I have an idea for a cooperative game. Iv'e bounced this idea to a couple of you on the mini-chat last Monday.
I've been trying to think of something suitable for a cooperative game in recent times because of my love for cooperative story writing i've done in the past, but it would be very difficult to do in an IF game
because of all the variables and complexity of weaving it all together.
And last week i came across a game mod that uses the Half-Life 2 game engine, the mod is called "Elevator: Source" (Which the other day i downloaded and played it, sadly you cannot leave the elevator only stop at different random floors where weird things would happen and different characters would get into the elevator. Some will have an untimely death on the next floor.)
So using this idea but expanding it. There will be a tall multi-level building that has an Elevator in it (oh, you would of never guessed that bit!) the player is trapped in some strange dream that might easily fit into a Twilight Zone episode or Inception (The Movie). The goal for the player is to escape by finding a Portal generator somewhere in the building which will be on a random floor each play through. At the very start the player begins on the ground floor and hops into the elevator, they could pick a floor number or hit the random button.
But for this to work, putting all the floors together into one game, importing Modules needs to work properly. I've emailed Campbell about it and he likes the idea, he said he will make sure the Modules fix will
be in the next update. He has a great idea in mind about that and i've added that to the enchancement list, using a username as part of the unique keys.
Anyway i thought this could be a great idea for a community project, whereby each person who wants to be involved creates a floor which can be whatever they imagine, not even dependent on reality of physics even if you want, think Twilight Zone or Outer Limits TV show. So one floor the player gets off might be in the middle of a desert or a large junkyard, a battle field or something like that. A floor may or may not have puzzles or traps the player has to defeat to progress its up to the floor designer what they want to do. But it would be good if some puzzles can have variations that are random, so no solution is the same every time but its up to who creates them i guess.
Another idea for a floor could be an office floor full of workers in their cubicles going about their day and you need to interact with them to find the anomaly which might be the puzzle itself (Think Quantum leap tv show) if someone wants to make a character focused floor.
Once the player has explored a whole floor and has completed all the puzzles or just exploring it all (whatever objectives the designer puts in) and they have not found the portal they will then move onto the next floor. Keep in mind each new play through the portal might be on any floor. The player will need to be told after completing a floor it has been cleared. So they know for sure that the portal is not on it, and it also will be excluded in the random floor option. So in a sense each floor is a game in itself.
The primary goal for the player is to find the Portal which they escape from the building through. Perhaps some other objectives could go towards scoring. There will be only one portal to find which each designer of a floor can write a description of what their portal looks like and where it will be placed or hidden, and if their floor is the one picked the game will use that floors description of the portal.
An elevator will be the sole means to transport between levels/floors. No stairs, just to keep it simple.
This idea is simple and what each person comes up with wont be dependent on other designers or continuity of another floor or story line and the good thing about this project it can easily be added to over time, the more floors the more fun. As with a tall building there wouldn't be a limit to how many floors.
I've been wondering if this will need some design limits as not to have this project stall with people starting on a big floor and never finishing it. And maybe some basic guide line rules? So what do you guys think? limit the amount of rooms on a floor? any other basic rules to keep it streamlined and functional on a whole?
If someone wants to create several different floors there is no reason they can't, just so long as they are different. It might be better for each floor to have one theme, but then again less restrictions means more creativity.
Just thinking now...about side quests or missions with a total score at the end of the game, so scoring will need to be implement on puzzles and whatever rewards you want to give to the player for doing things.
What if someone wants to design a really great puzzle (maybe they would rather do that, than a floor) and pieces of that puzzle can be scattered over all the different floors, and the main place it is put together could be on the top floor. But isn't dependent to finding the portal or finishing the game. Just giving something else for the player to look for and collect then solve the puzzle if they want to. Perhaps they have to go to the top floor first in order to get a clue about what parts are need to be found through out the building.
On each floor a hint system could be implemented through conversations with characters or talking objects.
What do you think? How many would be interested in creating a floor?
Just for the H*** of it, I'll throw in a 20$ prize for the best floor. (payable with PayPal or Amazon voucher)
Po. Prune

