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Hothead's stupid game ideas.

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Jul 29th, 2017
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  1. [FILL IN]: Taking Control (working title)
  2.  
  3. World
  4. - Far future, everyone's been born on or held captive some large outer-space construct with a lot of robots that do everything for them. For the most part, people stop caring a few generations in. Society no longer has any "roles", and people spend their time screwing, working at some hobby like swimming, studying, or shitposting on the web all day. With the small population-world rate (maybe some arbitrary number like 20 million humans living?), there is a disproportionately high chance of people going crazy, and a small number of people who bother acting sexually. Those that do are probably huge perverts who get off to floor tiles or something, too
  5. - The world is a series of large modules ("Universes") with doors that open and close based off of certain conditions, such as the time of day, or the population of the construct at large. Each module has a different theme to it, and except for some late-game modules, they all have artificial skies. They're basically towns or dungeons. As the numbers dwindle, you gain access to some universes you'll be wishing the rest of your friends were still around to see.
  6. - Only a scarce through rooms show the place to be closely orbiting a small star, and you start to see some of that near the end of each branch (most significantly at the end of the true branch, where it's the REAL last boss (ASTER INVICTUS) without a real healthbar and your headset, which you conveniently haven't crushed until this point, directs you to an exit somehow)
  7.  
  8. Player
  9. - The main character wears a headset with the exact same point of view as him, which tells him what to do by having the player select (hidden) onscreen prompts that become visible once selected, quite like Apple's abandoned project for a new networking standard, "Apple Hotsauce". This may seem a little contradictory, so I'll see about that.
  10. - Depending on what decisions you make and how, you go down a different narrative route.*
  11. *("How" decides what branch you go down, and "what" decides whether you get the good or the bad ending. However, the True route branch is only determined by a precise sequence of "what" decisions that are unlocked after finishing other routes, and you get locked on before even getting the title card for the first chapter. "How" decisions simply make minor changes to the ending, but the overall outcome is the same.)
  12. - In particular, the "How" choices determine whether the player is playing as the man, or the machine
  13. - There are three narrative branches, and you should play in the order listed:
  14. MACHINE MAN TRUE (working title, I've got to come up with something starting with M. MIEM?)
  15. PHASE A Social Adjustment Strive
  16. PHASE B Rapid Growth Exploit
  17. PHASE C Stagnation Equilibrium
  18. PHASE D Death Die
  19. - There are three points of view. First-person (just a special few narrative moments, probably.), Third-person (moving throughout the world, action combat), and a Top-down view with an optional extra frame in either third or first person (I'm going to have to come up with something more immersive and consistent for that last one. Maybe it goes into first/third person once he carries out your order?)
  20.  
  21. Combat
  22. - If you come across an enemy roaming the dungeons, you can either initiate combat in RPG mode by clicking on them, or action mode by attacking them by pressing a certain, which no guide in the game explains (after all, fighting is nothing special in-world-- the tutorials all explain operation of the VIZIER system) but you're bound to notice the useless "attack" button and beat the shit out of it without really initiating any kind of obvious "combat mode". For convenience, I guess the AI could eventually grudgedly comply and start rendering things like healthbars, and fight with your somehow as a literal AI partner
  23. - Scripted fights will initate according to the route you're on (MACHINE - RPG, MAN - Action, TRUE - Mixed)
  24. - Different music plays depending on whether you're playing in RPG or Action mode
  25.  
  26. Story
  27. - At the end of the MACHINE route's true, you learn that the AI wasn't really an AI at all, but some "thing" that was nested inside the neck part of his headset, operating its own terminal, which you should intially think it dedicated to the computery parts. You can't see what exactly that is, because you ARE the thing, staring out from the cracks on the headset lying on the ground.
  28. - At the end of the MAN route's good ending, you learn it was a pair of disembodied, synthetic eyeballs manipulating the headset with some sort of electrical roboty shit from its pupil (maybe this is a little too crazy)
  29. - For the True route, you follow a certain sequence of new decisions which ensure that no conflict falls between the man and his machine, and beat the bad guy
  30. - While the title cards and names follow the identity of the player in MAN and MACHINE, the True route chapters are about the main antagonist.
  31. - In the MACHINE route, the machine takes control of the man's life
  32. - In the MAN route, the man takes control of his own life
  33. - The whole conflict is caused when a terrorist decides to "jump-start" society by taking control of it.
  34.  
  35. Miscellany
  36. - The name of the headset is "VIZIER", a pun on visor and the name of the Pharoah's representative
  37. - The name of the headset's "guide program" is "Ouji". With an ouji board, the idea is that a demon is summoned to the immediate space of the players, and guides the coin towards letters spelling out the truth. In reality, there's probably a mischevious player deliberately shifting the coin towards certain directions.
  38. - The circular cursor you use in the interface is always referred to as the "coin"
  39. - The in-game menues are all popups on the headset's interface. I guess it's a little inconvenient, but I guess that means no pausing during cutscenes where you're the man, and without your headset? Ah, I'll figure something out
  40. - In-game TIPS (exposition) menu is a must, because it is a cool touch (because I can't write a script for shit)
  41. - The main antagonist is expressedly a pagan nutter called an "Asteric", because that sounds funny and the very last boss is the sun, which the construct has started drifting towards for some reason related to a direct action by the main antagonist, in his death throes
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