Fade

As I briefly outlined in a previous blog, the basic idea behind Fade will be an expanding variable engine. Without providing specifics on plot or setting the idea is to create a dynamic environment that is different every time you play. As asdfjkl pointed out to me Resident Evil: Outbreak will utilize a similar idea in its gameplay, although it is more basic due to its linearity.

Ideally Fade would be unique every time you start a new game. This would include level layouts to some degree, as well as item placement and character development. The concept here is to change the game every time you play by providing enough variables that the chances of ever having the same conditions are virtually impossible. Examples of this would be a random character appearance. More specifically your character would be unique every time. Want a male protagonist in his late 40's? You might just get it, or possibly even a teenage girl next time. The variable setting would make each game unique to the extreme. You may want to find a mirror in the game just to check out your new look every game.

Of course the possibilities are limited by the number variables included, but by using enough variations you would be able to maximize the differences allowed. Although it would be nice to have a randomly generated level, this may not work due to certain variables. Instead a random level order can be used to progress the game depending on what items/information has been found by your character. This means that certain levels may or may not be used in a given game. So provided that there are 12 total levels, you may only need to play through 8 in order to complete the provided story.

As for the story, it will be generated via the available items. A generic plot that I had constructed involved a person with amnesia trying to uncover their past. In this manner the items/information found would trigger memory sequences which provide clues towards your next goal. As the goal will be random the chain of events will play out differently each time. Also note that there may be possible paths to the end within a given game, so you can even have alternate endings in the same game. Whenever a memory segment is gained it would be shown via a snipet of a black and white cutscene. Once the memory is complete (all the segments are found) the full cutscene would be shown in color. This would then complete the given level.

Fade & Cabal

With all the millions of games on the market how does a developer ever decide what to create next? Ideas must be a dime a dozen and good ones are even harder to come by, yet the gaming industry is bigger than ever. Does that mean that most developers value quantity over quality or are game simply replicating one another to the point of losing all true originality?

Well, I actually have two ideas for very different games and I am going to use this blog to outline the basic formats involved in creating them. Before I go into too much detail I want to provide a brief description of each idea.

The first idea is loosely based upon such movies as Brainscan, The Butterfly Effect and Total Recall, to name a few. The game itself is based upon learning the reality in which you exist. More specifically you must learn to adapt in an ever changing environment. Most games place items in key locations and enemies travel upon a set route. The basic concept here is to randomize or add expanding variables in order to create a unique gaming experience every time you play. This translates into having to play the game under different cicumstances each and every time you decide to play; and yes, due to the variables the difficulty would be almost impossible to determine.

The second idea is a much more realistic and traditional style of game. This game would be inspired by anime and manga and make use of humanoid characters that can pilot vehicles and mechs. Consider it a hybridization of Robotech/Gundam, Escaflowne and Outlaw Star. The fundamental aspect that would set this game apart from every other similar game out there would be the dynamics of the player/vehicle interaction. In brief the player has a very basic set of skills that can be augmented by personnal weaponry and kits (RPG skills with FPS gear). The vehicles are fixed in terms of properties but can handle any player regardless of skill. The Mechs conversely are very specific and actually involve their own skills in order to pilot. What this means is that a player must decide to focus on mech combat or overall skills in order to be successful. Each has it own restrictions and limits of course.

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