure to pick a well-balanced trio, one with lots of synergy and who are able to cover each other's weaknesses. If you pick three powerhouses that all have low HP, you won't get very far.

I have a concept draft of the rules, but it isn't finalized. I DO have a finalized design for the cards though. I will share when I have access to my broken computer (haha).



IDEA 02: Touhou Chess


Now this is a very fun idea here, and me and a friend of mine have already drafted the entirety of the rules. Touhou Chess is basically chess, but with some added rules. First of all, your specific Chess Team is decided before the game starts - there is one team from each main game in the series, as well as a couple extra teams to fill in the blanks.

The primary principal of Touhou Chess is that every time a piece is captured, both players score SP, although the capturing player scores more. During a player's turn, they can forgo their standard move in order to cast a Spell Attack - this can be a Generic Spell which all teams have access to, or a Specific Spell, which only the character in question would have access to.

Here's an example.

The Generic Spell "Forward Barrage" is an attack which any Rook character can use, regardless of team. It allows that Rook to select any piece that is within its striking range and take it out, without actually having to move from its spot.

Meanwhile, Yuyuko's "Resurrection Butterfly" is a Spell which only she can use, and is thus restricted to the PCB Team (where Yuyuko is the King Piece). It allows her to once per game, after it has been cast, evade one Checkmate by moving to the nearest Safe Space. Spells will cast varying amounts of SP to cast depending on how powerful/advantageous they are.

Another aspect is the Team Ability - every team has a semi-unique ability (each ability is shared by only two teams) which is always active. For example, the LLS Team has an ability which allows them to score double SP whenever one of their own pieces is Captured, allowing them to fire off Spells in quick succession (on the other hand, that team has a lot of expensive spells).

Like I said, the rules and Spells are already set and written (with minor testing still needing to be done to ensure balance). This game simply needs to actually get programmed - I would need Sprites, Portraits, and most importantly, coding for a large, 3D (with 2D sprites) Chess environment, as well as the coding to implement the various Abilities and Spell Attacks.




IDEA 03: Various Danmaku games


These, I am actually having more luck getting off the ground. I essentially have three in the works: one where you choose from several teams of three to play through the storyline (and between the combination of all the playable teams, every Windows character pre-TD makes an appearance, as well as some additional characters), one that features a full cast of new characters to fight against while playing as series regulars (so the closest thing to an actual new Touhou game), and a Phantasmagoria title featuring canon characters as well as 4 OCs.

Between the three, I have the most development on the second one. In fact, here's a proof of concept:

(http://i.imgur.com/AyH3o.png)




And that's it for me!
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Paper Conan on August 18, 2011, 03:48:20 AM
-A RPG that manages to implement a spellcard system. Not really as moves/spells, but more-so actuall game mechanics that alter the battle field.

-A 6 stage (+Extra and Phantasm) danmaku game featuring all touhous as playable characters (and with three shot-types each).

-A danmaku-RPG game. You have spellcards (basically, your skills/spells), you dodge danmaku, but there's a level up system.

-A SSB-style Touhou fighter (featuring all characters).

-Super [insert th13's extra boss] Bros. 3
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: チソウ タイゼン on August 18, 2011, 04:08:51 AM
All touhous as playable
3 shottypes


ha ha ha ha
I'm sorry, but of what use to anyone would be 480 shottypes and 480 leaderboards?
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: pineyappled on August 18, 2011, 04:31:28 AM
I still can't believe nobody made Hoshi no Yuyuko. It sounds really fun, doesn't it?

A few off the top of my head-
Sword/knight thing- Youmu
Animal- Chen?
Fire- Mokou
Spark- Iku
Freeze/ice- Cirno
UFO- :V
Fighter- Meiling
Water- Nitori
Superspeed/wheel- Aya

Add a few-
A one use Master Spark? (Marisa can also be the Triple Star thing...)
Utsuho Laser similar to the one in New Super Marisa Land?
Ultra-Yuyu powerup- can shoot Exploding Butterflies of Death? (Sounds quite useless.)
Ran- can summon a Chen, who gets rid of weak enemies for bit?
Yukari- Borders, er, goes through the border and bypass walls for a few seconds? (Stupid.)
Reimu- Unlimited flight + weak homing yin-yang orbs?
Yuuka- Flower power?
Koishi- Only during boss fights, can make invincible to attacks for a very short time? (That sounds stupid.)

Standard orange enemies- fairies. Or maybe some random weak Touhous- Dai, Sunny, Luna, that other one, Lily, Rumia, Minoriko, Shizuha, ect.)
Maybe more projectile-based to up the difficulty.
Maybe enemies attracted to specific powerups (Yuuka=More standard Wriggle enemies, standard Yuyuko=less Aya/Mystia?)

Sounds like a huge pain to program, though, which probably explains its non-existence. Also full of stupid fandom stuff.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on August 18, 2011, 05:55:44 AM
I think Marisa would make a bit more sense, since she likes to copy others and already has a star theme. It's just... I'm not too sure how the eating would work.

Yuyuko - Ghost
Utsuho - Crash
Bubble - Nitori
Water - Suwako
Eirin - Cupid (bow)
Hina - Tornado!
Koishi / Komachi - Sleep :U
Prismrivers - Mike. Three uses, three Prismrivers!
Yuuka - Kirby Return to Dreamland has a Leaf power, so I guess that works.
Kogasa - Parasol
Tewi - Hammer

Wow, I can't stop once I start thinking about this. :U
But anyway, it might be good to make abilities maybe only loosely based off of the Kirby ones. Could make things more entertaining.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Drake on August 18, 2011, 07:29:12 AM
I think Kirby would be the best idea as the player, guys. Just because it's a Kirby game done Touhou does not mean there is no Kirby.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Pesco on August 18, 2011, 07:45:15 AM
I think Kirby would be the best idea as the player, guys. Just because it's a Kirby game done Touhou does not mean there is no Kirby.

My Diablo game has no Diablo :V
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Mеа on August 18, 2011, 07:53:05 AM
Make the player Marisa, and let her have the thief/copy ability as the default.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Drake on August 18, 2011, 08:26:45 AM
Then you get no Marisa abilities when you would theoretically suck her up. How pointless. There's even a zako witch enemy in Kirby. Using any Touhou as the default limits your enemy pool.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: GuardianTempest on August 18, 2011, 09:02:03 AM
Ah! Another place to dump my daydreams....hmm...

#1: Any other touhou game....'cept you play as a 'slap-on-the-wrist' loli-fied General 'Mackenzie' Granger.

#2: Touhou version of Change Air Blade NAO!!!
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: AVeryConcernedSheep on August 18, 2011, 02:59:28 PM
If you really don't want to have Kirby as the player, why not Satori?  That's sort of her gimmick, is it not?
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Momijibot on August 18, 2011, 11:07:37 PM
You could always have Mima as the protagonist, ya know...


Also, IDEAS!

Touhou melee:
-Players build a deck of 'fight' cards, numbering 10 per character, and try to kick each other's asses. More at 11.

Touhou Kombat:
Mortal Kombat themed Touhou game. Features Cyber-Iku and Tenshi.

Persona-Bizarre adventure:
Jojo's bizarre adventure-fighting-game-style persona game, with main cast consisting of P4 Protags and Shadows.

Bleach Danmaku

No Proof of theories, as I'm a simple designer as opposed to a programmer, so any of these ideas are free to go.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on August 18, 2011, 11:29:19 PM
Actually, Drake makes a good point. Just Kirby would be fine as it is.


Anyone ever play Kirby's Air Ride? You know that Top Ride mode? I just thought of a Touhou version. It's basically a top-down racing game, though the racing stages are much bigger than the ones in Top Ride.
Stages include : Hakurei Hill, Forest of Magic, Misty Lake (race along the coast), SDM (race through hallways), Netherworld (with a stairs section!), Eientei (outside, with lots of bamboo), Youkai Mountain (traverse water), Moriya Shrine (including lots of onbashira), Underground (village and palace), Nuclear Reactor, and The Gap Lands (tumorous, fleshy stuff, road signs, and teleportation rifts scattered about).
The roads are pretty wide to make room for dodging.

Players gain Spirit as they progress through the track. One can use Spirit to unleash attacks. Each character has one or two specials, spells, and a Final Spell.
Spells release danmaku that travel across the entire racetrack. For the sake of balance, it's very simplified danmaku.
Specials are more specialized, creating things like traps or temporary boosts.
If you get hit by an attack and have enough Spirit, you can Bomb to instantly recover.
Holding the Charge button acts as a brake and lets you drift. Releasing after enough charging gives you a short boost and grazing-style invincibility. Grazing, however, requires good timing. You could graze on the fly, but if you haven't charged enough, your boost won't be enough to make up for the braking, making your graze counterproductive.

Reimu - Well-rounded, with tight controls. She can set barrier traps or shoot homing amulets or orbs. Her final spell turns her transparent and intangible for a period of time.
Marisa - Fast, powerful, but hard to turn. She specializes in the Charge bursts. She creates star danmaku and her final spell is a Master Spark.
Sakuya - Decent speed, poor turning, but fantastic acceleration. She throws knives and can slow down opponent speeds. Her final spell obviously stops time.
Youmu - Fast and has good controls, but her charge burst has practically no extra speed. She excels in attacking nearby competitors, and her ghost half can harass threats in front or behind her. Her final spell is a powerful dash attack.
Aya - Extremely fast and hard to control. She blasts whirlwinds or leaves them behind as a trap. Her final spell is Illusionary Dominance. While she continues to race, her afterimages fly around the racetrack trying to knock into opponents.
Sanae - Well-rounded, but is very slippery. She creates large, slow stars that take up big road space, and can spawn wind in any direction, which affects all players for better or worse. Her final spell is the 9 Syllable Slabs, briefly attacking the entire stage with a grid of lasers.

There are other playables which I haven't thought too much about, yet. Suwako, Kanako, Remilia, Yuyuko, Yukari, Satori, Utsuho, etc
You could probably pick up items for other special attacks and such, but I haven't thought too much about this one. Some would be non-playable characters. Some characters might be a part of the stages.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Momijibot on August 19, 2011, 01:17:24 PM
^I like the above idea.

With regards to the unthought of characters, here are some take 'em/throw 'em ideas:
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Berzul on August 20, 2011, 02:35:11 AM
I am getting tired of Kirby ideas..

http://www.nicovideo.jp/watch/sm14318781
http://www.youtube.com/watch?v=a7qy8nxEOGY
This game was such a great concept that was not finished...
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Beef Owl on August 21, 2011, 02:08:52 AM
Kirby idea's probably dead, but I have an old idea that, as inappropriate as it is, would actually fit somewhat for Touhou gone Kirby.


First off, my Kirby idea: a while ago I came up with a little kirby fangame (or at least came up with the concept and made sketches) where everything was, instead of a fluffy ball of kirby brand cuteness, a loli. Kirby was a loli, all the basic enemies were lolis, and they had hairstyles and features to correspond to the actual creature (for example, Waddle Doo's had orange hair that covered one eye and the other eye was a striking black). Whereas in Kirby games abilities are represented with hats, in my version they were represented by outfits. If a loli had a power, they had a costume (i.e. a Waddle Doo loli would have a jester outfit for the Beam ability), and if they didn't, they were in their undergarments. Kirby would naturally have no outfit, and therefore no power, but instead of eating enemies, she would... eh... "frisk" them, and if they had a power (and therefore an outfit) would steal it :V Minibosses would be strong enough to resist this until they are knocked out, and bosses in general were resistant to this, or were male (like Meta Knight and Dedede).


Now, replace this with Touhou, and let memetic sex goddess and kleptomaniac heroine Marisa steal the outfits of her fellow touhous, and you have a semi-reasonable explanation for her to steal their powers and cosplay as them  :derp:  Perversions aside, it actually works pretty well if I do say so myself  :3c


I'll see if I can dig up some of the old sketches...
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: GuardianTempest on August 21, 2011, 02:38:17 AM
Fund it.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: locoroco1 on August 23, 2011, 09:51:36 PM
I'm surprised this hasn't shown up yet. Touhou Crossing. Like animal Crossing, but with Touhou Characters. The Player can be Maribel or Renko for male or female. Yukari can be the mayor. Mystia can be K.K. Slider. Komachi can be Booker, and Shikeiki can be Copper. Nue/Yumemi can be Gulliver. Rinnosuke is Tom Nook.  Aya can be Pelly, Hatate can be Phyllis. Patchouli can be Blathers. Koakuma can be Celeste. Meiling can be Brewster. Reimu can be Resetti. Marisa can be Red. And so on, and so forth.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Savory on August 23, 2011, 10:40:34 PM
*Sakuya & Meiling: Scarlet Devil Cravings
Behold the Plot- Remilia becomes tired of the same lackluster meals so she orders her maid and gatekeeper to find new kinds of food for her. So the two team up for a culinary adventure through Gensokyo!

I was thinking it could play something like Prinny: Can I Really Be the Hero.  Sakuya is the speed type and (of course) uses her knives, whether it be by slashing or by throwing them. Meiling is the power type and uses chi attacks. There will also be spellcards you can use to defeat multiple enemies. Once you use a spellcard, it will have to recharge before it can be activated once again.

Bosses, of course, are various Touhou characters and defeating them will get you a recipe. For example, the first level is the Hakurei Shrine. Defeating the boss, Reimu Hakurei will earn you "Hakurei Noodles", ramen done Reimu-style. As another example, defeating the boss of Bhava-agra, Tenshi Hinanai will net you "Heaven's Cobbler", a simple but scrumptious peach cobbler.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: KrackoCloud on August 23, 2011, 11:28:31 PM
This reminds me of Sakuya's Cleaning Adventure~!
Sakuya comes home after solving an incident to find that the Scarlet Devil Mansion is in terrible condition. The hallways are dirty, the maid fairies are goofing off and causing trouble, the library has accumulated an unprecedented amount of dust, the garden is unkept, and the gate guard is still sleeping on the job! It's up to Sakuya to fix everything.
Alas, she has no equipment with her but her knives.
So yeah. It's a game where you run around and clean everything. You use newly acquired items against bosses.
This is a top-down game with some puzzle and danmaku aspects. Players progress through the game by cleaning rooms.

At the beginning, you only have knives, so you move forward and shoot down all the fairies. Reach the gate and knife Meiling, which causes a bossfight where Meiling mostly just dodges your shots.
Going into the garden, you find a watering can. Water the plants (potted plants will also show up later in the game). After reviving the fountain with water, you fight Cirno, who has snuck into the mansion and deemed it her kingdom while you were out. Knives don't work. When she conjures an ice boulder to throw at you, constantly feed her water from the can until it gets too big for her to carry. It'll collapse on her, which will give you a brief window for attacking.
You move on into the library, where you find the duster! Dust books and shoot down fairies and magical, floating "rogue" books. Dust Koakuma out of a pile of books. Soon afterwards you'll go against Patchy. You really shouldn't knife a respectable SDM resident like her. Destroy her elemental stones, at which she begins coughing. Use this moment to dust her.
You get a mop as you move to the halls. Wash off fairy graffiti and clean everything up. There's considerably more fairies in this level.
You eventually reach Remilia's quarters. Although the mistress greets you charismatically, you can't help but be outraged at how messy her room's become. Remilia insists that everything's fine, and orders you to not bother cleaning the room, but your cleaning urges get the best of you. Dodge Remilia's attacks while you clean up her room. You'll have to use all of your acquired items.
Happy ending!

Maybe a secret level in the basement, where you gain the stopwatch and fight Flandre.

Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Savory on August 24, 2011, 12:16:00 PM
*Sakuya & Meiling: Scarlet Devil Cravings
Behold the Plot- Remilia becomes tired of the same lackluster meals so she orders her maid and gatekeeper to find new kinds of food for her. So the two team up for a culinary adventure through Gensokyo!

I was thinking it could play something like Prinny: Can I Really Be the Hero.  Sakuya is the speed type and (of course) uses her knives, whether it be by slashing or by throwing them. Meiling is the power type and uses chi attacks. There will also be spellcards you can use to defeat multiple enemies. Once you use a spellcard, it will have to recharge before it can be activated once again.

Bosses, of course, are various Touhou characters and defeating them will get you a recipe. For example, the first level is the Hakurei Shrine. Defeating the boss, Reimu Hakurei will earn you "Hakurei Noodles", ramen done Reimu-style. As another example, defeating the boss of Bhava-agra, Tenshi Hinanai will net you "Heaven's Cobbler", a simple but scrumptious peach cobbler.

+There are also two difficulties. "Day" and "Night". Day being Easy and Night being Hard. They vary in enemies, bosses and recipes. For example, the boss of the Palanquin Ship in the Day is Murasa Minamitsu (who rewards you with "Curry Rice"). However, playing the level on the Night difficulty will allow you to face Byakuren Hijiri (who rewards you with "Buddha Bread").
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: pineyappled on August 24, 2011, 08:43:50 PM
*Sakuya & Meiling: Scarlet Devil CravingsFor example, the first level is the Hakurei Shrine. Defeating the boss, Reimu Hakurei will earn you "Hakurei Noodles", ramen done Reimu-style.
Reimen is an actual type of ramen. :V
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Momijibot on August 24, 2011, 10:10:36 PM
+There are also two difficulties. "Day" and "Night". Day being Easy and Night being Hard. They vary in enemies, bosses and recipes. For example, the boss of the Palanquin Ship in the Day is Murasa Minamitsu (who rewards you with "Curry Rice"). However, playing the level on the Night difficulty will allow you to face Byakuren Hijiri (who rewards you with "Buddha Bread").

Final boss on night difficulty could be Remilia. Her recipe? Flan-dre :V
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Savory on August 25, 2011, 12:04:11 AM
Final boss on night difficulty could be Remilia. Her recipe? Flan-dre :V

Doing some research, I already thought up the final boss. The Gourmet Goddess Mochi, based on the actual Japanese food goddess, Uke-Mochi.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Bias Bus on August 31, 2011, 05:09:53 PM
Touhou/Muramasa the Demon Blade, with Meira and Youmu as the protags. Meira traveling from the West of Genskyo and Youmu from the East. Concept would widely be the same as the original game.

Bosses would equal (Meira story on top, Youmu story on the bottom);
-Kurozaru = Yuugi(?)
-Ao Bozu = Seiga

- Oo-Mukade = Wriggle
- Wanyudo = Rin

- Torahime = Reimu
- Yukinyojo = Youki

- Sayo = Aya
- Ippon-Datara = Kogasa

- Tsuchigumo = Who else? :V
- Nue = Who else? :V

- Chigurui Bishamon = Mima
- Oo-Oni = Suika

- Ryuujin = Iku
- Raijin = Kanako (Suwako as Fuujin)

- Inukami Tokugawa Tsunayoshi = Futo then being blindsided by Momiji
- Fudou Myouou = Byakuren w/ Shou and Nazrin
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Supreme Gamesmaster on September 03, 2011, 01:26:40 AM
1) Legend of Zelda-type top-down game. Play as Youmu + two helpers that can switch out at will. Spell Cards = items or Spin Attack replacement, can be selected from menu.
Controls:
Arrow keys -- move
Z -- sword
Hold Z -- Spell card 1
X -- Spell Card 2
C -- Rotate player
Ctrl -- Pause
Ideal players:
>Youmu: Fast combat/movement, low-range spin attack (Rise from Delusion), God's Slash of Karma Wind acts like Pegasus Boots
>Yuyuko: Slow combat/movement, but spin attack (Ghastly Dream) has high range and all combat is stronger; Ticket to the Netherworld could be bombs
>Marisa: Fast movement, slow combat, Master Spark as an item (need I say what it does?)
>Reimu: Slow movement, fast combat, slow mid-range spin attack, Fantasy Seal is boomerang (:<
>Sakuya: Fast combat/movement, low-range spin attack (Silver Bound), Luna Dial stops time (duuuuh)
>AND SO MUCH MORE!!!11!!
Depending on how much harder it might be, I might have each helper have their own hearts or I might not.

2) Grid-based TBS. Play as Alice/assorted units. Objective is to defeat all enemies on screen. Attacks will cover certain grid patterns, so strategic placement could be used to eliminate many enemies at once. (e.g. Holland Doll would hit all enemies on a diagonal from Alice;  Master Spark would hit a rectangle from Marisa onward, three squares apart; Fantasy Seal would hit any single enemy on screen) Bosses would involve avoiding similar attacks while still being able to hit for yourself, and also have a ton of HP to avoid spamming Fantasy Seal to kill them. Oh, and everyone would be made of glass b/c that's what kind of game it would be.

Either way, I'd script it in Danmakufu because that's the only scripting language I'm really comfortable with, and drawing/collision detection are really easy. Not doing them now b/c I have actual things to do and b/c I'm too lazy to make sprites/backgrounds/etc, but knowing me, I'll probably make them eventually.
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Savory on September 04, 2011, 02:08:55 PM
*Sakuya & Meiling: Scarlet Devil Cravings
Behold the Plot- Remilia becomes tired of the same lackluster meals so she orders her maid and gatekeeper to find new kinds of food for her. So the two team up for a culinary adventure through Gensokyo!

I was thinking it could play something like Prinny: Can I Really Be the Hero.  Sakuya is the speed type and (of course) uses her knives, whether it be by slashing or by throwing them. Meiling is the power type and uses chi attacks. There will also be spellcards you can use to defeat multiple enemies. Once you use a spellcard, it will have to recharge before it can be activated once again.

Bosses, of course, are various Touhou characters and defeating them will get you a recipe. For example, the first level is the Hakurei Shrine. Defeating the boss, Reimu Hakurei will earn you "Hakurei Noodles", ramen done Reimu-style. As another example, defeating the boss of Bhava-agra, Tenshi Hinanai will net you "Heaven's Cobbler", a simple but scrumptious peach cobbler.

+There are also two difficulties. "Day" and "Night". Day being Easy and Night being Hard. They vary in enemies, bosses and recipes. For example, the boss of the Palanquin Ship in the Day is Murasa Minamitsu (who rewards you with "Curry Rice"). However, playing the level on the Night difficulty will allow you to face Byakuren Hijiri (who rewards you with "Buddha Bread").

+The levels (plus day/night bosses) are as follows.

Hakurei Shrine (Reimu/Kasen)
Forest of Magic (Sunny Milk, Luna Child, Star Sapphire/Marisa)
Misty Lake (Cirno)
Black Forest (Wriggle/Mystia)
Hakugyokurou (Youmu/Yuyuko)
Bamboo Forest (Tewi/Mokou)
Eientei (Eirin, Reisen/Kaguya)
Youkai Mountain (Nitori/Aya, Hatate)
Moriya Shrine (Sanae, Suwako/Kanako)
Bhava'agra (Tenshi/Iku)
Great Mausoleum (Yoshika/Mamizou)
Palanquin Ship (Murasa/Byakuren)
Gourmet Castle (Gourmet Goddess Mochi)
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: mew77 on September 07, 2011, 09:49:46 PM
Quote
However, I ran into a problem - The controls.
The easiest control scheme is WASD, and aim with the mouse. Click and right-click are for normal shots. Keys nearby WASD are for specials, bombs, etc. Takes a bit of getting used to, but it can be worked with. The big problem is that, well, you only get one mouse. How can I go 2-player?

How might I change the controls so that two players could share a keyboard? I've tried using keys to rotate a character's aim, but it's incredibly uncomfortable. Maybe something like Asteroids controls? I don't know, it looks a little inefficient for a battle.
Or should I just force the game to be dependent on online players? I'll take any ideas.

I was concepting a multiplayer game years ago. I realized that the only way to do local multiplayer was to have both on one keyboard. A laptop keyboard is small and cramming two sets of hands is annoying for everyone. So I designed a game hwere one player defends with the mouse and the other attacks using the keyboard. Sure the players have to get up and swap control schemes every round but multiplayer is still smooth.

Here's the game: http://www.shrinemaiden.org/forum/index.php/topic,7496.msg549290.html#new
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Tsalop on October 13, 2011, 03:35:50 PM
Bumbing old thread...

Some time a go I planned on making a card game inspired by NoNet card (http://muym.web.fc2.com/nonet.html)...
In otherwords,  we would have this simple battle-system where cards HP = attack strenght...

Story:
Aya has lost her precious photoalbums and the people of Gensokyo has gone wild from the new card game...
As the cards remind Aya from the photos she have lost,  Aya starts investigating the connection between the cardgame
and the missing photos.

Spoiled version:
Momizi lost Ayas photoalbums, but Yukari Yakumo found them.
As Yukari wanted to teach Aya a lesson about respecting the privacy of others, she invented a simple card game.
Then Yukari went ahead to prepare a card tournament with fabulous prizes for the winner (Ayas photos).

So what is the big idea?
Well, Aya travels around Gensokyo to beat people in card tournaments... After defeating certain boss-figures, more areas,
cards and items become available.
After defeating all bosses, Aya can take Yukaris challenge - defeating Yukari ends the game.
Cards can be obtained from the battles, or bough from certain denizens of Gensokyo.

Gensokyo is divided to different in different areas and those areas are divided to different places...
After obtaining half of the unique cards in one place, you can move to next one. When all places has
been visited - you can face the boss of that area.

After defeating the boss, you can visit her to make her some favors, get rumors, etc... This will
necessary for Extra and completing the game 100%...

Game has three different endings depending on the amount of cards collected...
To get the 100% ending you must complete the Extra.

I dumped this project because I do not have enough skills to make the graphics and most importantly
to make fitting music (game without no sounds or music would be boring).

I you are interested, I can send you more detailed info about this, like how the battles really work,
who are the special characters and their function (e.g. Akyuu saves/loads game but also has a cataloque of
the cards), etc...

On the other hand, maybe I should try to make the battles similar to StB/DS... Instead of cards you can by
clothing and upgrades to Ayas equipment...
Title: Re: Fangame Ideas and Concepts Dump Thread
Post by: Sonae on October 14, 2011, 11:37:44 PM
Hm. A game with Mai and Yuki as the playables instead of Reimu and Marisa. It'd be for a neat switch