You're the lead developer of a game adaptation of MIA. How do you design it?
Made In Abyss
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Dark Souls style with a useless must save girl, kinda like the president's daughter in resident evil 4 or the ball in glover.
A platformer designed entirely around not using the jump button
It would be perfect in the hands of the Ico team
m.youtube.com
Like Windlands, but in abyss, with fighting, RPG elements, and lolis.
Dunno but it would probably be pretty similar to BotW
Oh shit, I forgot about Ico. I fucking loved that game.
EO, just longer and harder, it just works.
Keep that artstyle, turn it into shadow of the colossus 2.0
mmorpg
The abyss is where you go to farm shit and do raids/dungeons while the town is a lobby for crafting, jerking off to loli characters and pvp mate.
Levels are tiered and every 50 levels your whistle gets upgraded but after a quest that has you find a rare artifact or some shit. Only playable race is human because fuck that android shit and there'd be 2 factions, Bondrewd's faction and the faggots.
There'd be rare monster spawns and special kill quests
Hunter path or protector path, as a hunter you hunt players and steal their artifacts or protect others from hunters.
Sounds so stupid but I want made in abyss mmo :3
JRPG with only cutscenes for the first 2 hours.
If you have PVP then server pop is going to have to be small, otherwise it's gonna be a clusterfuck. Also how would you deal with death?
It's mobage with gatcha and 0.5% chance to get your waifu, there I'm done.
Oh fuck. Its perfectly set up for a gacha game. Colored whistles for rarity and tier, make up waifuable characters for each whistle, new layers can be new levels.
Rouguelite. The goal is to get to the bottom of the abyss. Randomly generated maps and artifacts. Unlock new equipment every time you die and discover more of the abyss.
Cinematic experience with diversity as main focus.
can't wait to turn my friends into cartridges so I can safely return from the 6th layer
Limit the player to a certain layer until they dig and collect enough relics and earn enough money
Allow him to go anywhere he wants on a certain layer and explore everything because WE AREN'T FUCKING ZOMBIES.
underrated post
Something like Castlevania portrait of ruin. If you're controlling Reg you're immune to the curse and take far less damage. If you're controlling Riko you get to see all breakable walls and treasures hidden. You can also craft/cook better than Reg. Since Riko wouldn't be able to climb up without taking damage from the Curse, you can command Reg to move to certain areas to either pick things up or take out certain enemies.
I make it cheeki breeki
Breath of the wild is literally a blueprint for a MIA game, extreme environmental manipulation and physics based movement.
The main difference would be much stronger and persistent enemies, and additional RPG elements beyond the health bar and stamina bar, such as depth, hunger and thirst. The relics would be the loot of this game.
Spelunky-like and you can still jump of you want, but incur negative effects depending on which levels you're on.
Hired.
pure genius.
You three get to work. I'll fund you with NEET money.
>Lite
>MiA
Tsukushi would be dissapointed. You should be able to encounter Crimsonjaw 5 mins after you start.
are there any other roguelikes that focus on going down? that seems sick as fuck
that would actually be pretty cool
bingo
PvP MMORPG. One player is Reg and has to protect Riko, the other players are monsters and try to be the one to kill Reg and Riko (so they also have to fight against each other).
Diablo 1 is focused on going down, although it's not a roguelike.
An ero game where you do environmental puzzles to get rewarded with riko showing more and more skin as get lower in the abyss eventually leading to sex.
Spelunky, downwell and I guess you're technically going down in gungeon but it's top down.
>Ico team
>that stupid winged dog just standing there and watching you fall to your death
I'd post the Youtube video of it, but I can't seem to find it.
Bid althus, from software or team ninja to make a dark souls-esque game. Take the most agreeable bid plus 10% to the contractor and demand 5% of the revenue. Pay the agreed monthly back to the maker, pocket the remaining 10% and live of the 5% royalties for a while.
MMORPG with an ever expanding abyssal dungeon that gets bigger and bigger with subsequent patches and expansions.
The Town is a large hub for players to trade, socialize, organize, play mini-games and do events.
The dungeon is a huge maze unlike normal maps in MMORPG's in which people can attack and kill each other. There will be hubs and cities in the dungeons which can be acquired by guilds and can be taken over whenever, and every gold spent in the city will receive a 2% tax to be given to the guild in control.
There will be random NPC's that travel the dungeons and give out secret quests which will be excessively difficult. They will follow the same formula as Investigative Quests from The Secret World in which you can't be a brainlet to complete them.
Killing players will give you the same experience as killing a boss and honor while in the world (dungeon), but you will also get a shade of red placed on your name, which means you can lose 10% of your experience. This will get progressively darker and darker, and by the time it's black, you will lose two whole levels when you die.
Basically a good MMO
Well DCSS f ocus on going down until Zot, where you get the orb and go all the way up, which is fucking hard, because the orb debuff you and every single demon in the world will try to stop you ascend.
>Metroid Prime meets STALKER
You seek the bottom of the abyss with a crystal artifact that functions like a scanner, exploiting weaknesses and documenting behavior of animals to fight or avoid them. You can go anywhere and do anything as long as your have the equipment to do so. At the same time the environment is out to kill you, the wildlife is out to kill you, other whistles in the lower depths want to kill you and take your stuff, and surviving is generally a pain. There's great stuff on all the levels but you have to decide if it's worth taking on a curse of the abyss to backtrack.
There's already Snake Pass but it does include going up and down.
Dungeons of Dredmor
Binding of Isaac
Legend of Dungeon
Hollow Knight
Just do a rougelike, imagine it yourself.
have it like that one VR game Sup Forums keeps on obsessing about BUT with paid avatars and overprice Nanachi's avatar and see how many furries buy it
Why do people misuse the term Roguelike? It's a buzzword.
>VR game
>itll end up as lobbies of people humping each other and not playing the game
>a game genre is a buzzword
How ironic that you misuse the word 'buzzword' of all things.
rogue lite means it has the perma death of the genre but isnt a dungeon crawler like the orignal rogue
binding of isaac is a rogue lite for example
>instead of delving into abyss they will be delving into each other instead without even stepping outside of orphanage once
jesus, no
A roguelike would have ascii graphics. Dying doesnt make it roguelike
>have ascii graphics
Since when? Roguelike is just a game that has his gameplay sort like Rogue.
Which barely any game claiming to be "roguelike" does
Everyone misses the point. Abyss is a total hellhole where delvers die everyday, it should be played like The Darkest Dungeon if anything, having stats like sanity and hunger, for example you can go delving without food since that leaves more space in your bags and because when you kill a monster you can cook them etc. but you can also get lost and without food your squad can get weakened and get killed by some op monster or just die from hunger
I had a similar idea of a rougelite play style, back when I first started reading MiA last summer. However, unlike I'm not a huge fan of Spelunky, or side-scrolling 2D platformers in general.
What I do love, on the other hand, are the SoulsBorne-games, both the world design and gameplay. Imagine The Abyss modeled to scale, completely contiguous without any loading screens whatsoever (however, some areas would probably have to be conveniently inaccessible for obvious scope reasons).
Much like the SoulsBorne games, it would be a 3D ARPG/CRPG. Stakes are high, the enemies are relatively few and very lethal (much like the monsters in the Abyss universe). Obviously, the combat system needs depth with many weapons, moves, combinations, abilities and so on, to make the relatively few encounters interesting. Likewise, there has to be great variation in how the enemies behave.
I haven't really decided on what the play cycle should look like. In the SoulsBorne games, it's basically: "Start at checkpoint (bonfire), try to reach the next one by whatever means possible, while gathering currency/XP/items along the way. If failure occurs (death), remove all carried currency/XP (with 1 chance of recovery), and start over from the last checkpoint. Occasionally defeat a non-optional boss". You learn by frequently playing the same areas over and over again, facing the same enemies.
So if you turn this concept into a rougelite, it means no checkpoints whatsoever, and endless frustration if death comes too easily. It also means much fewer chances to practice against newly encountered enemies, if you only get one shot before having to re-do hours of gameplay again. Therefore, it probably has to be a lot more forgiving early on in the top layers, and you'll need a few ways to cheat death (but perhaps at a great cost). Avoiding combat altogether could be a viable option.
(continued in next post)
>barely
Care to name any?
A first person dungeon crawler kind of like Eldritch, hopefully with non-minecraft graphics. The objective is to find artifacts, use them to get around hostile creatures, go deeper and get better artifacts, then survive the ascent with a full backpack while weathering the curse. Would probably take a lot of liberties with the creatures & curse effects for the sake of gameplay.
An open world like breath of the wild, but with vertical exploration. The main goal is to gather relics to finance more advanced expedition to go deeper in the abyss and gather more advanced and powerful relics. The ultimate goal of the game is to become enough powerfull to reach the rank of black whistle and visiting the bottom of the abyss.
What's the world outside of the town and the abyss like?
Rogue-lite just means "kidna like rogue but not quite as like rogue than rogue-likes", it doesn't matter which gameplay mechanics changes.
And a doom-like must have 2d sprite enemies ?
That's stupid, it's just means games whose gameplay was inspired by Rogue.
So like Captain Toad's Treasure Tracker, but action instead of puzzle?
Loli dungeon porn
>rougelite
What?
Anyway, I dont think Soul style is good enogh, its quite hard for indie dev to create and Bon fire does not fit in MiA
I think a Darkest Dungeon aproach would be better, you have a mission, reach a certain place, collect x relic, rescue someone. You bring a weapon, rope, ration, camp fire and hope to return alive. You cant go back with too much stuff (inventory limit) and you cant go back with low health either (curse). Dying, your body will be there, but you will start again with another Delver, which know nothing about your previous character.
You may find his body, jesus, you could even program random rescue mission for a missing character if you fall in a pit.
>has never heard the term roguelite
>goes on to explain a roguelite approach
wow.
Judging from nanachi's home, terrible
I know roguelite, but never heard of ROUGElite.
it's when you only apply a little makeup on your ascii dagger.
It's literally a Death World under the actual world.
Has shitloads of secrets just waiting to be discovered, but it's essentially all about it trying to kill you in any way imaginable unless you are badass enough to survive everything it throws at you.
(continued)
There have been a lot a great ideas in this thread. A survival aspect with food/sleep/water could be interesting, unless it becomes too much alongside a challenging combat system.
Unlike the SoulsBorne games, which focus on your single character, it could be more JRPG-like where you manage a team/squad of delvers. Should one of them die, they will stay dead, but you can still assume control of the others. This will put restrictions on the combat system, however. Or, it could still be SoulsBorne-like, but with permanent online co-op instead. And you would also be able to run into other delver teams along the way, either cooperating, or killing each other off.
I'm not sure if the focus should be going straight for the bottom of the abyss, or if gathering rare artifacts along the way would be a big part of it. Perhaps you go to the surface every now and then to sell of artifacts you have no use for (carefully thinking about whether it is worth the risk to stay a little longer, pushing a little further, taking the burden of ascent into account, or recover what you've already got), and use the money to buy gear, supplies, and hire replacements for fallen team members. The ultimate end goal, however, is still to reach the bottom. Eventually, you'll have to sacrifice a beloved team member (or perhaps even a co-op player) to create a white whistle, and go to the 6th layer. From there on, you're on your own.
Man, the more I think of this, the more ideas I get.
Her come is comfy though.
+1 blush
Metroidvania with rpg elements where you can switch between characters in your party to use their different abilities (ie the hollow can see the abyss, robutt can use extendo-arms)
the game has permadeath and you can pick up new characters as you descend.
Enter the gungeon
Having no food, heat, or baths is comfy?
user, Etrian Oddyssey already exists
>rougelite
I used it in order to not trigger the most autistic people who think that "rougelike" must also be very similar in design to the original "Rouge", whereas "rougelite" only refers to the permanent death and exploration aspects.
I really need to play Darkest Dungeon, because that sounds exactly like what I had in mind.
see
but Darkest Dungeon is fucking great. Do yourself a favor and play on radiant mode though. it's labeled as an "easy mode", but doesn't make combat actually easier, just cuts gold and XP grind so you don't take 80h of farming.
Does it have naked/mutilated/deformed children?
god i love these concept arts
I think you should, it actually fits quite well MiA.
But I played Darkest Dugeon, I dont know why are you quoting me. I was just poiting out his typo.
I've been spoiled a bit with this series. I now about the deformed creature village, bonedrew and his experiments with immortal "I have no mouth and I must scream" people/mitty and all that and I'm about to watch the inflated poisoned arm bit and I don't know if I can stomach it.
The game already exists. It's called Cave Story.
I directed him to your correction, then told him about DD.
but does it have robots and bunny girls???
>Play the game mode designed to have less of the game
But why though ?
The game is not monotone or boring during said grind, the fun and tension is still there, so as long as you're not trying to get done with games as fast as possible, I don't see why you would want to do that.
Instead of a specific genre, an adaptation of MIA shouldn't be constrained in terms of mechanics.
It should be part survival with a crafting system, part action-adventure with shitloads of exploration (sometimes with some backtracking) and interaction with the environment (as in you need to get somewhere, destroy a part of the environment to make a improvised bridge or kill a hostile critter by causing a rock to fall).
Also there would be many decisions in the game that would result in long or short term effects. And some would actually influence the ending of the game.
And since it's an adaptation, thus it doesn't need to follow strictly the source material, then one of the options would be having the option to spare Prushka her fate and make her a part of the cast.
Mitty is still dead.
yes
Cave Story is too comfy, but it could work. Quote is almost like a Robot in MiA, we have rabbit people already, just make it more darker.
Oh I see, try this next time: (same line), my bad anyway.
That's exactly what it has. Similarities end there.
Not sure if trolling but there's at least 2 of each on that poster.
The only reason Cave Story is comfy is because of the cutesy designs and pixel art. There's all sorts of murder, mutilation and involuntary experimentation going on. There's just no gore.
>the Doctor
Having ascii graphics is definitely not what makes a game a roguelike. Otherwise fucking Dwarf fortress and Oregon trail is a roguelike by what you're saying.
100%
Splunky without a jump button, play as a Whistle or the protags.Day 1 buy.
this is not true
this is true
but Dwarf Fortress' adventure mode IS a proper rogue-like, and the game overall is very roguelike-inspired
Etrian Odyssey is a thing
Fucking elephants.
Have nothing to do with the story of the manga/anime. Same setting but you start off as a rookie and eventually become a white whistle.
>not a single elephant on that image
I feel like an opportunity was missed.
There is. Look closely at the VERY BOTTOM of the pic.
BE AFRAID.
Another way death could be handled would be the Sunless Sea route.
When your character dies, your next character is a relative or friend and gets some bonus from your previous character as well as any heirloom your managed to get together. In this case those would be the balloons you can send. It would cost some important ressource to send, or maybe you can only bring one and you need to decide when to send it and when to push a little bit further to see is there isn't something cool you'd want to send to your next character. It could also have a probability system where if you only send a few things, it'll make it to the top every time but if you try to load to much stuff, you risk losing everything if it doesn't make it to the top.
Rather than telling the story of Reg & Consorts id rather design it as a Hardcore MMO where you have to reroll in town once your character dies, and players goal being to explore the abyss.
Lots of procedural side paths with a few main areas and save points.
Implementation of the curse would be really cool in that frame
Tycoon, where you play as director of orphanage.
so basically Darkest Dungeon loli edition.