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View Full Version : A game concept, an idea, and an odd idea


cliftut
07-07-2007, 03:13 AM
This is my first post but I'm going to jump right in, since this is the primary reason I joined the forum. ;) Bear with me. If you don't want to read it all, pick one of the sections and just comment on it.

#1: Game Concept
This is a concept for a game I plan to design over time, as I learn to program. I will probably start out doing simple programs and snippets in JAVA since I'm slightly familiar with it (I'm all but a complete beginner even so...). The game will be highly physics based, and an "avatar" physics game, for those of you who watched Matt's interview.

In simplest terms, my original idea was to create a game in which you achieved (at least some of) your goals by "going ragdoll". Specifically, you would play a ninja. Here's a quick poetic idea that explains what I was thinking of;

"In modern times, a ninja has mastered the technique of completely relaxing his mind and body. By removing all resistance from his being, he can achieve virtual invincibility, allowing him to survive extreme situations and overcome great obstacles. Using this amazing skill, he does what all ninja do best; fights for his life."

Of course, this is only the beginning of all my ideas, but a basic concept is best to start off with. Some of my other ideas merit a game of their own and I don't want to ruin this concept by cramming it with too much extra baggage. I'll cover these ideas when I make a topic specifically for the game.

The name? I call my idea Project Flopninja. Catchy, no?

#2: An Idea
I'm going to need physics for this game, since it will be A PHYSICS GAME (interesting relationship). Rather than using pre-made tools or engines, I hope to construct the physics from scratch. This way, I will be acutely familiar with everything and I'll have lots of knowledge to use as I perfect everything. To be specific, though, I want the physics engine to be completely detachable from the game. Not only that, but I want it to be Modular.

In short, I want a physics engine that works a bit like a Lego toy; You will have multiple pieces, and you only have to use the ones you need. It would consist of a core, and then, for instance if you need fluid physics, you can plug it in by simply adding the fluid physics part into the folder the core engine is in, or by plugging it into the code.

Example; Say you want to make something with 2D fluid physics, and 2D solid-body motion and collision physics. You simply add two files that control those into the "Core" folder, and you would instantly be able to interface those into your game, via the Core Engine. This way, you could have a physics engine that only took up as much space as it needed to, so your game would be smaller, you could interface different types of physics simulation together relatively easily, and you could even create your own type of physics simulation and integrate it into the engine as another "addable". Needless to say, I would make this available to the public and it could become an all-purpose, customizable physics engine.

It seems like a fairly good idea to me. It'll just take time and lots of learning.

#3: The Odd Idea
Alright. This is the weird one. I doubt any of you have thought of this, but I can't be sure; maybe you were just too freaked out by the idea to say it aloud. Would it be possible to create a TEXT BASED PHYSICS GAME, and still keep it FUN? I am completely open to ideas here, but I think such a concept despite its strangeness, might be possible.

The only application I've thought of for this would be in a text-based role-play style game. In simplest terms, replace many dice rolls that would normally be used to determine the outcomes of certain things by applying adjusters (+5 to hit, etc.) , and instead, use physics equations. Thus, rather than you being able to break down that door relying on your strength adjuster and a random number, it would be the result of a physics sim that took into account the strength of the door, your own strength, and maybe even things such as how or where you are hitting it; things that you will most likely not encounter in a standard text-based game.

Even more extreme, imagine a text based adventure game in which not everything is text based. What if, on the other end of all that ASCII, there was an actual 3-Dimensional world, which actually followed physics rules like our own (and perhaps some strange ones as well if you wished). It's an elegant concept; the player is immersed in what they believe to be a world of text and programmed responses, but in reality they are wandering around in a 3-D World, displayed to them through text descriptions attached to 3-D objects and places. There's also another plus; if stuff is only displayed through text, that means that the computer doesn't have to render anything, all it has to do is calculate. I expect such a system would be uber-fast. It would be sort of like a reversed Matrix; instead of being in a 3-D world that is actually a bunch of code, you are reading the "code" of a fully functional 3-D world, without even knowing the 3-D world is there. Also, it would be rather convenient to make for those who aren't very good at 3-D art, because your 3-D world would only need to be modeled to a minimal level. It would be great for those who are better at writing than producing visual art.

If you have your own ideas for text based physics games, please share!

Cyranix
07-07-2007, 03:44 AM
Excellent first post. Welcome to the Fun-Motion forums!

That said, I'm not sure my imagination is good enough to see how "going ragdoll" would be advantageous... I keep coming up with a mental image of a ninja collapsing on the floor, which wouldn't necessarily require a heavy physics system (since it could be mapped to a Fall Down key with a set animation). Is there a reason you'd want jointed limbs for those moments? Can you elaborate on your vision for Project Flopninja?

As far as building your own physics engine... dream big! The modularity of it would be served very well by Java. On the forums you'll find a range of programming and game-making experience, so there will be people in the same boat as you, as well as veterans who can offer some advice.

With respect to the text-based physics game: that's a pretty out there concept! I like the outside-the-box thinking. I'll give it some more thought myself; I'm having a little trouble envisioning the game's "perspective" as well as some basic mechanics, but I'm hoping to get inspired about this hilarious idea.

cliftut
07-07-2007, 06:35 AM
I'm not sure my imagination is good enough to see how "going ragdoll" would be advantageous... I keep coming up with a mental image of a ninja collapsing on the floor, which wouldn't necessarily require a heavy physics system.

Oh no! My idea has been trashed! OK, maybe not. I left out the funnest and coolest part of my idea. The reason I have dubbed it "Flopninja" is because it will be an active ability, not just a passive action. The idea is roughly based on this principle that when someone is relaxed, they are much more resistant to impact. That's why drunk people tend to survive car crashes when the other people don't, and why there are tales of people hitting the ground from high distances and actually bouncing, and being relatively unhurt. 'tis physics! Soft body collisions! (pardon the pun).

The idea of Flopninja is centered around the ability I call "flop" (notice I do not say "slump"). Imagine this; The ninja leans his entire body backwards, dramatically poised for... throwing himself in the desired direction and going completely limp! Imagine, our ninja... purely relaxed, at peace with his enemy and himself, cartwheeling through the air, until... WHAM!!!! He slams into a goon with bone crushing force. His opponent is incapacitated, but he suffers negligible damage if any at all. Also, he can force his body harmlessly through small spaces and even survive a trip through machinery gears (?). THAT is the fun part. And of course, that would all have lovely sound effects

With respect to the text-based physics game: that's a pretty out there concept! ... I'm having a little trouble envisioning the game's "perspective" as well as some basic mechanics...
I was expecting this a bit. It's a difficult concept to completely describe.

For one thing, naturally, the developer would be able to see the 3-D world. It wouldn't be flashy, but he/she could, for one thing, select an object, such as a table, and give it a description to be shown as text, as well as physical properties, you know basics like density, friction, or whatever, depending on what you need it to be able to do. As far as basic mechanics, one thing that would be very necessary would be simple operations that the user could do to specify their actions. For instance, "pick up", would obviously be necessary for a roleplaying game. Since the game is physics based, there would need to be interactive reactions for such things. For the game to really work as a physics game, you would need to have more detailed control and feedback. If you do something like, say, "test table's weight", you get feedback such as "The table is heavy, made of solid oak; you'd have a tough time moving it, let alone lifting it." HOWEVER if you were a big, strong barbarian type, you might get something like "Despite it being made of solid Oak, you could move this table around fairly easily, although picking it up might not be easy." Such results would either be created by using property names for the object (for instance the "solid Oak" part would be in the object description for the table, and the feedback itself would be the result of how able your character was to lift the table; perhaps even a preemptive simulation to determine how easily it can be moved by your current strength). Things would get quite interesting once magic came into the equation; you could even put quantum physics simulation in there! (of course I'm joking... or am I? ;) )

axcho
07-07-2007, 09:42 PM
Those are some interesting ideas! I can definitely see how the Flopninja game would work, and that text-based physics game is an intriguing idea. (I remember when I was just starting out designing games, and wondered about the possibility of a text-based RTS. :p Never made it though.)

For the Flopninja, it would be cool if you could do some concept animations of what situations the ninja might flop his way through. Or maybe convince some animators (http://www.stickpageportal.com/forums/index.php) to do it for you. Do you do any of the "soft" or "internal" martial arts? You might get some inspiration from those. :)

cliftut
07-08-2007, 08:43 AM
I'd like to do some concept animations and sketches, but I'm not "in the zone" so to speak. In other words, anything and everything artistic I try to do right now is going to turn out wrong. I need to go watch some anime or art tutorials or something. That always makes it easier to draw.

I'll try to crank out some art soon, but it won't be more than stick figure art.

Along the lines of physics and the programming the game, I plan for the end project to be a complete game. I'm not going to make a glitchy stick figure game that's just fun to mess around with. I'll make a separate topic for development ideas for the game, but I'll use this temporarily. I know that java would be very good for keeping the game modular as well as the physics engine, but I also know that Java isn't terribly fast. What I'm thinking about doing is doing my initial learning and concept testing in java so that I can get some coding experience, and then moving on to something like C++ or something for developing the final game.

Edit; It seems I was wrong. Apparently, from what I've heard, Java isn't much slower than C++ when optimized. I'll still have to think carefully though. I have lots of ideas for this, so I'll need to be able to have lots of things going on without the game being super-slow.