Idea for a game mechanic: at character creation you write down how your character dies. This is true.
seen from China

seen from United States
seen from China
seen from Austria
seen from Saudi Arabia

seen from United States

seen from United States
seen from Germany

seen from Malaysia
seen from China
seen from Spain
seen from China
seen from United States
seen from Türkiye

seen from United States

seen from Germany

seen from Malaysia
seen from Türkiye
seen from China

seen from Malaysia
Idea for a game mechanic: at character creation you write down how your character dies. This is true.
Since a digital agency in Bangkok can help you cut down your business's overall cost, it’s time you start looking for someone reputable. Though you can include various marketing techniques in your ...
Doodles to share
GAME IDEA (Tabletop or VideoGame RPG) Working Title: Ghost
- You are a ghost, and you build your character from traits:
□ Your ‘Manifestation’, like a racial character class; are you a shifter/shape changer, a brutish giant, teleporting wispy thing, shadowy humanoid, etc. □ Your ‘Cause of Death’, it effects what powers you manifest; Starved to Death – you drain life-force from others to power attacks, Disease – you de-buff and cripple targets, Exposure – Weather control, Murdered – Telekinetic bursts/storms, Drowning – Hydrokinetics, etc. □ Your ‘Era”, Older ghosts power up slower but can build up much more power, newer spirits are more rapid fire but can’t store much energy. □ Your ‘Keepsake’, whether it’s your bones, an item important to you in life, or just your memory, it’s what ties you to ‘Limbo’.
□ Your general aesthetics and look.
-You ‘live’ in the Inbetween, a world that shadows the world of the living, but isn’t the true afterlife. You can see the world of the living, move around in it, and your actions can effect it, but you can’t normally be perceived by the living, you can’t abide sunlight, and you can’t go anywhere that doesn’t have at least some psychic resonance keeping back the miasma, a dark misty cloud of malevolence and ‘negative life-force’ that can drain you out and turn you into a shade (a weak, mindless little shadow, wandering wherever).
-There are 3 general goals: (1) Keep the living, especially the ones trying to ‘Memorialize” you, alive and well. If they die because of a spirt-realm evil, they could turn into a wraith that will attempt to, essentially, kill and eat you. (2) Fend off the evils of the Inbetween, which include angry creatures that form from the miasma, malevolence, and darkness of the Inbetween, angry spirits who lost their cognizance and became wraiths who feed on other spirits, powerful Demons who possess the living and feed on other spirits, and (3) become ‘Memorialized’ – Where the living deliver your Keepsake to a shrine, make you a grave, or make some other monument that will act as a door to the true afterlife, where you either transform from ‘Ghost’ to ‘Guardian’ – a creature that can shepherds spirits to the true afterlife (rare), or you are awarded your final rest. You start with no memories of your life, so finding your Keepsake could be as hard for you as the living, but it all comes back to you with time.
-You guide the living by dropping clues to your past (more common when a young ghost, harder when you’re ancient) to making your memorial. Unfortunately, your presence drains and can sicken the living, especially if you use your powers near them. This makes fending daemons and angry spirits OFF of the living dangerous, because you can end up doing more harm than good in the long run, and if a human dies because of the supernatural their passing it spawns a wraith who hunts the ones involved in their death (the wraith is not the human’s spirit or ghost, it’s made from the miasma)
-If you scare or harm the living they could also employ exorcist, who are extra effective against dark spirits and miasma, but the exorcising raises barriers and wards that could lock you out of the lives of people that could help you or force you closer to areas full of miasma. You look for psychics and sensitives that you can ‘attach to’ and they can take you places, since their psychic force clears out miasma all around them and they can act like a sort of ‘life raft’, psychics are also immune to your draining qualities and can receive messages about your passing as you remember them.
Game Design Ideas
So now we got the all setup all done now it’s time to think of game design ideas. We can do a game design idea where once routine actions can be now be done which fewer button maneuvers. We can also do a game design where looking at a game object can activate a specific action like how the game ‘Emily wants to play’ was trying to do.
Looking at a game object like a NPC can start a conversation or trigger some other event.
Hostile Takeover Number of Players 2-5. Best with 2. Objective Total corporate domination. As the CEO of a dystopian megacorporation, your goal is to destroy your competitors by any means necessary. Hire mercenaries to damage your opponents, reducing their influence (along with their reputatio...
We’re releasing the print and play files tomorrow, barring global cataclysm. In the mean time, check out our amusing rulebook’s first edition draft. You can leave comments on the doc through the magic of google, pointing out anything from confusing passages to hilarious jokes.
Good morning!
Its a lovely day outside, which means I should probably do some washing before I get into the swing of things, but first I shall fill myself with coffee!
After my daily upkeep things I reckon I'll begin the day with some concept sketches and/or digital sketches for my next project, which I may or may not announce details concerning what it will be about soon.
Once I feel that the coffee has begun working its magic, I'll move over to working on Amygdala to further decrease level loading times and move onto optimizations.
After that, if I get time before work, I may work on adding some more structures to level generation.
- Floortile out