HYDRA MELEE COMBAT SYSTEM Integrated
crazy question…the game play idea cocepts how do you monetize it? and who decides what is cool and wat suks?
if you find the solution to these 2 concepts you will make a beautiful game even if it is hello kitty in barbie world…
Hi @Data_D_Soong,
I appreciate your interest and questions. Project VAPOR is being developed with various Marketplace Media, Blueprints, and Plugins for rapid production of a Game I will commercially publish. Thus, I’m reviewing 42 Monetization Methods and intend to implement Two or more as there will be Customization and several Game Modes. I favor the Free-2-Play Monetization Model with purchases of Cosmetics.
The basis of the game concept is Mazes & Monsters with a mix of First Person Shooter, Action RPG, and my own custom game mechanics and features. My primary focus is on core game mechanics and features. So I make the initial decision whats cool/ whats not.
There is no story/lore currently, and there may never be. I intend to include in-game communications and utilities that will facilitate player story creation within the game world. Once published, the Players will influence whats cool, whats not.
Optional Reading
I’ve been inspired to develop this Maze & Monsters Game based on my first experience with 3D Computer Games Development. This is sort of my Dream Game as its game concept that keeps coming back to me no matter how many game ideas I work on.
I’ve been on a lengthy quest to do something interesting with traditional mazes and I’m going to avoid the stereotypical Dungeon style Maze with narrow passages, human scaled rooms/cells.
I intend to develop a unique Maze & Monsters game with modern and innovative features using off-the-shelf Marketplace assets. I’m on multi-tiered mission to prove:
- Traditional Mazes can be unique and interesting.
- Marketplace Assets can used in rapid production development without Asset Flipping.
- I finally published a Game.
I desire Mazes with a scale that Titan-sized Monstrosities and Hordes can exist in and navigate. A scale in which each Maze cell could have its own biome. A scale in which players can build, hunt, defend, survive in. Players can to cooperate or not, Players can choose to solve the over-arching quest to solve the Maze finding its Exit…or not.
Thus, Game Play mechanics are in the works in which I’m combining my favorite mechanics of a First Person Shooter (FPS), Action RPG with a small set of RTS and Survival Mechanics sprinkled in. Monsters and Adversarial Players are obstacles that must be overcome to be successful.
This will be my first entry in the Hyper-cinematic Game Genre. Thus VAPOR is not an FPS or TPS, but what I call a XPS (Extended Perspective Shooter) featuring a Hyper-Cinematic Dynamic Real-time Multi-perspective Camera Subsystem. I show off this innovation in my videos.
The ‘art style’ (toon shading) is my ’ lowest common denominator’ solution to achieve some sort of artistic continuity mixing and matching various asset designs and art styles from Photorealistic to to Anime. BTW, This shading will be optional.
a gameplay type is interesting FPS/RPG/gread/F2P they are games that everyone plays at least once and they can easily become best download
i tink for this stuff you need a very ancient RPG ciaracter grow tipe mixed white modern concept of VR Manga/anime story tipe bs to make you surff the wave off gowing intrest on a game lauce dey
I can help you with first part for free whit only talking about a concept forgotten by time
THE origins of the concept i care about is Ultima Online Renaissance and a practically forgotten Chinese game MU1 that i played at the Chinese internet point in 1998 but the thing is much older bot game embraced the concept are based on a very simple concept a game without levels or anti-omnipotence barber skill cap stat cap power cap…more you use a skill/ability/or item more it grow and evolves basically the levels are still there but everything has its own experience bar level and unlocs this way it is also easier to do the BP since all animations sound UI on it and everything are attached to one BP which is a stand alone independent tink once you have made a BP you create a prototype from which you take out the rest after you can make mixed skills that mix 2 difernet skils in fused skijast mixing 2 BP and ciange names and textures you can get quality and quantity whit 1 stone ,so if some stubborn like a single skill so much or due to incapacity or stubbornness the stubborn one gets all the content in the game bought things spend money
Zero-K free steam game have a intresting units shild concept it work great in FPS
Procedural Abominations: BONECRAWLER & TRANSFORMORPH
Migrating the project to UE5. With that will come major design changes. Re-evaluating Marketplace Asset Selections for Character Customization, RPG Subsystems, and more.