Wednesday, December 29, 2010

The Best through Brotherhood, The Victory through Camaraderie; The Comrade Militia

Death comes through weapons, Defeat comes through stronger enemies, but victory comes through Camaraderie..Victory is The Comrade Militia.

The Comrade Militia is a military-style First Person shooter/Third person melee video game based upon an alternate earth and an alternate world war II. The game is told through the story of the Allies' greatest squad and Brothers in Arms...The Comrade Militia.

Featuring an anime-based style akin to the likes of Valkyria Chronicles...The uniform, weapon, and vehicle design will most likely copy that of real-world World War II looks.

The game's story is heavily focused on the members of the so-called Comrade Militia as they will encounter all sorts of experiences that will change their lives forever.

Combat is a mostly traditional experience with the ability to do Third-person melees or takedowns such as using bayonets, knifes, or knocking enemies out by hitting them with rifles. Players will also be able to man turrets, but the main emphasis is on infantry-based combat.

The soundtrack will reflect this by having action music that will keep the player within the experience, and also sound design that will bring the environment, soldiers, and weapons to life while keeping with the art style.

The game will also offer Co-op as you will be able to create your own squad member of The Comrade Militia and also competitive multiplayer where players can also play as the Axis enemies.

That's all I have for now.

Wednesday, December 15, 2010

L.O.S.T. Competitive Multiplayer: Pumping and Chucking Ice

So getting into the issue of the competitive multiplayer of L.O.S.T., the game isn't gonna be too flashy with it...but the main emphasis on what will make L.O.S.T. different is of course the destructible nature of the Ice and buildings...Due to the Artic Aliens having no real weapons besides chucking ice and smashing people by breaking down buildings, this is meant as a strategic motive and not just crushing the human team. Due to the more "melee" nature of the Artic Aliens it would be best to use a third-person perspective, given the larger build and bodies the Aliens have.

The humans will of course play almost identical to the campaign variants, the individual classes with specific weapons, the availability of futuristic vehicles, but the consequence being more fragile beings. At this point the whole premise of the multiplayer is of course the "tradeoff". Having bulky ogre-like aliens that can smash and crush people with tons of fun...or have the technological advantage and feel the thrill of taking down larger prey.

The hunt begins in L.O.S.T. competitive multiplayer...

Tuesday, December 14, 2010

L.O.S.T.: Bringing the Frostbite

Breaking idea...I know I've mentioned Destructible environments before and the ability for the enemy to use chunks of ice as hurdling weapons to crush the good guys, but wouldn't be cool to have an awesome technical feature while of this is going on...kind of like how EA overemphasizes the power of their Frostbite engine?

Getting back to some of the earlier comments on L.O.S.T.

Ice: The ice the enemy will throw at you will have some nifty features, such as based on the placement and angle the enemy grabs it...it will be shaped accordingly and so well the "hole" creating from "taking" that chunk of ice.

Adaptive A.I. and the Ice: Though this game is meant as a co-op and multiplayer focused game, like Lost Planet there are gonna be times where A.I. is better due to either nobody online or etc. Like the enemy being able to adapt it's battle plan based on your weapon and placement/movement...Ice is a pretty fragile material, and so it would be an awesome technical feat when your A.I. allies had a CQC shotgun tried or accomplished to pump that ice to pieces, but of course it would be better if they targeted the Artic Aliens themselves if they didnt have ice, but after that chunk of ice is in the picture detroying that block of ice is the priority. I am just thinking "out-loud" at this point.

Something to think about.

Tuesday, December 7, 2010

Mobile Ops: The One Year War (PART 2)

I warned you, here comes part 2 of the Mobile Ops Initiative.

Now getting back to the story of Mobile Ops, it would be interesting if the plot took some points from MGS4 and other recent titles, and that is the nature of PMC warfare. It would be a fresh start if the hero and his crew of friends/allies had to fight more than just a direct enemy, and that would be side skirmishes with PMCs hired by the enemy. That being said it would also be a fresh change if the enemy wasn't obvious like in most Gundam stories, and the notion of more westernized political intrigue took over, giving you the sense of a "Gundam Black Ops" pilot. Gundam Wing had a similar flair since most of the pilots in that series were to quick too be widely noticed, and adding a sense of Stealth to gundam for once would counteract the familiar feeling of always having the enemy coming at you while in the open. Like I said before the addition of fighter or tank-only missions would keep the player at a more tactical level instead of an all-out warmachine.

The canon mechs are there since the original gundam did supply models for fighters, tanks, and sniper mecha. It all depends if the mecha could be upgraded to be more limber and agile than just giant clunkers. That and being rid of the need for space warfare would ease the design since space has never been a friendly battlefield in most combat games unless in a RTS setting.

Now with all this tactical and stealth motive the game has, it would be obvious to implement having the main players camouflage-aware. Too many sci-fi stories ignore this all together and have their characters noticable in plain sight, and kudos to Metal Gear Solid for being smart enough to take that out of the norm. Camouflaged Mecha and Individuals are a must to give the game the needed realistic oomph this kind of reboot needs.

Well that's it for part 2...expect more in the future.

L.O.S.T. Ambient Script W.I.P.

Ambient 1: When the player(s) find the ATVs and/or Jetpacks.

Player character(Male/Female): Command, this is ground...We found the ATVs and Jetpacks.

Intel(Female): Affirmative, now make your way to the mining facility. Command out!

Ambient 2: When the player(s) encounter(s) the first alien that pops out from the snow.

Player character(Male/Female): What the heck is that?!

Intel(Female): What's going on down there?! We are getting some seismic activity!

Player character(Male/Female): Some large human-like beast is attacking us!

Intel(Female): Get rid of it, we need to get to the mining facility ASAP! Command out!

Player character(Male/Female): Roger, command!

Ambient 3: When the player(s) defeat the first alien.

Player character(Male/Female): Phew, I hope I don't see another one of those as long as I live.

Monday, December 6, 2010

Mobile Ops: The One Year War

So I had this recent craving for a Gundam-esque shooter game. I know that a few years ago Bandai attempted such a thing and called it "Mobile Suit Gundam: Operation Troy" and the state-side name "Mobile Ops: The One Year War"....excluding the fact that the game never made it state-side as well as most gundam games after that. I remember the time when games based on franchises like Gundam were common-place, even in the states, but it seems the american hate for animes at places like IGN have made people like Bandai stay isolated in japan. Leaving quirky games like Front Mission Evolved direct access to the western market, even though Front Mission is no gundam.

The reason for this article is to bring a gundam-esque setting back to the states, on the premise that the story and plot get a significant western overhaul while still maintaining the "anime giant robot" integrity. Given the nature of the original gundam, this ideal will stick to the title "Mobile Ops: The One Year War" for now.

Now if I were to put the vision of this concept in a nutshell, the game's tentative title would be "Tom Clancy's Gundam". Absurd yes but there IS a bridge between the gap, and that is our shared interest in political intrigue and espionage, even though we "stretch" it quite differently. The only issue is finding the perfect median on which these two similar ideals cross paths.

That being said, most if not all J-robot franchises always star a single hero's rise to power. Amuro, Rick Hunter(Robotech), etc. With this kind of cultural backdrop it's hard to picture a mech game that is squad-based, even though people like Rick Hunter who obtain subordinates throughout their anime's story, and the fact that most Mech games have the nature of wanting the player to feel like "a king" of the battlefield. It wasn't til long after playing "Ace Combat 4" that you get the  feeling that "YOU ARE ACE COMBAT".

Which goes into the big issue that most western military games are nowadays always team-based. Ghost Recon, Rainbow Six, Republic Commando, Bad Company...all of which you're just a piece of the puzzle..not THE puzzle. I think the only Japanese-based game I have played that required team-based thinking was "Ace Combat 5: The Unsung War", and even then your wingmen are mostly just there for story purposes and don't really do any killing themselves. The fact of the matter being, will the game have to alienate itself from other mech games and counteract the "Battlefield king" psychological-game mechanic?

Continuing on, is the issue of graphics direction. Most japanese mecha games always result to some japanese-style animation, especially gundam. I think the best median for japanese military graphics were the cutscenes in "Ace Combat 5" Not too cartoony, not too realistic...perfect. This kind of art direction would be perfect for this cross setting and would still give the impression of the japanese nature of the game's roots. That and the mecha themselves looking highly-detailed unlike the washed-out models japanese-mecha are accustomed to would be a perfect companion to this kind of art direction.


+


Forming into something like


= Perfect

Now getting back to the whole "One Year War" thing. I find it quite impressive how the japanese have set up most of their combat stories, not too drawn out and not too short to where you just seem like a nobody in a bigger or smaller picture. I think a "one year war" is a great way of setting up the gameplay for this Gundam 2.0 game. Now that being said, everyone needs to start small, and that's going back to the original anime roots of Mecha. How about that Amuro kid just happening to find a Gundam in the middle of a firefight between the Federation and Zeon? Great character development potential right off...kudos to you Bandai/Sunrise. Now the fact of the matter being, having the character getting "Anime PTSD" by the ending...a little over the top for what the game should aim for in such un-treaded territory.

Now, Front Mission Evolved tried to mix Mecha and "just a person" gameplay, and quite failed at it...if any developer were to want a better example...there's always Lost Planet...they had the person-to-mech switching dead-on IMO. Now given the nature of games like Ghost Recon, you're not going to have all "the cool toys" all the time, and it would be nice to check out more vehicles than just Mecha. Suped up fighters and tanks found in Gundam-esque settings would be nice refreshers for more close-quarters missions.

Well, I think that's about it for now, but don't think there won't be a part 2 to this concept...prepare for more bits and nobs later.



L.O.S.T. Opening Script

CAMERA: The player character's view comes into focus as he/she is sitting in a large air transport with the hatches open. The player can shift the view to look around the air vehicle. The air transport is making its way to a nearby valley and while on the way the player can make out surrounding snow-covered mountains, valleys, and also blizzards and wind blowing snow across the tops of the mountains. After a brief moment the pilot and intel officer of the air transport speaks about the players' mission.


Intel(Female): Okay, listen up! A few days ago we lost contact with a group of miners who have been drilling for emergency resources for their respective countries. Seeing that due to the international bigwigs getting "cold feet" over an impending ice age, it's critical that we find out what happened to those miners. Your mission is to make your way to the mining facility and confirm if the miners are indeed still alive or dead. We know that at the landing site there are ATVs and Jetpacks left over from the miners that might make your job of traveling easier, so use them to your advantage. Our pilot here will update you on the rest.


Pilot(Male): Yes, ma'am! The only thing I can tell you is that don't expect these mountains to be cake walk. Expect heavy snow on the ground and plenty of falling snow with harsh winds. I can only hope those thick uniforms you have on can help you rough it.

Player character(Male/Female): Roger that. Got an ETA?


Pilot(Male): Well...we're here!


Player character(Male/Female): Figures


CAMERA: The air transport holding the players and NPCs soon lands as the wind starts to pick up with the sight of falling snow following close behind. The pilot then leaves his seat and turns to the rest of the crew.


Pilot(Male): Okay guys, you'll have to hump it the rest of the way, I would find those Jetpacks and ATVs if I were you!


Intel(Female): Okay, everyone out! I will be giving you intel as you make your way to the mining facility once we're airborne again. Good luck!


Player character(Male/Female): Affirmative


CAMERA: The players' characters soon leaves the aircraft with it flying off once all the other players are on the ground.

(end real-time opening)

Sunday, December 5, 2010

Forever and Never: Light Preveals

Recent breaking idea I had at about midnight while "envisioning" more game ideas.

Graphics: semi-realistic anime style similar to FF7:AC and Final Fantasy 13

Premise: Two characters are trapped in a dark, evil version of their world filled with demon knights and horridly twisted characters. The areas around them are pale, dim, and faded with what seems to be no hope of returning to their "light" world. They must trust each other to survive.

Characters:

The boy: A teenage boy who was taken to the dark world only a few hours before "the girl". His only means of defense are a knife and pistol taken from one of the corpses laying on the ground. Dark short hair, black-ish clothing, brown-shoes, and the dark world has given his skin a whiteish-pale tone.

The girl: A younger teenage girl who was taken into the dark world at the beginning of the game and is considered the heroine of the game. She somewhat befriends "the boy" due to his better ability of fending off the enemies who have spawned in the dark world. Blue hair, red clothing, and black shoes and also pale-white tone caused by the effects of the dark world.

Enemies: Mixture of demonic knights and twisted monsters who attack or "feast" upon the "light visitors" who enter their world. The only chance of return for the good guys is to wipe them out....all of them.

Combat: The battling system is comprised of real-time combat. The boy who is the starting character in combat can use his knife to potentially block incoming strikes, and can counter or attack to deal damage to enemies. Timing is everything if players want to survive the ever-impending onslaught of enemy groups.

The girl is the healer that can use magic given to her mysteriously in the dark world, she can also flank the enemy and try to distract them so the boy can get a more precise and timely shot at foes. She also wields a staff that can do long-range attacks, and can even "snipe" enemies from far away due to the real-time aspect of combat.

Combo-drives: The boy when able to score enough hits to fill up his Drive meter, can unleash a special attack called a Combo-drive. The drive allows the player to inflict higher and more frequent damage for a moment while the foes are somewhat suspended in time. Use it to your advantage.

Saturday, December 4, 2010

L.O.S.T.: Land of Snowy Terrain

L.O.S.T.


Land of Snowy Terrain

The game is set on a “land of snowy terrain” inspired by the environments in games such as Star Wars: Battlefront II (Hoth) and Lost Planet: Extreme Condition. L.O.S.T. is a multiplayer and co-op focused FPS focused on immersing gamers into the large-scale arctic “maps” where the game-play will commence.

Some basic features of the game are;

Tessellation: for the mountains, characters, and buildings

Weather effects: Falling Snow and Wind

Vehicles: Air transports, Jetpacks, and ATVs.

Mega Textures: High-quality enormous textures for the environment.

Physics: Things such as buildings and ice are destructible and also enemies popping out of the ice or snow.

Adaptive A.I.: Enemies will respond based on the situation and environment.

Dynamic Fur: The clothing of the characters.

First-Person-Shooting: Semi-futuristic Shotguns, Automatic Rifles, and Sniper Rifles.

Due to these basic requirements the underlying engine will be created in native DirectX 11 (maybe even multi-core CPU support). The story of the game starts on the first map where a group of miners have lost contact with the rest of humanity and the players must investigate either if they are still alive or have died in some mining accident. Players are inserted by futuristic air transports and are given hover-based ATVs and Jetpacks to make their ground travel easier. While on their way to the mining facility players will encounter the game’s enemies who are arctic aliens awakened from the mining activity that had landed on Earth eons ago. Enemies have adaptive A.I. based on the players’ weapons, distance, and movement. Enemies will also try to use the environment to their advantage such as crushing you with broken ice, knocking down buildings, and other physics-based attacks. The game ends by wiping out the remaining stranded aliens before they can attempt to contact their home world.



The campaign should only require a total of three or four maps to keep players engage throughout. The multiplayer will use custom variations of the campaign maps based on the specific competitive game modes. Assault: Humans versus the Aliens-whichever team has the highest kill count wins. System Link: Whichever team hacks the most systems win. Extinction: Stop the aliens from contacting their home world before reinforcements come. Home-front: Aliens must stop the humans from contacting air support.

First Map: A narrow valley where players are inserted through mountains and then land at the beginning of the valley. ATVs and Jetpacks will be available at the starting position, the aliens will spawn from the ice and other hiding places. The map ends when players have secured the mining facility.

Second Map: Players must use Jetpacks to hop across large-sized floating pieces of ice while they traverse a huge river in the hopes of investigating the origins of the enemy aliens. The map ends when they reached the “home” of the alien menace.

Third Map: The crash-site of the aliens, players must get rid of the aliens and destroy the computers on the crashed space-ship if they wish to not have the aliens contacted their home-world. The map ends when they are successful.

REFERENCES:
 
ALIENS:


 


HUMANS:
 

 

 
ENVIRONMENTS:
 





CLASSES:

CQC-Shotgun

Assault: Automatic Rifle

Sniper: Sniper Rifle

CHARACTER TYPES:

PLAYABLE:

Male: Voice type; Commanding, Tense, A bit gruff with a thin accent

Female: Voice type: Medium-Medium low, Commanding, Tense, british or neutral american accent.

NON-PLAYABLE:

Pilot(Male): Voice Type; Not-gruff, calm, "following" voice.

Intel(Female): Medium-Medium high, calm/neutral, british or neutral american accent.