It's in 3 parts, and the first one it brings up was taken down, so scroll to the "Part 1" tab
I believe you can also get the 1080p version on piratebay, but I'm not directing you to them, and I hold no accountability if you do.
But it made me want to create a video game for some reason, I'm one of those people who as soon as you think of something you just have to put it down somewhere to get it out.
Let me get into the aspects:
Concept- An almost entirely Multiplayer-motivating based game experience, SinglePlayer is for the Story whatever could be conceived to be used as an introduction to the controls, and the story (the story of Summer Wars would be cool :3).
Character Development- At the beginning of the game you choose your avatar, and based on special items & pickups from both single and multiplayer you get to upgrade your Avatar with a cooler design and better stats. You also must select what form of Avatar you will be making and upgrading and also what element(s) will embody it, you will originally pick 1 element which you can either upgrade or branch out into another and aquire it's effects, but conflicting elements will lock one off if you choose the other (you can't have fire & water elements together)
IE: Humaniod, Quadruped, Vertibrate, Invertibrate, Aquatic, Mammal, Plant, Fungi, etc.
Elements: (can only choose 1 of a pair)
Physical-Energy
Earth-Wind
Fire-Water
(can't think of more anti-pairs atm)
Stats: Semi-Standard layout of a combat stat system-
HP- Health
Attack- How much damage your regular attacks do
Accuracy- How likely you are to land a special attack
Defense- How much damage you reduce from enemy regular attacks
Dodge- How likely you are to dodge an enemy special attack
Attack Speed- The time it takes for you to attempt and land each attack
Movement Speed- How fast your character can move across the battle map (Sprinting is available but will use stamina)
Energy/Stamina- The more Max stamina you have the more consecutive Special attacks you can attempt, Ultimate attacks will use a percentage of total Stamina and depending on how much is used, plus other factors such as attack, determines how much damage will be done if the Ultimate attack lands
Energy/Stamina Regeneration- How quickly you recover the Stamina you use from your special attacks
Combo Meter- A meter that stores the amount of concecutive hits made and stores the power to be used for buffs such as +10% Attack or x2 Stamina Regeneration
Items: Will be stored game wide across all your avatar accounts
Weapons- Heavy, Medium, and Light based on the amount of damage they can do per hit vs how much attack speed they decrease by being equipped
Classified into:
---Sharp
Sword
Spear
Axe
Claws
etc.
---Blunt
Hammer
Fists(Can include blund edged claws)
Staves
---Ranged
Guns
Arrows
Missiles
---Energy
WIl be a kind of the 3 main above, but will have special effects because it's not a physical weapon
Armor- Also Heavy, Medium, and Light but based on the amount of damage absorbed vs how much movement speed they decrease by equipping
Armor will be found as individual pieces, but can be combined into sets and will gain a bonus when joined.
Accessories-
2 Ring slots
1 Neck slot
1 Forehead slot
1 Upgrade slot
*The Upgrade slot is to place an upgrade pack, upgrade packs gradually fill up with time in battle, each pack when fully charged can be used to gain permanent stats/traits, but each Avatar can only use a max of 10 upgrade packs and each one they use causes the next one to be harder to fill up than the last, these could include adding another element to your avatar, (example trait) Adamantine Fists
Singleplayer- Mostly for story and button skills, I imagine giving the game different universes for "levels" or "areas", but after you finish there's the rest of the game to explore and collect the items you can use in Multiplayer.
Multiplayer- The heart of what would make this popular. Worldwide tournaments every weekend with the games ranging from hand to hand combat, to races, to card games and gambling for items. Cooperative boss battles, and I'm not talking wimpy bosses (for the most part), I'm talking SHADOW OF THE COLOSSUS sized bosses for a whole team to defeat
GUI/Menu Interface and Design- Largely Summer Wars comes into play, it has what seems like an amazing GUI and interface design for the users, although this is only for systems like PS3/Xbox
Combat Interface: This is something that still seems a bit sketchy to my mind, but I think it would be somewhere between Dragonball Blast and Naruto Ultimate Ninja 2 for just straight out fighting, ATV/Grand Turismo for races, and gambling is just gambling, go to the casino
Player Zones: Where the players go to have their contests and adventures, similar to Monster Hunter more or less, you have several different MAIN areas that are broken up into smaller Sub Areas to go through on your path
DLC Possibilities- Any gaming company can just make a DLC add-on for an adventure that they design, opening up a LARGE realm of possibilities for expansions
Phew, took me about 45 minutes but I got it all down to the point where I feel much less OCD about getting it written down.
If you've actually read this far, what are your thoughts/comments?
If you really want to go ahead and make a game, you gotta account into a lot of other stuff.
I have a friend who failed to do so and tries to do too much all by himself. Even when he roped in more than enough people
(more than 5 artists but only one level designer which is me o.o)
they all currently do nothing due to vague instructions from him (the *boss*).
For example the different type of people you need like programmers and artists, market research, cost of production, task breakdown structure and milestone charts etc etc.
Also, you have to split all your information into different sections for easier reading. Add in some illustrations as nobody actually wants to read through a wall of text.
Anyway enough of ranting and lecturing. Good luck man!
Just watched Summer Wars again (check it out, it's some amazing anime)
If you've never seen it, go here:
http://www.dubzonline.com/summer-wars-english-dubbed/
It's in 3 parts, and the first one it brings up was taken down, so scroll to the "Part 1" tab
I believe you can also get the 1080p version on piratebay, but I'm not directing you to them, and I hold no accountability if you do.
But it made me want to create a video game for some reason, I'm one of those people who as soon as you think of something you just have to put it down somewhere to get it out.
Let me get into the aspects:
Concept- An almost entirely Multiplayer-motivating based game experience, SinglePlayer is for the Story whatever could be conceived to be used as an introduction to the controls, and the story (the story of Summer Wars would be cool :3).
Character Development- At the beginning of the game you choose your avatar, and based on special items & pickups from both single and multiplayer you get to upgrade your Avatar with a cooler design and better stats. You also must select what form of Avatar you will be making and upgrading and also what element(s) will embody it, you will originally pick 1 element which you can either upgrade or branch out into another and aquire it's effects, but conflicting elements will lock one off if you choose the other (you can't have fire & water elements together)
IE: Humaniod, Quadruped, Vertibrate, Invertibrate, Aquatic, Mammal, Plant, Fungi, etc.
Elements: (can only choose 1 of a pair)
Physical-Energy
Earth-Wind
Fire-Water
(can't think of more anti-pairs atm)
Stats: Semi-Standard layout of a combat stat system-
HP- Health
Attack- How much damage your regular attacks do
Accuracy- How likely you are to land a special attack
Defense- How much damage you reduce from enemy regular attacks
Dodge- How likely you are to dodge an enemy special attack
Attack Speed- The time it takes for you to attempt and land each attack
Movement Speed- How fast your character can move across the battle map (Sprinting is available but will use stamina)
Energy/Stamina- The more Max stamina you have the more consecutive Special attacks you can attempt, Ultimate attacks will use a percentage of total Stamina and depending on how much is used, plus other factors such as attack, determines how much damage will be done if the Ultimate attack lands
Energy/Stamina Regeneration- How quickly you recover the Stamina you use from your special attacks
Combo Meter- A meter that stores the amount of concecutive hits made and stores the power to be used for buffs such as +10% Attack or x2 Stamina Regeneration
Items: Will be stored game wide across all your avatar accounts
Weapons- Heavy, Medium, and Light based on the amount of damage they can do per hit vs how much attack speed they decrease by being equipped
Classified into:
---Sharp
Sword
Spear
Axe
Claws
etc.
---Blunt
Hammer
Fists(Can include blund edged claws)
Staves
---Ranged
Guns
Arrows
Missiles
---Energy
WIl be a kind of the 3 main above, but will have special effects because it's not a physical weapon
Armor- Also Heavy, Medium, and Light but based on the amount of damage absorbed vs how much movement speed they decrease by equipping
Armor will be found as individual pieces, but can be combined into sets and will gain a bonus when joined.
Accessories-
2 Ring slots
1 Neck slot
1 Forehead slot
1 Upgrade slot
*The Upgrade slot is to place an upgrade pack, upgrade packs gradually fill up with time in battle, each pack when fully charged can be used to gain permanent stats/traits, but each Avatar can only use a max of 10 upgrade packs and each one they use causes the next one to be harder to fill up than the last, these could include adding another element to your avatar, (example trait) Adamantine Fists
Singleplayer- Mostly for story and button skills, I imagine giving the game different universes for "levels" or "areas", but after you finish there's the rest of the game to explore and collect the items you can use in Multiplayer.
Multiplayer- The heart of what would make this popular. Worldwide tournaments every weekend with the games ranging from hand to hand combat, to races, to card games and gambling for items. Cooperative boss battles, and I'm not talking wimpy bosses (for the most part), I'm talking SHADOW OF THE COLOSSUS sized bosses for a whole team to defeat
GUI/Menu Interface and Design- Largely Summer Wars comes into play, it has what seems like an amazing GUI and interface design for the users, although this is only for systems like PS3/Xbox
Combat Interface: This is something that still seems a bit sketchy to my mind, but I think it would be somewhere between Dragonball Blast and Naruto Ultimate Ninja 2 for just straight out fighting, ATV/Grand Turismo for races, and gambling is just gambling, go to the casino
Player Zones: Where the players go to have their contests and adventures, similar to Monster Hunter more or less, you have several different MAIN areas that are broken up into smaller Sub Areas to go through on your path
DLC Possibilities- Any gaming company can just make a DLC add-on for an adventure that they design, opening up a LARGE realm of possibilities for expansions
Phew, took me about 45 minutes but I got it all down to the point where I feel much less OCD about getting it written down.
If you've actually read this far, what are your thoughts/comments?
I have a friend who failed to do so and tries to do too much all by himself. Even when he roped in more than enough people
(more than 5 artists but only one level designer which is me o.o)
they all currently do nothing due to vague instructions from him (the *boss*).
For example the different type of people you need like programmers and artists, market research, cost of production, task breakdown structure and milestone charts etc etc.
Also, you have to split all your information into different sections for easier reading. Add in some illustrations as nobody actually wants to read through a wall of text.
Anyway enough of ranting and lecturing. Good luck man!