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Name: Nathaniel
Country: United States
State: Michigan
Metro: Grand Rapids
Birthday: 6/26/1987
Gender: Male


Interests: I guess you'll have to ask me, huh?
Expertise: I actually don't know anything about textiles...
Occupation: Student
Industry: Textiles


Message: message me


Member Since: 3/26/2005

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Saturday, February 16, 2008

Well, it only took 12 days, but...

Here it is you guys.  My rough outline for "The Crew"  Enjoy and feel free to give me some feedback.

Game Idea

Working Title: The Crew


Idea: Under constant pressure from global law enforcement, organized crime is forced to turn to freelance professionals who form “crews” to pull jobs. Anything from high stakes heists to low-level grunt work may be available. The player takes control of the leader of a crew starting out in America, builds a reputation for getting the job done, either through careful planning or brute force. Either way, there's a lot of money out there, and maybe even a little revenge to take care of. What better reason to spend time with friends?


Setting: Ideally as global as possible, but realistically, probably limited to the US and MAYBE sections of Europe and/or Japan. Having a realistic look and feel with an edgy, moody, and dark vibe, similar to “Kane and Lynch”, “Snatch”, and “Reservoir Dogs”. Present Day with typically urban settings.


Music: Probably more in line with Techno, or other electronic music. Propeller Heads' “Bang On” is a good example of what sounds exciting but not too happy or up beat.


Gameplay: Ideally start with a custom character, otherwise a Kane like character, a professional who has fallen out of favor for reasons beyond his control, revenge is desired, but funds and a crew are needed first, so most of the game with center around rebuilding his reputation.

Central hideout in a warehouse with a planning room, equipment room, garage, and rec room. The look will probably have to remain the same through out, but whether or not the specifics change, the base should always look rundown and very temporary. This will be the hub of all gameplay activity. The player will walk to different rooms to talk to crew members; buy, equip or modify weapons and vehicles; and plan the next job (from basic to in depth). This area will also serve as menu area for game configuration as I would like to allow the player to bypass the standard menu screens if at all possible, eg. Going to a stereo in the rec room to tweak audio settings rather than using a menu.

The planning room will contain all information about the jobs available, as well as details about specific jobs. More details can be obtained by paying informants, casing the joint, or by grilling the people who contracted you, though this may negatively effect their opinion of you and affect your reputation, but it is free and might yield important info that may have been with held. Interrogation of kidnapped individuals may be implemented as well. All info is marked on a map or blueprints and during the planning the player can plot crew members movements and actions in an interface similar to “Rainbow 6's” planning phase. Actions will be mission specific and any actions that require a special tool will automatically equip that crew member with that tool, if it is available (if not the player will be prompted to buy one or reassign the action). The ability to hire and fire team members, as well as temp in professionals will be done here.

The garage and armory will be where weapons and vehicles are stored, maintained, obtained, and upgraded. Both may be purchased, obtained on a mission, or possibly stolen in a mini-game of sorts. Weapon and vehicle maintenance may be implemented in the pre-mission setup as an opportunity for character interaction. Again, I'd like to avoid a maze of screens here, but it would be simpler to have everything at a workbench. One possibility would be after all selection have been made and time laps or montage would take place showing the actions taking place for a period of time depending on the amount of work that is being done.

The rec room is where most characters will hang out before a mission, especially if they are social. The will be a pool table, mini-fridge, stereo, computer, TV, and a couch. Perhaps these items will be “upgraded” as you obtain more money, as specific characters decide they want to, or even as a literal upgrade to improve team synergy. The main draw of this room will be to interact with your crew members. I'm hoping for a feeling similar to “Mass Effect”, except that the characters will interact with each other as much as with you, without prompting. This will not only be fun, but it can also lead to more loyalty and even new missions or contacts.

The mission will begin with a montage/time laps of you briefing the crew on the job before taking questions. After that, the crew will drive to the location and drop people off at the proper locations. I'd like this to be mostly real time as it provides more time for character interaction. Then the mission begins. There will be a third person camera, probably over the shoulder. Your inventory will be available in a pause screen menu and you can only store what will fit on your person, unless you use a backpack, valise, or other carrying case. Radio communication will become available to the player as well. Each job will have at least two way to complete them. For the time being, I will refer to them as order and chaos. The order approach involves stealth and control. This may involve sneaking past guards, knocking them unconscious, avoiding tripping alarms, hacking computer systems, cutting phone lines, generally getting the job done and escaping while leaving not evidence of you or your crew's identity. Some characters excel in this kind of environment and others find the tension too much and may snap. This will upset the characters who prefer order and when shit hits the fan they start to lose their cool and screw up. Chaos characters will prefer to fly by the seat of their pants, kicking in doors, breaking things, and generally subduing the environment so then can complete their objectives. If the player goes with this approach they can plan on the fly with a Rainbow 6/ Freedom Fighters style of commanding. I'd also like there to be neutral characters who can handle either extreme, but who perhaps are not as skilled over all as others. Their may also be “hired guns” who would be cannon fodder if you plan to kick in the doors with out a plan. They would be hired from the surrounding area, and as such would look different depending upon where you are. They would only be present for a mission and then be gone. They would not have ear pieces and there for would be under the command of individual crew members.


Combat: Some basic ideas for combat I've had are: Injuries/pain, psyche meter, cover system, destructible cover, bullet penetration/ricochet, weapon jams, human shields, environmental and close quarters quick kills.

When a character takes damage, they receive pain and injuries. Pain can be controlled by the character in several ways, pain killers, character stats (IE toughness), and the psyche meter. If the pain gets too high, the character will lose consciousness until revived or killed. By taking painkillers, being tougher, or getting the psyche meter higher the pain threshold is increased and the character can keep going. Injuries are permanent until the end of the mission when they must be dealt with. These would be serious and include broken bones, bleeding, and damage to critical organs. These would take a little more time to accumulate but would have no means of healing while in mission.

The psyche meter represents how the character is feeling about their situation. If they like chaos, then the more the better and their psyche meter goes up. If they do not, than it goes down as the situation falls apart. By doing chaotic or orderly things, character can get their meter higher. Some things affect the meter no matter what. Completion of objectives improves it. Seeing a Crew mate get shot has a negative effect. Other methods are completing an “active reload” like Gears of War, success improves psyche and loads the gun faster, failure drops the clip or jams the gun and decreases psyche, and no action reloads normally. Psyche effects accuracy, pain resistance, team synergy, and skill effectiveness. This can cause more complex problems, such as an orderly person taking longer to crack a safe because of the chaos and this causing a chaos character to berate the other, having witnessed the failure and lost psyche as well. This is where keeping your crew under control is most important. As the leader you would provide a boost to psyche if you act like a leader in their presence, and you could reduce it too by being a bad leader.

The cover system would be like that of Rainbow 6 Vegas and Gears of War in that you can take cover by holding down a button, but you could “SWAT roll” from cover to cover. The cover would be susceptible to bullet penetration and eventual destruction by gunfire. I'd like to work in ricochet if it proves to be fun, but if it makes the game too hard it might not make it. Weapons could jam based on their condition, configuration, weapon use skill, and chance. Jams may be cleared but it takes time and the required skill. Human shields could be used, but because of bullet penetration are not a guaranteed shield. Lastly, when close combat in required a quick kill or knock out can be performed like in Splinter Cell, although some more animation variety would be nice. Additionally, throwing people down stairs, off of ledges, or into a furnace would be possible for a chaotic boost.


Possible Locations for Missions: Warehouse, Yacht/Cruise Ship, Auto Repair/Chop Shop, 4 star Restaurant, Night Club, High Rise, Casino, Armored Car Chase (entirely road based), Ski/Beach Resort, Strip Club, English Mansion, Cargo Plane.


Possible objectives: Kidnapping, Extortion, Robbery, Arson/Destruction, Assassination.


Characters: 5 Chaos, 5 Order, 5 Neutral, 5 Professionals, and 20 or so cannon fodder.


Probably more to come in the future.  I KNOW YOU JUST CAN'T WAIT.


Monday, February 04, 2008

Lock ya doors children... Lock ya doors...

    Hey, that Superbowl game was really good.  It was like I was actually watching the Superbowl for the game and not the commercials.

    Also, I plan to be posting game ideas on this here Xangatron sometime in the future, so stay tuned for that.


Sunday, December 02, 2007

It's been a long time... Getting from there to here.

    So, X-Play used to be a pretty funny show, and lately it started to suck.  This however was funny enough that I actually am making a post JUST SO YOU, dear friend, CAN SEE IT.
Enjoy:
http://www.youtube.com/watch?v=vSOg-VD1mVk


Friday, November 09, 2007

Currently Gaming
Call of Duty 4: Modern Warfare
By Activision
see related

Regularity? F-That.

    So what has Nate been up to?  Well I'll tell you, but only because you asked so nicely.  I've been getting into the Warhammer 40K fluff pretty hard.  I sorry that I talk about it so much, but its fun to have another sci-fi universe to muck about in.  I want to pick up the starter set but Ryder's never has it in, and I'm hesitant to order on the online internets. 

    More recently I picked up Call of Duty 4, and despite some frustration with the single player campaign it's awesome.  I've actually had a great time playing online.  I'm telling you, when there are 32 people on a server, it's pandemonium and you can get kills up the wazoo.  The single player is just pissing me off by committing some gameplay sins that I am getting sick of. "Alright this is a realistic war game, let's make sure at key moments in the game there is no way to flank the enemy.  Also, be sure to have about 5 good guys taking on 50 bad guys as often as possible, but don't forget the make the good guys mostly useless."

    I also picked up "The Witcher" which could be fun, but I haven't played it much.  Um...  I've dropped my creative writing class and my film class because they sucked.  More eloquently and pertinently, I wasn't really learning anything in them and I didn't feel that the homework load helped their case in anyway.  I'll do homework, but I'd really like it to contribute to my learning experience in some way.  I've also picked up a daily planner, one of those fancy ones with all kinds of stuff in it.  We shall see if it makes me any more active than I am.

    Yeah, that's about it for me.  No YubTubs or Cramics or nothing.


Thursday, October 11, 2007

Vague post, Nate style

Fucking BAW.  Sucks, awesome.



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