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Re: i had this idea for a game

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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:39 PM
where you're ninjas and you basically start the game in your town and then get to do more outside missions including fighting samurai

one idea i had is there are enemy tags, green red and yellow. red means it's okay to kill them (using a lethal weapon like a sword against them), yellow meaning they don't require to be killed but it's permissable, and green will incur a punishment if death is caused to them (so you would use non-lethal weapons). i feel like this would impose a more realistic morality scale to the game, so you'd have a choice. kind of a philosophical idea.

of course, if you kill someone not meant to be killed, you have to go to the ninja council. three strikes and you're sent to prison. if you do this, you become a ninja outlaw. this would put a different spin on the game, but you could redeem your honor after long enough by taking on bandit leaders and such. then the story mode would continue, i suppose.
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littlegentleman is not online. littlegentleman
Joined: 31 Dec 2014
Total Posts: 3668
29 May 2015 01:40 PM
Ninjas don't fight Samurai.


I am the way, the truth, and the life, no one comes to the Father except through me -Jesus
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Chibtrio is not online. Chibtrio
Joined: 02 Feb 2011
Total Posts: 4103
29 May 2015 01:40 PM
Eh, sounds a bit tedious to me.

I made a new word! It's called plagiarism!
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:41 PM
i don't want the three strikes to impose an automatic "game over". maybe once you escape the prison and become a ninja outlaw, you get to finish the story a different way, i suppose? a game with depth like that would be a lot of fun i think.
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:42 PM
"Ninjas don't fight Samurai."

in my game they fight bad guys in samurai armor

"Eh, sounds a bit tedious to me."

i like focusing on small details to bring life to games
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Akrylix is not online. Akrylix
Joined: 13 Feb 2013
Total Posts: 28442
29 May 2015 01:43 PM
sounds pretty fun, but not all targets should have markers on them; and it should give in-game hints, instead of the red, green, and yellow markers. for example, hints on clothing or faces so its more of a guessing game??
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:46 PM
@akrylix

well obviously killing civilians would be a no-no

some targets would be small-time criminals (no killing), others would be legitimate threats like crazy people (permissible) or convicts, and the real bad ninjas would be a kill. of course you could just take them out non-lethaly for a reward. lol
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Akrylix is not online. Akrylix
Joined: 13 Feb 2013
Total Posts: 28442
29 May 2015 01:48 PM
"@akrylix

well obviously killing civilians would be a no-no

some targets would be small-time criminals (no killing), others would be legitimate threats like crazy people (permissible) or convicts, and the real bad ninjas would be a kill. of course you could just take them out non-lethaly for a reward. lol"

thats the point though; you use strategy to try not killing civilians, or perhaps it could give in-game hints to when you're getting near them?? perhaps voice call-outs, yet never exactly precise locations.
and what about a penalty if civilians catch you attacking or killing someone??
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:49 PM
@akrylix

that'd be a little bit too complex for my likings. it would certainly make the game more challenging but it seems to deviate too much from the core gameplay.

it's not a bad idea, though.
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Akrylix is not online. Akrylix
Joined: 13 Feb 2013
Total Posts: 28442
29 May 2015 01:51 PM
"@akrylix

that'd be a little bit too complex for my likings. it would certainly make the game more challenging but it seems to deviate too much from the core gameplay.

it's not a bad idea, though."

simple fix; difficulty modes?? i mean, not really simple, but in theory during the game it would be simple, telling you what different difficulties provide/remove
easy difficulty would be your first idea maybe, with the red, yellow and green indicators, while mine may be medium or hard difficulty
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lelforumingalt is not online. lelforumingalt
Joined: 28 Dec 2014
Total Posts: 13694
29 May 2015 01:51 PM
but you could to something that may incur death to green but not directly by your actions
(e.g building something that traps an npc and lures them into a criminal)












checkm9
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diana is not online. diana
Joined: 27 Feb 2006
Total Posts: 6108
29 May 2015 01:52 PM
that sounds really cool, but the scripting will get really complex.
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:53 PM
"simple fix; difficulty modes?? i mean, not really simple, but in theory during the game it would be simple, telling you what different difficulties provide/remove"

yes, i like that idea. easy mode would tell you simply, while hard mode would require some more effort.

"easy difficulty would be your first idea maybe, with the red, yellow and green indicators, while mine may be medium or hard difficulty"

i wonder how you'd know, though. my idea was like a legend of zelda top-down rpg. certainly there'd be a quest scroll telling you whether the bad guys were meant to be taken down lethally or not, and you might have to recall from memory who is meant to be killed and who isn't.
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:55 PM
"but you could to something that may incur death to green but not directly by your actions
(e.g building something that traps an npc and lures them into a criminal)"

traps would be non-lethal i think but if the game had a situation where you have escaped convicts and civilians around, your actions could certainly get a civilian harmed. lol it would be difficult to program something where the game can tell if your actions indirectly led to someone's death.
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SwissBankAccounts is not online. SwissBankAccounts
Joined: 18 Dec 2014
Total Posts: 73
29 May 2015 01:56 PM
No outlaws will be called Ronin
The historic name for Samurai with no leader that worked illegally as mercenaries
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 01:57 PM
"that sounds really cool, but the scripting will get really complex."

the game remembers how many people you've killed by storing them up on record (which you can check at a record office). there'd be casualties, permissible deaths, and murders.
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Akrylix is not online. Akrylix
Joined: 13 Feb 2013
Total Posts: 28442
29 May 2015 02:00 PM
"i wonder how you'd know, though. my idea was like a legend of zelda top-down rpg. certainly there'd be a quest scroll telling you whether the bad guys were meant to be taken down lethally or not, and you might have to recall from memory who is meant to be killed and who isn't."

here, let me show what i was thinking:

easy; -quest page to see who to attack w/ ways (lethal or not)
-green yellow red markers
-physical descriptions
-hint button (aka directions) (limit of 5 uses)

medium; -relook at the quest, but with less quest details from when originally explained
-hint button (aka directions) (limit of 3 uses)
-less detailed physical descriptions
-less shown markers

hard; -rely on quest from memory (relook but only telling whether to attack lethally or non lethally)
-hint button (aka directions) (limit of 1 use)
-no physical description
-occasional misleading markers

extreme (not for the faint of heart!!); -rely on quest from memory with very brief original detail
-no hint button
-misleading physical descriptions
-very misleading markers
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 02:00 PM
perhaps you could request the mission without the labels to yield a higher request payment
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OTMoris is not online. OTMoris
Joined: 10 Jun 2014
Total Posts: 3588
29 May 2015 02:02 PM
@akrylix

ooh, like harder missions that mislead you because the person filing them had a bad memory? hmmm... i'll consider that. i still really like the idea of a more solid mechanic with less intuition involved but yeah that's interesting.
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Akrylix is not online. Akrylix
Joined: 13 Feb 2013
Total Posts: 28442
29 May 2015 02:05 PM
"@akrylix

ooh, like harder missions that mislead you because the person filing them had a bad memory? hmmm... i'll consider that. i still really like the idea of a more solid mechanic with less intuition involved but yeah that's interesting."

im just throwing in ideas; i like to contribute to stuff like this. and i mean, you dont even need it in from the start if you plan to implement it; simply start off at easy mode, then slowly start building the higher difficulties.
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Stillmahn is not online. Stillmahn
Joined: 28 Sep 2013
Total Posts: 7
29 May 2015 02:10 PM
this will be very complex to work on it would take like a year and a half with bugs, even if you added a memory thing it would be insane to make. Good idea though
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