Come up with a good idea for a video game and describe it in detail.
my idea was a human teleported to equestria by the time to prevent the corruption of equestria (this have a full explanation), meanwhile ponies minotaurs and gryphons are starting to fight each other. the player must bring peace to this land and defeat corrupted.
the bosses are nightmare moon, the eleven humans the time send before you, some minor bosses and the corrupted version of the time.
thats my idea for a game.
Aight, hear me out.
You play as Lyra, and the game looks like a shitty slice-of-life type game until about 3 in game days in, when at like 2 in the morning the Voyager II craft crashes in her back yard. She investigates and keeps it in her possession, listening to the record attached to it until she comes to the conclusion that she'll go to Earth. She builds a rocket of a sort over the course of months, and she ditches Equestria to go on a journey across the Galaxy to find Earth. Along the way, she listens to a shit ton of 60s and 70s rock and roll from Earth. She kills alot of aliens along the way, etc. The deal would be that she can't go FTL unless she has a vial of super concentrated magic which her ship has a compartment for which is a fuel source that she burns out in a quick jump, so she jumps all over the Galaxy until she's close enough to get to Earth. The game would play like a platformer type thing, sort of like Super Paper Mario how you can flip in between looking forward through the stage and looking at Lyra from platformer perspective. Haven't thought it all the way through yet, but I figure there'd also be a morale thing where she'll get depressed if she doesn't have much friendly contact with anyone and you could play a DDR type game in her ship with the songs on the record to boost her morale. Lemme know what you think
I was thinking a game similar to Sly Cooper where instead of the normal Sly Copper world, it's Equestria, and instead of playing as Sly, you play as Sweetie Drops(Bon Bon) as a secret agent working under Celestia securing the niamals and other secret CIA,FBI special ops bullshit spy missions.
Would be pretty fun. Going around Pony Ville for a quick freeroam to buy supplies and certain things for upcoming missions(ie:buy a cupcake from pinkie pie and it can be used to distract other agents leading to side quests, or distract the monsters you are trying to catch). I think it would be a pretty dope ass game.
It's 1000 times easier to write up an idea than it is to make an actual game.
Though, it could be pretty fun to do an "MLP vidya" project. Pick a simple game idea, make a thread, and let anyone who wants help out with the art/music/code/levels. It would need to be REAL simple though, like
>only one thing for players to do (example: just platforming, no additional crafting/inventory/combat system), maybe one + a very basic side system
>no complex graphics or physics requirements
>levels should be easy to make
I haven't read any of the Lyra's List docs but maybe there's something easy in there we could use?
>Crotch tits galore.
Now I know what you're thinking 'how can a video game about crotch tits gather that much attention?' Well for one they are lewd, rude. and popping out at your face. The common man likes to unwind maybe surf the web and watch porn. What we need to do is take a step further. That's right! A 3D Masseur simulator. Throw in a couple of vague background stories to the lovely mares and BAM! Instant gratification. You can poke them, prod them, slap them, caress them, tickle them, and maybe even
petthem. Now you're probably thinking 'what about the media? Won't they try to interfere with my work and slander it too all hell?' And the answer is, yes! Bad publicity like good publicity is always valued as free advertisement, but too much bad advertisement can sink a game. How do you combat this? Easy! Make a vague background story about the protagonist looking for a permanent mate or something. Like a date sim, BUT WITH MORE TOUCHING. His/Her job would be to explore the scenery to determine his/her future mate, and it is the players job to pick out the one. Give the player their variety at the very beginning not fucking DLCand they would praise you to no end. It really couldn't get any harder than that.
So basically you want an easy to pickup framework and just "like make game" in 2 days before your ocd kicks in and you lose interest?
Can't you learn to git gud and focus 4 months on making a game worth playing?
Well some unforeseen consequences have opened up my time by a lot. Like neet status level. Might as well make a game as my next project. Thanks for the list OP I'll be back around in a month to show progress.
As a dev, I can guarantee that people severely underestimate how long developing even a shitty game is.
Think of something like the games "King" is producing (Pet Rescue / Candy Crush / etc.) but without the fancy graphics, without the social/leaderboard functionalities and without the hand-made levels : this is your "budget" if you want to be realist.
I was thinking more like one or two months, actually. Beyond that, you would need an actual team, because anons will lose interest by then.
What I really want is for this to be a sort of "/mlp/ community project", where many anons contribute small pieces to make up something good, like how /tg/ operates when they're "getting shit done". So in the end we'd have something good (not spectacular, but good enough to be proud of) that anyone on /mlp/ can point to and say, "we made this, together".
I think Do or Deer was supposed to be like this to some extent. But the scope of that project was so big, it really needed a dedicated team willing to spend a year or two working on it. This is why I was so insistent about keeping it simple: games are a lot of work, and whatever we make needs to be doable in a month or two by a bunch of anonymous nobodies from a chinese cartoon imageboard. We could always extend it if there's enough interest after all the main features are done, but if we start out trying to build Skyrim, we're not going to get anywhere.
OK, done being all sappy now.
Do or Deer died because surprise surprise, not many people on this board can animate that well. I imagine the same could be said for coding a game.
Which is interesting because in theory, if you're actually proficient in the language you're using, making a game wouldn't take that much time. The biggest time sink would just be in art asset creation. Once you've made enough games in your preferred language drawing graphics becomes easy, collision detection isn't as scary as it used to be, and even enemy AI isn't that tricky.
The reason so many fan games are canned is because they're being made by people that don't know what they're doing. They have good intentions, but soon realize that programming has a complexity that takes time to fully grasp.
The other shitty aspect is people that know how to make games, could in theory start right away with a basic design document. They lack time though.
This. If you want to have projects, start with something so stupidly simple, any single person could do it in their spare time. Once you get the hang of things, such as working with others, then you can start getting ambitious. I would love to do music and or/writing for a game.
I've started going through the docs from Lyra's List, looking for anything that looks interesting and/or feasible.
>Legend of Celestia
Very few details, just that they want to make pony-Link to the Past. Too big.
>MLP: Life Simulator
You're an adult blank-flank trying to get your cutie mark. You run around doing various jobs/quests, and eventually get your mark depending on how you spent your time. Sounds like it would need a large amount of content and minigames.
>Street Fighter x My Little Pony
Sounds like a generic fighting game, but with ponies added. Not enough detail to do anything with.
>Sonic the Pegasus
Sonic Colors, but with RD going fast. No detail.
>My Little Pony: The Quest for Harmony
Generic adventure game, M6 trying to recover the EoH. Not enough detail.
>Mock Equestrian Wars
Turn-based strategy/tactics MMO of some kind. They're aiming for "hundreds of players" so we'd likely need to scale it back a lot. At that point I'm not sure what's left beyond the general idea of a pony strategy or tactics game.
>Filly Quest - Nightmare Night
2D platformer based on Return of Harmony. You play as Twilight and have to escape the labyrinth, save your friends, and beat Discord. Actually has ideas for weapons, items, and levels. Scope might be doable, not sure (needs 1 playable character, 6 bosses, 10 levels total, plus some generic enemies I guess).
>My Little Pony: Defenders of Harmony
Adventure platformer. Not enough detail to do anything with.
>Final Fantasy: E
Looks to be just "Final Fantasy with ponies". They have a TON of docs with random ideas if you follow a few links deep from the main one. The scope seems pretty ambitious (long detailed story = lots of distinct areas = need to create lots and lots of art/levels/dialogue) but it might be worth a second look at their item/area/class ideas for inspiration.
>My Little Pony: Equestria Adventure
> My Little Pony: Beyond the Nightmare
Lots of story (which doesn't look too awful) about saving ponies from some kind of nightmare sleep curse. Sidescrolling action-RPG, M6 are all playable. Scope seems bigger than Mega Mare, so probably not doable.
2D Fallout: Equestria RPG. Nothing to work with here.
Not 404ed, but won't load properly for me.
>Kingdom Hearts Pony Crossover Project
Action platformer. Scope seems a bit big (similar to Beyond the Nightmare above).
Side-scrolling shoot-em-up. Cadance and Shining Armor go on a shooting spree to kill all the changelings and Chrysalis. Actually sounds feasible.
Some kind of racing game, based on "MotorStorm" which I've never played.
Some kind of RPG with a grid-based battle system. Not much detail except that it's based on some fanfic series.
>Earth Pony Day
Supposed to have adventure/RPG (Final Fantasy) and farming (Harvest Moon) elements. You're an earth pony trying to save the world from global warming. Has some sort of real-world-time component, so you're supposed to play a little every day to keep up your crops and such. Not sure there's anything worth using.
>Unnamed Project (RPG)
All it's got is a bit of story for a JRPG game.
I was gonna bring this game up. It's really been coming along nicely. Not to mention the main dev has down a nice job documenting the thing, and development has been at a staying slow but steady. Also, it has been setup so you can easily add new scripts to the game to expand functionality. Honestly the hardest part would probably be getting your dev environment setup. But I think it could have a bright future indeed.
and here everyone is talking about starting a game idea? No project is too little as each will take time and dedication. If you want a simple game you can make one in a few hours. I kid you not. If all you wish for is pinkie pie jumping around a single room popping balloons.
Heck too lazy to do simple graphics, try and adventure game! you can make it in console and have only text! it be like zork.
My point is, if you wish to turn any idea into a game, you need a game plan and frankly MLP isn't the place as there are too many who butt heads and don't cooperate. Many wish to add their ideas to the pot and don't realize you just bloating the scope over and beyond which is needed. Then you get the wise guys who don't communicate to the rest of the team and everyone is waiting on that guy so they go ahead and do his or her work only to have him pop up later and you doubled your work, this is due to lack of communication, or miscommunication.
Before any project, put together your team first, then go from there. And know what you are getting yourself into.
For anyone else, yes getting a Dev environment set up is key for any project including a team if you wish.
I set mine up a long time ago with all the bells and whistles. Mos of the code is in C++, Java or Python due to what libraries are being called. Python mostly server sided for multiplay. Microsoft Basic Studio Professional is a great tool and free with no strings attached through DreamSpark.
Notepad ++ is also free and another great tool.
Photoshop CS6 can be discounted for college students.
Office for windows also DreamSpark, Free.Good for GDD's
A standard laptop is good enough to write for this game and create art or more.
And I do wish there were contributors as it has allot of potential to go far.
Being open source though there is high potential for scope bloat if there isn't a Game Design Document already inplace. I didn't see anything so I doubt there is. But if there was a GDD, then it would help the project even more as it will keep down the bloat and anything outside of scope will have to be approved by the overhead.
Ha. Ha ha ha. A HA HAH AHAHAHA!
It still hurts.
I know C and Game maker.
And by game maker, I mean I started with the version 4, in 2003, and now I use the studio version to do Androïd stuff.
This is true.
Ok, /mlp, if you want to make a game, fine, but first, we need something called "Game Design Document".
Not in a particular order, these questions NEED to be answered. It is compulsory, an list will expand.
* What platform ? (PC? Phone? Web? Console!? All!!? Etc.)
* What is the target ? (Casual players? Hard core players? Social players? Etc.)
* What is the global kind of the game ? (RPG? FPS? A-RPG? Puzzle? Dating? Etc.)
* How many time per week could you give to this project ? (1h? An afternoon every two weeks? 1day(!?) Etc.)
* 2D or 3D ? (not obviously harder to do 3D, but it's much more hard to find people who can animate an create 3D contents...)
Obviously, there is more than that to be answered, but this first set of question will allows to estimate the difficulty, cost (in time), and do-ability of the game.
Then we can write the document after we settle things a little bit.
Sorry, Phone games and HTML games provide quick gameplay and easy coded mini game.
It's more than a fit for fangame.
Plus, with modern "languages" the platform will have more influence on gameplay (because of screen size and controlers) than on coding difficulties.
Well, would you download a program from 4chan?
Yep, that's a little bit risqué ...
(I'm not OP)
I have an idea. It's pretty wild, something you'd never think of in a million years:
Helping by giving useful answers and actually helping the game to start
>Well, would you download a program from 4chan?
I would (and have) from certain boards. Just use common sense.
Alternatively, just put up the source code somewhere and have the user compile it themselves.
Okay, more than it seems in fact.
But as far as the compile thing go, it will be very inconvenient for the players.
Any ways, I understand your point.
But we must think about a lambda Anon just wanting some quality time, not wanting to install 100Mb compiler or 65535 dependencies.
I just heard about something sweet, but I never tried to create something with :
Yeah, I saw that as well. Collaborative game dev IDE sounds perfect for this. Plus:
>simple pre-built game engine
>compiles to HTML5, so anons can play with no download (it runs in the browser)
Also, english version of the page is here:
Something with a huge emphasis on
I'm sick of shit tier game developers of all kinds binding the Shift and Alt keys to single functions and then cutting the ingame functionality to like 4 abilities because they're computer illiterate fucks who undergo cerebral combustion when faced with the prospect of binding Shift and Alt to something that isn't Sprint or Crouch.
You can write an OS in damn near anything if you're willing to stick a little C/C++/Asm in as the bottom layer.
But I don't think anyone ITT is planning on writing an OS, so it doesn't matter that much.
Bump for discussion?
What sort of game would be good for a small-scale project?
Since the scope is limited, we need to do something to make sure players don't get bored after half an hour and never play it again. Options I've thought of so far:
>Online multiplayer. Human opponents keep things way more interesting than any AI.
>Lots of content/levels. This means content needs to be extremely easy to create.
>Randomization (roguelike style). Not necessarily random levels, but randomize some aspects so that each playthrough is different.
With that in mind, here's a few ideas off the top of my head:
>Tactics RPG. No (or limited) storyline, just choose a level and battle other players or AIs. Have a persistent team that gains EXP from each battle.
>Platformer of some kind. Should be relatively easy to build new levels (partly because nobody will mind if lots of them have similar tilesets), so you can have a lot of them. Could maybe make something like Metroid along these lines.
>Top-down action adventure (as in Zelda). Partially randomize dungeons and items, like what Risk of Rain does (in RoR each level is randomly chosen from 6-8 handmade variants, and items/exits are placed at random).
I know everyone and their brother wants Pony Harvest Moon, but I don't know how to make that good without having tons of variety (kind of the opposite of "limited scope"). I've never played Harvest Moon but my understanding is that the fun comes from having lots of different activities you can do and lots of little quests to help out various villagers. Lots of quests might be doable, but activities each need their own minigame design + code + custom artwork.
>Lots of content/levels
>Randomization (roguelike style)
I don't think you realize how big of a commitment those things are to do, especially randomization. Randomized levels aren't just a set of assets thrown into a generator. You have to set up a bunch of rules and parameters for the generator to follow in order to have the levels make sense. You don't want a dungeon with 30 rooms, only to have the exit in the second one, or have a dungeon where the key to get past the locked door is behind the locked door. Not only do you have to take time to write out the parameters, you have to play test it every time you set a parameter, sometimes several times over, to make sure it's doing what you want it to do, and doesn't conflict with other parameters you've set.
Has a point, online is another beast entirely.
It's hard to grasp, then not actually that hard to have super basic online interaction, but then it's really hard to have smooth online interaction.
Randomization actually isn't that awful to implement. Once you add keys and stuff it becomes a nightmare, but even something as simple as random enemy placement could be fun.
As for small scale projects, anything on a single screen makes life easier. A tower defense game for example wouldn't be too tricky to set up. Basic as fuck collision detection, enemies always tread the same path. I think /mlp/ might be able to handle making one of those.
Top down shooter/slasher-thing also wouldn't be too terrible to make, but depending on how intelligent you want your AI to be, optimizing it can be tricky.
Of course I'm still peeved there aren't any notable pony text-based rpgs like King's Quest or Space Quest. Light humor, easy to understand gameplay, fun way to interact with the environment. They're even easy to make with Adventure Game Studio.
So have a few people figure out parameters for a roguelike, and a few other people designing rooms, in fact once the parameters are set, we could outsource the room creation.
Alternatively, we could be MASSIVE faggots and make
Five nights at pinkie's
Because those games were literally
>a few still images
>a few gifs
Incredibly easy to make compared to most modern games, even Indie ones. The guy made the first game in what, a month? As a lone man with a shitty job at that.
It's something to think about, though I doubt we'd want to do it.
Yeah, I've done this before and I know generating a good level completely from scratch is a huge pain. That's why I mentioned Rist of Rain. The terrain is hand-made for every level, except that they make two major variations for each, and when you enter each new level, it chooses one of the variations to use at random. Then on top of that base, it places the entrance, exit, and items by choosing randomly from viable locations marked by the level designer.
In the dungeon example, an algorithm that can make 30 rooms from nothing would be hard. But suppose instead you make (by hand) 6 chunks of ~10 rooms each, where everything is arranged intelligently to be fun for the player. Then build a dungeon by choosing three chunks and stringing them together in a random order. Now you have a 30 room dungeon with a reasonable amount of structure to it.
>It's hard to grasp, then not actually that hard to have super basic online interaction, but then it's really hard to have smooth online interaction.
Depends on what you're doing. For a turn-based game you don't need super highly optimized netcode to be playable, unlike an FPS or action game would.
Agreed. This isn't a magnum opus. This is just us making sure we can at least shit something out that's functional and enjoyable. I think a good goal for the project would be not to create something that is replayable and provides hours of fun, but to create something that people just want more of. Like this one pony game I played recently
>play as a pony terrified of social interactions
>get from point A to point B without getting caught
>if a pony saw you, they'd chase you down until you lost them
It was only two levels, had minimal animating, but it was adorable, playable, and enjoyable, and I wanted to see more of it.
the last pony game i played was derpy and the mistery of the apple thief it was fun and short but im not sure if i will play it again.
but i was thinking about the anons how many anons are going to work in the project, 25 in the start and 3 in the end?
I'm making a pony RPG with a combat system loosely based on D&D3.5e.
I started working on it in March of 2015 and I typically continue when I don't have lectures or exams.
I plan to make an alpha release either in April or september of 2016.
Among other things I definitely want to implement randomized dungeon generation.
The way I plan to go about it is to first create an entrance room and a boss room at opposite ends of the map and fill up the rest with empty rooms that are connected to all adjacent rooms.
In the next step I would replace some of the rooms with solid stone, basically making them entirely unpassable.
Finally I would remove some doors to make the dungeon more maze-like.
Obviously there will be some sort of ckeck whether no part of the dungeon is being cut off.
The university I go to has their exams scheduled for late February/March/early April and August/September.
During that time when I'm not currently studying for an exam I'll be able to work on the game for six hours a day.
The game is 2D and turn-based.
Obviously we aren't gonna make the next Skyrim/Minecraft/TF2, where people will regularly put 100s-1000s of hours into. But I remember that "shy pony" game you're talking about, and I also remember I played it for about 10 minutes and never touched it again because I'd beaten both levels and there was nothing left to do. That's fine for a 48-hour prototype (which that was) but not for a finished game, even a small one. I think planning enough content for maybe 2-3 hours would be ideal, and we can always add more later once the main parts are done.
Nothing's "ended", the thread's going at about the same rate it has been for the whole time it's been up. Not super fast, but fast enough to stay up with hardly any zero-content "bump" posts.
The idea is have been tossing around is a mario&luigi/paper mario type game where you played as three pony's (one from each tribe) exploring Equestria, you can equipment cutie marks like badges and change what each pony is good at.
Somewhat related: how would you design a cutie mark system for an RPG that gives them a similar level of significance as in the show?
I was thinking of something like this:
>Have several possible cutie marks, like 10-12
>Character has a number of points for each mark (hidden from the player), indicating how aligned they are with that particular talent
>When you complete a quest, you get points toward each mark depending on how related the mark is to the way you completed the quest (abilities used, dialogue choices, etc)
>At some point, you can start a significant questline that requires you to use your highest-point talent extensively
>Upon completing the questline using that talent, you finally get the corresponding cutie mark
>Having a particular cutie mark unlocks additional abilities and dialogue choices related to the mark
Kinda like a class system, just be able to switch classes around throughout the game, like Dragons dogma. I like the idea that the more you use a mark the more aligned you are which in turn changes the games story or moves the plot into branching paths.
No, I don't think you should be able to switch marks around at will, because I want a system that makes getting a cutie mark be a big deal for the character's story, like how it is in the show. Ideally to the extent that the player feels some feels when their character finally gets their mark.
1. Humans don't belong in Equestria
2. I don't want to play some depressing game where cute pones are getting traumatized and the MC's rotting in a shitty jail cell
That's just, like, my opinion, man
>1. Humans don't belong in Equestria
We can exploit this to correct the "lol supermang gets to dick all the pones" and give some good history
>2. I don't want to play some depressing game where cute pones are getting traumatized and the MC's rotting in a shitty jail cell
That's why the game would have multiple endings
So, I have this idea cooking in my head for quite some time now about one cute, inocent RPG game that could happen in the ponyverse. I don't have a solid story so far, but I guess I have something for the begining and for the ending.
The story would pass before MMC, so Twilight would still be an unicorn (because it's a fuckton easier to balance her as an unicorn) and Discord would already be reformed.
The game would begin with Twilight just waking up in the Treebrary calling for Spike a few times. The camera would show Spike at the balcony with that "dark alicorn magic" thing we saw in the cristal empire, but he snaps out of it when Twilight yells his name. After a while Spike tells Twilight that he think it's odd that no birds or critters can be seen, so they go to Fluttershy's to find out what's wrong with it. They do, however, encounter critters with the dark alicorn magic flowing from
their eyes and they'll attack you, introducing to some of the battle mechanics. It might be a good idea to make Pinkie "conveniently" walking by and make her join your party, maybe doing the cliché 4th-wall break to explain the rules a few times (keyword: few. It gets boring after some time).
After arriving at Fluttershy's (first boss might be a bear or something) you find out that Fluttershy doesn't know what's happening, so you group with her and the rest of the m6 to find out what's truly going on.
But what's causing this whole black alicorn magic anyway? Trixie and Discord (perhaps final bosses). Trixie found something (a book, spell, amulet, I don't know. I didn't think much about it yet) that grants her this kind of power, and she uses it to corrupt the harmony around Equestria by making critters, ponies and other living things corrupted with dark magic. To feel even more unstoppable she succeeded in corrupting Discord as well (battle with him can be mother-esque, where you try to
remind him the most corny way how friendship is wonderful, didn't thought of much either).
Spike will be with you most of the times, so you'll be able to save by sending princess Celestia letters. Though you need to have pieces of paper in order to save.
Pretty much like you conventional RPG battle, but with, what I like to call, "friendship combos". Whenever you help another party member to KO a foe, give an item, use a buff skill or a previously lerned combo move, you'll gain more Friendship Points to level up your combos. Each pair may have different combos for interesting results. For example: Pinkie may load Dash into the party cannon, sending her high to build enough force to stomp a foe.
Fluttershy will have an important role to "scan" the enemies. She has a vast knowledge of most animals you'll encounter and she can "finish" weak enemies by being compassionate to free them from the alicorn magic.
Applejack can cook food and she's very sturdy. She's more like a tanker with a powerfull buck attack.
Pinkie knows every single pony, so she'll take Fluttershy's place to scan the enemies when battling corrupted ponies instead of critters. She can also cook many sweeties, perfect for status effects.
Dash is agile and has a higher dodge chance than the others. She's also very action oriented, so she'll be able to deal most damage with most of her attacks.
Rarity is a master of traps and status effects. She can also summon friends she made in battle.
Twilight is the most balanced of them all. She can deal great magical damage with her spells and shield pretty well too. Though she almost never learned battle spells, so she must learn them along the way by reading spell scrolls/books or talking to other magical ponies.
To be honest scanning seems kind of tacked on so the characters have a special ability.
I think the delivery highly should be tailored to how the characters speak so it's less obvious.
Presumably the combos are an integral part of the game, so they should be very situational, otherwise the player will just use the most efficient one and discard the rest.
>Presumably the combos are an integral part of the game, so they should be very situational, otherwise the player will just use the most efficient one and discard the rest.
Well, yeah, I was just thinking of some ideas and basic concepts first. The balancing part and fine tuning comes later in the development phase if the game ever get in there.
Shall this tread stay alive !
Game maker is a good starting place for total beginners, and even novice programmers.
It has lots of documentation and tutorials to get you started. Not to mention a healthy chunk of good games have been made with it, so clearly it can stand on its own. It might feel cheap because you're not building something from scratch, but if you want to make a simple game, and especially if you haven't already made a game or two, just use game maker to start. Remember you're not so much learning the syntax of GML, as you are learning the logic behind the syntax. Why things are moving the way they do, or how particular functions and algorithms work.
Building something from scratch requires a lot of knowledge and comfort in a particular language, so I don't recommend it to people just starting out. Not until they have a bit more confidence. Once you do, it's really just a matter of translating syntax, the underlying math is usually the same.
You could also use Flash coupled with libraries from Flashpunk. There's a nice amount of tutorials for Flash as well.
If you want to make a point and click/text adventure game, you can use Adventure Game Studio (it's free). Underworld's Cello was made in it, and it is very nice for making games of that genre.
Game idea: "Background Quest"
Basically a slice-of-life RPG. You play as either Lyra, Roseluck, or Thunderlane. Each level ("episode") is one day in your life as an average pony. The goal of each level is to help one of your friends (another background pony) with some type of problem.
Each level will have one main quest, which should become apparent near the start of the level, and also one or two minor side quests, which you may find and complete as you do the main quest. Quests will mostly involve running around talking to ponies to convince them to help fix the problem / give you an item / tell you information / etc, with some minigames mixed in for variety. Most levels will be set on the same Ponyville map, but with characters in different places and doing different things depending on what's going on that day.
Example main quest:
Wake up. There's a note on your calendar to meet Carrot Top at the Cafe for breakfast, but when you get there, nobody has seen her. You find her at her house, trying to salvage what's left of the garden after wild animals trampled it in the night. Now you have three objectives: (1) get new carrot seeds, (2) find materials to build the fence, and (3) convince someone to help you and Carrot Top put up the new fence, with multiple options for completing each one.
In later levels, you'll have different options available depending on how you completed the earlier levels. For example, if you do a side quest on level 1 to help Bon-bon fix her cart, then on level 3 the cart will be working and she may let you borrow it. You may also have different options depending on whether you chose the unicorn, pegasus, or earth pony character.
Some level could also tie in to events from the show, such as a Mare in the Moon (S01E01) mission, or a mission related to the Gala. But in general the M6 won't have too big a role, since the problems they tend to have aren't really "everyday problems".
For the RPG ?
I don't know, honestly, it will depend on your programming level.
If you really know nothing, RPG maker.
If you know a little Game Maker / TGF / etc.
I'm thinking about a fast fly game on android/HTML5 as a start.
What do you think about it ?
Like some 'track' to fly to, some updates to help you, and some 'bosses' to run against.
Inspired by F1 Race on Game Boy (for fast play and no brainer gameplay), Star Wars Racer (for updates, and progression), and mario cart (for items and 'battle' against opponents).
It will be side 2D, fake 3D or 2D/3D mix depending on performances and time given.
Is it a game you could play with ?
Is it a game you want to play with ?
>Building something from scratch requires a lot of knowledge and comfort in a particular language
If by "from scratch" you mean "no engine", then I'd say it's quite a bit more than just knowledge of the programming language. You have to know enough to replace all the stuff the engine gives you for free: input handling, audio output, low-level rendering, physics, networking, etc. Though once you do learn enough to make all those things, it's not hard to produce versions of them that will work better for your particular game than the generic implementation that the engine provides.
If you're doing it in HTML5, it shouldn't be too much additional effort to make it work in desktop web browsers as well. My phone is too shitty for games, but I'd definitely try it out on my computer if I could.
Just look at it, SDL and openGL are not engines, they more or less take care of the hardware and compatibility.
An engine goes from Cry Engine or Source Engine (heavy engines) to Ogre or FSML (light engines, gives you somes functions but nothing evolved like level editor or loader, or resource packagers).
An even with only SDL or so, it is more than hard to create a good game and good or not, it will munch you a lot of time...
That will be the matter of weeks maybe?
Mhu... time will tell.
If you can get by with just the 2D canvas API, you should, just because it's so much simpler than dealing with textures, shaders, uniforms, vertex attribute buffers, ...
But for complex scenes, WebGL does allow for much better performance, even in 2D rendering.
>tfw no updates for a year
These motherfuckers are either kill, or flying EXTREMELY under the radar. I hope it's the latter; Senjan's music is fucking stellar.
Because I like the games that require you to dedicate yourself to them.
Idea is having 6 characters, who will have different play styles, and completing the arc for one character will unlock you another one.
First six completions will compile into the first half of the story, after that player will be hinted, what he has to do, to unlock alternative playthroughts.
After that six following playthroughts will compile into the second half of the story.
Comfy Sandbox adventure with only 1 town to interact in.
Farming and taking care of ponyville as the everfree expands and tightens.
A random monster attacks due to newbs who failed at the boss battle.
Going in the everfree forest raids and discovering its secrets and magic in places far deeper than the royal sisters castle
Hard mode for non-casual players
Getting rich without having to raid, farm and do non-social events.
>how come theres a huge lack of pony games?
The exact game you want doesn't exist because you haven't made it yet.
But here are 127 pony games: http://arcade.equestriagaming.com/
Maybe you'll find one in there that's good enough.
Let's mess with HTML5 !
>new way to code
>new page organisation
>no able to use sounds and video without hacking
>le face when I have to re-learn everything
you can do whatever you want.
what to redefine the function cos() ? You can
anyway, I will try to make a little game like >>26091810 said
the pinkie's ballon thing of course
By now, I only have a blank canvas with a pink rectangle in it.
But under the crappy looking, I have loop running and I'm currently adding images and sound.
I will post stuff when I got some stuff to post don't worry.
You using canvas?
yes I am.
And it's easier then I though.
I'm coding from scratch, so it takes time.
I already have still images ready.
And controls with keyboard.
I'm working on sprites now.
God, it's gona be awfully awesome !
Now with sounds !
And working sprites.
I have to bake my beef and olives stew, else game should be terminated by now...
Scoring in progress.
Well thank you.
I have to say that I didn't believe to be that fast too.
As for the images, it's just some googlefu. I don't have time to lear new js, code and draw.
nope, baloons are just falling and you have to catch them.
But, true, jumping would be more fun, let's code this !
Why using an API when plain "old" HTML5 gives you the 'audio' object ?
Anyway, source will be 'free' (as in non obfuscated). Learning is magic guys !
And I will go to sleep now, it's 5AM here...
As unoriginal as it is, I was thinking an turn-based strategy that takes from pic related's combat system. Obviously the graphics and GUI would be changed, as well as the dialogue and plot. If I had to be a realist, it would need to be 2D and with no voice acting, and chances are I'd end up making just as short.
Either that, or just steal the mechanics from Epic Battle Fantasy.
With what? You haven't posted anything interesting to talk about. OK, you're doing episodes for faster releases, faster releases are good I guess, and now that's the sum total of everything I know about your game.