Remember that CWC where you had to write and post your idea for a game? Well, I made a response to that called Vendetta's Bane and it has been an age old idea I had for a long time. I want to describe how the game will be in my mind. I've been thinking about this for a long time and I've changed this so many times, so I might change things later in the future. I hope you enjoy
Gameplay!
I love the Witcher 3 and it seems like the camera angle would be great for the game, but nothing else. Besides that, I would like to put my own ideas in, such as:
- The aiming mechanic would be similar to the games Gears of War and Uncharted, where you can fire without aiming, but is more of a burst, or aim with a small bust.
- The game will have a sneaking mechanic and get realistic sound design for the enemy AI to detect, reloading, with too much armor, or touching walls, forcing the player to be prepared when approaching an enemy.
- The combat will determine how you encounter it, a small group will approach if you are hidden or with little armor, but firing loud weapons like a shotgun or rifle will attract more around the area.
- Weapons of the same type will be have different versions. For example: a pump-action shotgun would have a medium range and a small spread, while the double-barrel shotgun would have a short range, but a wider spread.
- Enemies will be smart. If they can, they will dodge a bullet and try to fire back. If you make a sound, they will notice and will be curious enough to look.
- There will be running/sprinting meter and will be short and can be increased in a selected skill or gained for a limited time from tonics or foods.
- Ammo won't be gained from dead enemies or corpses and cannot gain additional ammo from dropped weapons.
This is just ideas I want to pitch for the game. The one thing I want in the game is a close combat system where you can choose to use fists, a sword or the legendary Visor Sword. You would be able to get different types for different occasions. A double-sided blade for surrounded combat or a Kitana to take down more powerful foes.
The Visor Sword, in my vision, would be like a wrist Light Saber. It can cut through anything and can make your way to other places if necessary while sneaking. Of course, this would feel like an overpowered weapon, so making it limited would be nice, fair and a lot more challenging.
I was thinking on having the Visor Sword to use batteries and you would have to find them to charge it for a tough battle. I was thinking that they would be like the Daedra arrows in Skyrim, so rare and hard to find. You can either buy them with an expensive price or find them at raider camps.
Currency
I always loved currency in games. You felt powerful with the your riches or you felt like a peasant with how little you carried. I would like to encourage the player to collect as much money as possible, but have him spend it. Because the game is set in an alternate western future, I would like have the player to want to use the money to spend it on useful things like ammo or medicine. And if they keep collecting, then raiders or criminals will have you as a target. With that bounty on your head plus that much on you would be nice for someone else if you're not going to use it.
With the rules of money and how much is an American dollar to an English pound, plus the how new the country is at this time period, I would like to make the money be as much as an early American dollar which was a lot with just a dollar alone, teaching the player with a this old, but new (in their minds) currency system where $50 is like $50,000 in real life.
Enemy and AI
I like a challenging enemy. It's one of the best moments in action games! The one thing I would love is an enemy with realistic armor. Since armor in some games is ignored armor realism, I would like to see that the armor has to be either knocked off or just hit there hard enough to push the air out of his chest to stagger him. If it isn't full body armor, like a chest plate, you can shoot off the the helmet or shoulder plate off to get a kill or get an easy spot to shoot. Of course, they would react to this by keeping in cover or try to go the defensive by using grenades.
Besides that, the enemies will be in variety, in classes. The AI would be smarter in certain classes such as the heavy weapons man or the high ranked scout which would act more strategically in both sneaking and attack. A sound to a thug won't matter. They hear it check for a bit and just leave. A scout would hear you look for you and inform others that someone might be i their camp or base. It would make the player make sure they don't mess up. During combat, they would duck in cover and fire shots to draw the player to pay attention there and move towards you as you're distracted.
They may be AI, but I would like them to make mistakes. Remember in Fear, where if you killed a someone while sneaking, they would hold the trigger as they fell to the ground? Well, if those bullets hit their fellow teammates, it would count as a hit for them. I would like to see that in this game. You can snipe someone and he would pull the trigger of whatever gun he had. Even then, if someone jumps in front of someone else firing, they would take the bullet.
Besides the AI or how they kill each other, I rather not have them be human. They would have conversations and mingle with each other as they patrol the area. I would like them to talk, but not like more games where they say selected few words and reply with another selected few words. I want them to talk about the base they're at. Say something bad about it, say something bad or talk about useful information about the base for the player to know. Conversations about a Boss or the target that would give great info on what they're weak to or where you can kill them. Something new that would be great for this game.
What I want is a specific set of enemies, like clans or gangs to watch out for. The few I was thinking of was The Talo Raiders: A clan of thugs and mercenaries that serve for the man named Edward Talo, a man that wishes nothing but to kill all who believe or seem better than him. A combat based clan that utilizes firearms and melee weapons. A beginner's opponent to learn how to fight.
The Cutlets: a gang that is skilled with knives and anything stabby, the gang's only purpose is to cut anyone down when in their way. They use any handheld weapon, especially a sword. They are agile and can be fast. A worthy opponent to test your skill.
The Patriots: a separatist group that wishes to keep the patriot name true. Run by a man named Clark Hammaron, they walk the lands to try and spread their faith of the Puritan religion to others and those who thought other wise would be killed. A group who utilizes the blunderbuss or single-barrel shotgun on close ranged action while others use muskets and rifles to shoot from long ranges. When unarmed, hatchets or axes are useful to them as well. An opponent that can test almost anyone to their limits; a good test if you learned well in the game
The one, in my opinion, that has gotten stranger as I thought about them was the Porcelain Raiders: a community cult that shows no emotions whatsoever and bares a porcelain mask that everyone has in the group. They like to circle their opponent or prey as they wait for a moment to strike. It would be smart to not try and break their circle, since they are powerful when they strike all at once. They use mainly the sword as their main weapon, so sword combat is necessary. An opponent that can truly break you.
These are just a few I'm thinking of. I want about 7 to be an enemy out there, to challenge the player and give more bosses (Which I'll get back to later). Again, I'm still thinking about this and most of it isn't even done.
NPC and Important Characters
I don't want to see a game with annoying NPC that get in the way and just stop you to do things you don't want to do. I rather have them be alive. Be fitting to some traits: The ladies man, the mercenary and the farmer are the men of the land while the stripper, Tomboy and the gentlewoman taking the personalities of the everyone woman. They will pass by you saying something according to their traits. They would react to what they are. If they are the Farmer or the Gentlewoman and you fired a shot, they would run into houses or stores to hide or get away from you. The others would just stare or get out of your way.
In the characters, I would love them to be different from each other. Rarely I would want them to be similar to another I made. They would be complex and each one would have different morals, as you try comparing them to yours . Each one will try to question your personality as you do each one's mission and bounty. This is something I really want in the game and the characters are barely developed, so I hope they go well.
The shopkeepers would be like almost any other. You are put in a menu to select and purchase an item of your choosing. You buy almost anything from the goods seller, while bullets and weapon fixes would be sold at the gunsmith. A blacksmith can sharpen your sword or can smelt you a new one for a price. They can talk, but won't mean much for the game. A shopkeeper's job is to feed their family or keep their home.
Bosses
I want to have a lot of memorable bosses. Not like how Orinstien and Smough were, I want them to be like Ganondorf or Mother Brain, remembered for their long awaited sequence to appear. The town would talk about the boss and say how much of a badass he is and how he has treated the people.
Like Legend of Zelda, each boss would drop a new item that would upgrade your armor or weapons or up your arsenal by one. A weapon like the Visor Sword will be upgraded a lot in each boss fight, giving a new ability to the player. I'm not sure what else they'll drop, but feedback would be nice for this one.
As I said before, there about 7 groups of raiders and got only 4 thought out. I don't want them to be the boss protecting the main boss or the group of Sub-Bosses that poorly lead to the final one. I want them to be the leaders of the raiders or bounties to gain money. Something that makes them more than the bosses we know today.
Of course each boss would be different from each other. Each would use a pattern of specific attacks, but would be hard to prevent their attack. Everything would be obvious or have to be explored by the player to kill this boss. The area would be a hint, if the guy loves explosives and leaves barrels of it lying around the room like as if they were toys in a kids room, you might as well give him a taste of his own medicine. If the boss is a trickster, might wanna check if there are any traps on the floor to throw at him. These sound simple, but I haven't thought of the bosses yet. It can be hard to think of a good boss, but I can manage to create a good one.
Anyways, I hoped you somewhat liked this little idea of mine! It was fun to write and It took me longer than three days to write this. Again, I hope you somewhat liked this and if you have any feedback or any ideas of your own, I would love to hear it. I kind of need the help. And as usual...
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The Game was Rigged from the Start