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brkl

A pretty novel idea for a game came to me in a dream, wanna hear it?

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I've had this semi-nightmare two nights in a row, and it ends as a sort of scenario for a game. Last night I felt compelled to write it down before I could get any sleep.

I'd rather not post it here for everyone to see, as I've been thinking of making a piece of interactive fiction for a while (it's something I could do alone), and this seems like an interesting start. However, I'd love feedback, and so if you want to hear it, just PM me.

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Thanks everyone. I've gotten some really worthwhile suggestions, some that made me think and some that I can just use right away, and gotten enough encouragement to actually start making the game. You're wonderful people :tup: The working title is Sentience. You control a sentient nanobot swarm in a human host. I'm using Inform 7 to make it happen as a short piece of interactive fiction.

Wrestle was kind enough to set up a wiki for me. Some of you already have access. So, again, if you want to know about the game in more detail and perhaps offer me some ideas, just PM me your email and I'll invite you. Not everything will turn up in the wiki, as Inform 7 itself is such a good environment to work on the game.

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This thread is awesome. It's like you're crazy and hearing voices. Anyway, I'm looking forward to the game. Is Inform 7 the one with the revolutionary natural language (e.g. "The bucket is container in the Cellar")?

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I'm not hearing voices, honest!

I'm SEEING TEXT.

Yeah, that's Inform 7. I have some programming experience, so I could've chosen some more conventional tool, plus I was wary of the whole "natural language" thing. But it seems to work really well, and other parts of the software are excellent as well. After all, text adventures have changed very little in three decades, so they've had a long time to perfect the tools you make them with.

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Yeah, I tried Inform 7 for a bit and quite liked it. I've probably tried every game making system in the book, always full of awesome game ideas but for some reason not getting very far with any of them. Not because the technology is hard, but because after the first couple of rooms or features or whatever I just... stop and do something else. I have made tons of point and click adventure game rooms, text adventure rooms, lots of simple physics simulations for racing or flying or bouncing and shit like that, but I never plan anything out properly, I spend hours on details and get bored very quickly. It's the same with other stuff too, 3d studio max projects or songs or pictures in paint. Jeeze Louise, it's so frustrating!

Anyway, hopefully you don't have the same problem.

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I have had that problem, but this time I feel I have something that is worth doing and something I could actually get done.

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This is also a problem I have. Too many distractions online, I figure. That or the crippling depression. I'm not sure. :shifty:

And I think that manny was being a dick because you put up a great tease. I HAVE A GREAT IDEA FOR A GAME -> Click on thread -> BUT I'M NOT GOING TO TELL YOU. It's kind of like being roped in to something like this.

The best way to get over the problem is to just set up a lot of small goals. Split the game up into little bits of mechanics/puzzles/problems and do them one at a time. It's too easy to get caught up in the BIG PICTURE, which is what is happening with my space-based passively multiplayer in-browser management game :shifty:

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That's not what I said! I said I would tell you, I just didn't want it here, for search engines to see for all eternity, and those people who post in the Wii number exchange thread but nowhere else.

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Oh, god. I'm terrible at finishing making larger games. Hell, the only ones I've ever honestly completed were some short one-level arcade-style games, and my largest unfinished project (completed ~13 levels including cutscenes and boss fights before setting it aside) was a juvenile Mario parody I made in, erm, middle school. :getmecoat

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