Wednesday, June 20, 2012
Sick Still, More Game Talk
So, it seems like I might be a bit on the decline rather than getting less sick but I guess it always gets worse before it gets better or somesuch other rhetoric. Bottom line is, I'm still sick, there's still no news, I still haven't made enough progress in games to speak of (though this is mostly because my cooling ideas are falling through, meaning little to no real PS3 time) so why don't I just ramble about my card game some more. I have a whole other facet at least somewhat realized in my head that I haven't brought up in the slightest and while it highlights one of my short-comings (the inability to draw people, hence not having concept pictures of them to share) it also gives a pretty good idea of what all I'm going for with the game itself, even if it might seem a bit scattered and/or more realized in my head at this point yet.
The entire facet that I haven't really gone into on here about is the actual 'Factions' of the game, of which I have sort of realized in my head, but I haven't put them to paper whatsoever for the reasons I've elucidated already. They are a very rough realization of what I've envisioned so far, obviously, and I haven't worked out mechanics enough to know if they're viable/balanced with the 'perks' I've kind of figured on them having, but it's better than just not having anything at all. Of course, considering the 'world' I've realized the game in bears an apparent resemblance to Mirror's Edge (that I am trying to figure -against- being since I'd rather try and stay away from 'rip off' comments if possible), I should preface things with a few facts here. First off, I haven't actually played Mirror's Edge yet, but I've watched an LP of the game that I don't remember too much of despite it being highly entertaining. (Both because of the game and the LPer) Secondly, I know one of the factions is pretty much like Mirror's Edge, but I like it so whatever.
I'll go ahead and elaborate on that faction now, as it was the first, will likely be the 'hero' faction of the game (or protagonist faction or similar) and it's the one I've put the most thought into. Of the four realized, this faction is classified as the "Runner" faction which does exactly what the name implies. I don't have an official name for any of them as they're just concepts yet, but they all have a sort of descriptive title like that. The Freerunners do pretty much exactly what you think; some of them actually try to do right by the city the game takes place in by delivering communiques and the like, where the others pretty much are just in it to run from the special army. Adrenaline junkies, the lot of them, they still can offer a nice distraction for other runners who might be a little more 'professional' or righteous or what have you. Their strength will be getting from Point A to Point B the fastest out of the groups, which will either be done through adding +1 base move to all their movements or those taken with Faction-specific cards, I haven't decided just yet. With two movements possible in a turn, 2 extra squares will go quite a long way in the long run.
The second faction is decidedly the 'antagonist' faction, as they are the Special Forces militia put in place by the current head honcho. I should've elaborated a bit earlier, but this sort of plays into the "I haven't played Mirror's Edge so I don't know if I'm ripping it off" thing. Quite simply, after being elected into office (of some sort, dunno if he's actually the President or what) this high-up guy starts very slowly sinking his domain into a rigid, fear-based society, turning it from normal every day life to something more like V for Vendetta, what with the curfews, the possibility for random kidnapping, and other such things 'for your protection'. Official crime is down by a bit (aside from those caused by the Runners and other factions), but at the cost of the bad dudes having free reign to cause problems themselves. When playing as this Special Forces Militia or 'Gunners', you have the strength in numbers, since you'll be able to field 3 or 4 members of the faction (though they're individually the least impressive of all the factions because of this) at the start, and you -might- be able to call in reinforcements, I haven't decided.
The third is the first of the 'second-tier' factions, so said because I imagine if this were a game proper, this one and the next one would be dropped in favor of simply having the 'heroes' and the 'villains', but I don't operate as such. The 'Modders' as I have dubbed them is a mainly co-op faction, since they get their strength from pairs. As in, you field two at a time and one can augment the other, even from a distance, as they are kind of cyborgs. The idea I'm running with is sort of Borg-ish experimental beings have been made by the head bad guy except two of them escaped with the technology used to make them and are now obsessed with bringing people into their 'order' to try and perfect their own design. So their cards and the like will probably focus on equippable items mostly and either they can equip to their partner should they choose or they -share- equip slots, I'm not quite sure which. Again, still not sure on the whole balance of things here.
The last faction is the faction that I'm sure none of you are surprised that I'm including and/or that I made an effort to actually fit this in. The 'Brawlers' do just what you expect, and are basically just a group of streetfighters who cause problems among themselves and others for all sorts of reasons. Some are trying to shake 'society' up with their fists to make everyone see that something is wrong, and some just want to punch people. Regardless of the reason, they are very good at it and as you might expect, their cards/battle style is all about getting up-close and personal. Because of that, however, in a world where guns exist, it's a dangerous venture, so I've had to think of how to make them equally dangerous. My idea is, basically, either allowing them to equip up to three attacks (as opposed to two) -or- allowing them to chain attack cards. Like, using an attack card and chaining that to an equipped attack card to decidedly increase their damage output. Again, balance is probably going to step in here, but I like it as a base.
I like to think that I have, at least, a very definite cast of characters in the factions themselves, but I've also been thinking about individuals to fill those out. Specifically, I've got about four people in mind for the Runners, five for the Gunners (which is easy, since you basically just have to pick names for the same base type, though there needs to be -some- variation of course), four Modders (two pairs) and three Brawlers, and while I'm sure it would be terribly interesting to describe designs, I'll save that for another time. Or for a time when I can show you rather than describe them out. Much as with the card concepts, at least I can put down something that shows I -have- put a lot of thought into this thing, even if it might not seem it. With any luck, I'll be able to have more tangible proof sometime soon-ish.