Time Slip - An Online Game.


If you are interested we can start the story here.  Outline ideas here. Make basic rules, thow ideas out, change the whole thing... here.  In a few days I will create a Google Docs Page that will include documents and spead sheet(s).  We will need to write the story, create the challenges, the levels, and the art work.  And maybe even the game.  We have a connection to a game producer as our Governor.  Step up and start up.

Time Slip: A four player online game.  

Premise:   Something has happened to the flow of time.  Most of the population of the world is missing from all time.  Only four characters remain to right the flow of time and return the planet to it’s previous state.  

My ideas for Challenges:

1)The four characters do not start in the same time or the same place.

2)Each character has  and develops abilities that the other characters do not, but the do share some, and can learn some of each others abilities if they are exposed to their use.

3)Without warning, any character can be pulled away from the group and slip into a different time, past of future.

4)Controlling time slips are a skill that can be learned by all to some extent.

5)Occasionally, clues can be gained by witnessing or experiencing time slips where the population momentarily reappears but cannot be interacted with.Notes can be attached to items explaining tasks that need to be done.  These notes can be discovered and collected by players who pass through at a later time than the note was written.

6)Players in the same time slip can talk (type/ message / chat).

7)The buildings, cities change lay out with the passage of time.  The city hall may burn down and be replaced.  A building may be remodeled. Moved or just condemned and knocked down.

8)Food/water is health.  All food is fresh (still warm on dinner plates) at the beginning of the game, but ages with the players.

9)The game is interactive and changes as the characters change things.  The final solution may remain the same but achieving it may be altered by actions happening in the game (past altering the future). 

 

Discussion started by distorteddogma , on 06 January 11:29 AM
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tweetyfreeze
make sure to send me a link to the docs and spreadsheets on google
Tuesday, 10 May 2011 06:33
 
Fizbop
From a learning standpoint. The way to create a game, Starts with an Idea. This idea than is prototyped, and tested to see what's wrong and what could be improved. The idea is then brought into beta for other people to test for more testing. Feed back is the key to making a great game. You just need an idea and a good idea on how it's all going to work. Always test the game you make. Every step you take involves testing. Have friends family etc test first and give you honest feed back.

Questions that you may have answered.

Time Slip: A four player online game. -Q1 is this a 2d or 3d idea?

Premise: Something has happened to the flow of time. Most of the population of the world is missing from all time. Only four characters remain to right the flow of time and return the planet to it’s previous state.

My ideas for Challenges:

1)The four characters do not start in the same time or the same place. -Q2 So they start in different eras and places? Would you idea be anything like a RTS game?

2)Each character has and develops abilities that the other characters do not, but the do share some, and can learn some of each others abilities if they are exposed to their use.

3)Without warning, any character can be pulled away from the group and slip into a different time, past of future.

Q3- So you would basicly need a random timer that pulled a random character at any point of time in the game?

4)Controlling time slips are a skill that can be learned by all to some extent.

Q4 so you will be able to learn how to make the time slip work for you?

An If($player skill < 4) have them be able to input there time and place statement instead of the random genereator.

5)Occasionally, clues can be gained by witnessing or experiencing time slips where the population momentarily reappears but cannot be interacted with.Notes can be attached to items explaining tasks that need to be done. These notes can be discovered and collected by players who pass through at a later time than the note was written.

6)Players in the same time slip can talk (type/ message / chat).

7)The buildings, cities change lay out with the passage of time. The city hall may burn down and be replaced. A building may be remodeled. Moved or just condemned and knocked down.

Comment- There's a problem with this depending on how many zones you want this may be really hard to do if you have too many places for players to go you would have so many people trying to do the art for it and build it that it may not be done on time. However, you could have patches that have more cities if you have what you feel would be enough for the game.

8)Food/water is health. All food is fresh (still warm on dinner plates) at the beginning of the game, but ages with the players.

9)The game is interactive and changes as the characters change things. The final solution may remain the same but achieving it may be altered by actions happening in the game (past altering the future).

Saturday, 29 January 2011 07:27
 
encrux
Does anybody have a straightforward process that they can share which has worked for them in creating games?
Sunday, 09 January 2011 15:39
 
AgentSmith
@dishtorhtedgima - hey, did you ever play that card game "Chrononauts"? It's kind of awesome. There's a changeable timeline and all of the players have different goals that usually depend on making the timeline into a certain order that frustrates everyone else's ends. So we could play with how much players can or need to co-op.
Thursday, 06 January 2011 18:27
 
distorteddogma
@AgentSmiff - I had envisioned it as an on-line game with two - four players. However, it can be whatever the group decides. That is the point. The idea of doing something in the past to make something in the present (future) possible to complete (as well as having to complete something in the past because it is completely missing or ruined in the present (future) was the entire thrust for me. Although your examples make the point very clear.

Perhaps the entire game should be independent, but the goals of other players my be in opposition to your goals, undoing what you have done. Therefore a four part solution may mean doing it faster than the other player would needs all those switches to the right, while you need them to the left. Perhaps that might be too complex.

@Kaedanthe & Thybore - having them related is an interesting twist, perhaps it is an inherited trait that keeps them from slipping away as the rest of the population seems to have done.

The meetings I had originally meant to be by chance. First, perhaps things are moved perceptively as if by others, ie not where you left them. Then glimpses of people that time slip away would let you know that someone else is around (different styles of clothes, hair etcetera would also be a clue), but the players would not be blind to the premise or they wouldn't be playing in the first place.

@Fflabloink, - A random number generated and added to the player's current levels (each ability having a weighting) equals a time slip destination. It may be linear forward and back or linear and geographical (although I was particularly fond of the idea that if you slipped to a geographical place you had not been to an any time frame, you only go a few seconds before you slipped again. Kind like a jackpot preview).

AgentSmiff compared this to Myst (my two favorite games are Myst I and II) and I had always liked that analogy because you stumbled into one puzzle after another before you finished the first one, you might have two or three going at once. You might not even realize that it was part of a puzzle or just a fun sideline. Unlike the new games that are; here is your assignment- go to the dark woods and kill all the green aardvarks.

Okay, diss cold has really got to go. Three weeks is too long, I've nearly rubbed my nose clean off my face.
Be Well.
Thursday, 06 January 2011 17:00
 
Shlabloink
I think you guys need to slow down and step back a bit. Ok I know I've come in late here, but I've just been reading through the ideas and plans and I have noticed one thing...this idea is HUGE!! You need toi simplify and scale back a lot. The idea of affecting a whole world is great, but far to big for an online game, as is having four characters at the same time, unless you have a massive server to deal with the data and number of players. I suggest stripping the idea down into the best individual scenarios. Say develop the story for one character and their timeslips, then for a second, get one down first and grow from there.

But, that said I have a few ideas I would like to throw into the pot

1: The timeslips are not linear, they move forwards or backwards depending on the completion of the 'mission'. This allows for the characters to interact in different timlines and affect the outcomes of other characters gameplay

i.e P1: 'I can't open the large door to the library to get a piece of information'
P2: 'Oh, in the next slip you will find a key, it is located under a glass tank, but I think you need to blow that tank up ten years before'

This would give players unprecidented interaction, allowiung people to help or hinder other players throughout the game
Thursday, 06 January 2011 13:05
 
Cybore
@kaedance, that would be an interesting twist. I don't think it would be cliche' at all. As a matter of fact, I think that could work quite well. 4 characters from 4 different time periods that are descendents. I like the idea!
Thursday, 06 January 2011 03:04
 
kaedance
@cybore what do you think about the characters being descendents of each other? or is that too cliched or limiting to have them all related?
Wednesday, 05 January 2011 17:45
 
AgentSmith
Hello:

Just so I don't lose myself - it's a puzzle kind of game, right, you navigate the characters through the environment to solve things and make changes that work to the end (like a Myst) kind of game? If so, that's rad. I think I played someone's puzzle game, like one of those flash games, that had a lot of time solutions, like go back in time and plant the tree so that it's there in the present so you can pick the apple to throw at the thing on the roof you can't reach, plus the roots have destroyed the drainage system creating a pool that in the future you can freeze so you can skate over what used to be a cliff - that sort of thing?

What really sends me for a loop is the four characters thing. What if that's part of the basic nature. I.e., you have to have four players, you can't play by yourself. There's a hook there.
Wednesday, 05 January 2011 16:27
 
Cybore
Will the four characters already know each other? If so, what is their relationship? If not, what are their backgrounds and how do they meet?

Tuesday, 04 January 2011 05:03
 
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