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Nazi Alex Trebek

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    Nazi Alex Trebek

    Made for RPGM1

    Concept: Trivia RPG

    Plot: The Nazis are rounding up Jews and putting them into concentration camps. The Jews must "concentrate" by answering trivia questions. This is no surprise since the Nazi leaders are former game show hosts, Alex Trebek being die Fuhrer. The only way out of this camp is to complete the entire regiment that is laid out for the Jews, including "physical challenges." You are Bird, an abductee, and you are willing to do whatever needs to be done so you can get back home to your barrels.

    Features:
    -Nearly everyone you talk to will ask you a trivia question. For every question you get right, you get an item that'll help with you out on your physical challenge. I'm thinking about giving away money either as a reward or in addition to the item reward and having a shop before the physical challenges.
    -Physical challenges are just boss fights. Epic boss fights, hopefully. The only fighting in this game will be boss fights, and all bosses will be current or former game show hosts.
    -Optional team mates besides your two-person party. If they want to join your team, you can allow them to join (but you might have to convince them that you're a reliable asset that'll help them get through the trials).
    -I'm considering making a gambling part, where if the money system is implemented, you could put down $100, pick one of three choices, and if you pick the right one (no clue which one is right), you get $300. Lose it otherwise.
    -No back-tracking, save spots in places where you can't take advantage of the system.

    --------
    Progress report:

    So far, I've designed the first three parts of the camp and have already implemented 23 questions. The first room is pretty straight-forward - soilders lined up on either side all the way to the door. There are additional soilders beyond those two lines that'll provide harder questions but better items, but it's a secret how to get to them. Picture below:



    Answer choices: Zidane, Squall, Tidus

    The second room is more of a trivia puzzle. Select the right door and you're taken to a room with a few more harder trivia questions. Then, well, I'm either going to have the next room prep for the boss fight (shop/training/gambling) or do another puzzle-type thing. I'm pretty sure the former.

    But I'm currently sick of designing and making up trivia questions (implementing trivia questions took longer than I thought, especially since I'm writing actual comments to each choice instead of right or wrong, ex: He also came into a vagina), so I started working on items/magic/the first boss fight (Pat Sajak and Vanna White). I think I picked a good attack/defense/hp level for the boss and the main characters. I just have to work on the magic and items (i.e. weapons, armor, general items) and how common or rare they should be. I don't think I'll have a level up system in the game so it'll be easier to work with (and what's the point if all you fight are bosses?).
    Last edited by Leish; 10-22-2009, 05:23 PM.
    RPGM1 game: [Sexy Blues: Revenge of the Poo King]
    Game-in-progress: [Nazi Alex Trebek]

    #2
    Re: Nazi Alex Trebek

    Certainly an original idea.
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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      #3
      Re: Nazi Alex Trebek

      It stems from my love of trivia questions and my desire to make a game without a lot of effort. It actually was suppose to be a buffer to the game I really want to make, but I'm putting in more love and effort into this than I thought I would (so there goes reason two for making it).
      Last edited by Leish; 03-04-2010, 05:32 AM.
      RPGM1 game: [Sexy Blues: Revenge of the Poo King]
      Game-in-progress: [Nazi Alex Trebek]

      Comment


        #4
        Re: Nazi Alex Trebek

        Progress report:

        -I noticed how blocky the cave walls looked in that picture, so I tried my damndest to make 'em less so. I also decided to connect all the rooms together on one map instead of making separate maps for each. The blackness drove me crazy. I'm going to fill up this map as much as possible, I think, and probably pump it full of entrances/exits that don't logically connect. Overall, I'm guessing there will be only one or two maps for the concentration camp. Don't quote me on that.
        -Made the intro movie. I think you get a real good sense of the main character's personality and how different this breed of Nazi is. What this game lacks in a hefty plot, it'll make up for in the character's personalities. Their reactions, conversations, pasts (or references to their life outside the concentration camp...probably much, though). That's my goal, anyway.
        -Added how they get their magic ability. It's the Nazis we're talking about, after all, so they experiment on their prisoners. Simple enough in theory, but it could have been explained/shown in an infinite number of ways. I decided to make it more character perspective. There is no segue into it, as I figured the character wouldn't remember getting gased, dragged, and experimented on. Instead, you randomly appear in a dream-like world. You randomly get asked questions as you walk, but since you're in your own world and the questions are coming from the "doctors," the questions are a bit hard to read. If you can understand what the questions are and answer accordingly, you'll get additional magic other than your default ones. Only Bird, the main character, is playable in this world. I am completely happy about how it turned out, though I still need to tweek a thing here and there. I'll probably do something like this before every boss so you'll constantly get new magic to help with your strategy. What I like about having the prisoners get experimented on is that there's room for different results/failures.

        Things I need to decide on:
        -Whether or not to have the shop before or after the game asks if you want to save. The no back tracking makes this tricky. In terms of level design, it makes sense to have it before. I mean, I could move the save point to the room where the shop is, but I don't want to the player to have to redo some steps and listen to dialogue if they get killed during the boss fight. I also don't want to have it afterwards where the player might have screwed himself over by not buying the ideal items in the right quantity. Having typed all this, I guess I could just move the shop up more...kinda ruins some things, but I guess it's worth it for better gameplay.
        -Whether weapons/armor should be given as rewards for right answers from the Nazis you'd encounter anyway. There are hidden Nazis who ask hard questions, so naturally they'd offer some good stuff. I was just thinking that the regular Nazis would just give you money and you could buy equipment, but I need to put more thought into that. I also need to put more thought into equipment/weapons in general - the least stats and the highest to be given out this round. I'm avoiding that.
        -When to first see Alex Trebek and how often. Obviously he'll be the last boss (or will I totally pull a RPG move and make something random you'd never expect be the last boss?!), but how much should I build him up as a character? Though the bosses will be based on real people, I'm going to invent their personalities. It might be important to remind the player of their longterm goal instead of constantly going with the flow.

        And I'm writing this just to remind my future self: "Which one of these is not like the other" room. No need to ask questions if the room has the same premise. Lazy Leish, I know.

        Also, barrels.
        RPGM1 game: [Sexy Blues: Revenge of the Poo King]
        Game-in-progress: [Nazi Alex Trebek]

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