Game ideas: FPS/ TPS game: W.A.L.K.E.R.(NEW!!)
From GPWikiWALKER INDEX: A. Settings B. John’s abilities C. Gameplay D. Weapons and vehicles
B. John’s abilities: John is a psychic from birth. He has the ability of Bilocation. This ability allows him to detach his spirit from his physical body and use it in numerous ways. For example: 1. He can spirit walk. During this, he leaves his physical body and appears as a white ghost. This form allows him to scout his surroundings without informing anyone about his presence. He is still tied to his body and can only go so far. [*This power was modeled after UAV gameplay] 2. Psychic scream: John’s spirit bellows a blood curling scream that dazes any nearby soldier. In multiplayer, this scream has the same effect as a flash bang grenade. (Can only be used during spirit walk) 3. Psychic push: John can concentrate his power and initiate a psychic push that repels any nearby soldiers and also can be used to activate switches. Using this ability leaves John immobile for a few seconds. (Can also be used during spirit walk) 4. Possession: While in his spirit form, John can posses an enemy soldier. During this possession, if the host dies then John’s soul comes out of the body. Possession has a cool down time of about 2minutes. This ability can’t be used during multiplayer. 5. Leech: With this ability, John can leech off the souls of nearby dead enemies. This will allow him to regain his lost health. The animation for this will be something where John’s soul comes out of his body, grabs the fallen soul and drags it into John’s body. This ability will also work in multiplayer, where the dead bodies will turn into dust if not harvested 2 minutes from their death. C. Gameplay: The game will primarily take place in FPS view. But it will switch to TPS view while controlling John’s spirit. There could be an animation of John’s spirit ripping away from his body, after which the body falls to the ground in a kneeling position and the soul is free to roam. When in his body, John will be able to carry a maximum of two guns along with different grenades. The grenade control will be similar to counter-strike. Whenever John posses a hammerhead, he will loose all his abilities. At that time he’ll be able to use the weapons that the Hammerhead is carrying and also his natural abilities, namely, zoom and thermal vision. D. Weapons and Vehicles: The addition or exclusion of vehicles won’t affect the gameplay a lot. Although it will be a delicious icing on the cake. But if it is too much of a strain, then vehicles can be left out for a possible sequel. Here are some sample weapons for the game: 1. Pistol: Medium damage, 20 rounds in the mag. 2. Pistol 2: 7 rounds in chamber, high damage. 3. Assault rifle: The weapon will have a relatively low damage and also low accuracy. But it will be equipped with a grenade launcher. 4. SMG: Damage is just like low along with accuracy but this weapon can be dual wielded. 5. Shotgun: Works like any standard shotgun. 6 rounds in chamber. 6. RPG: The name says it all. 7. Sniper: The sniper rifle is similar to a magnum rifle. 8. Frag grenade: The usual, pull out the pin and throw. Weapons-Alien: 1. Pistol: This is a burst pistol. 2. Assault rifle: High damage and high accuracy but does not include a grenade launcher. 3. Inquisitor: The gun fires medium sized rounds that explode on contact. (Not as powerful as grenades) 4. Shotgun: A huge shot gun that has twice the power and spread of a normal shotgun but has to be reloaded after every round. 5. Lecher: Remember the second mouth from the movie aliens? This gun functions similarly. A second mouth erupts from the gun, latching onto any enemy and drains away their health. This health is then converted into a bio-plasma that is discharged similar to a shotgun shell. 6. Gauntlet: The gauntlet is an alien cannon. The charge up takes about 2 sec. after which, a constant beam of laser fires from the cannon and melts away anything in its path. The weapon consumes a lot of ammo but is equally effective. 7. Sniper: This weapon develops a potential difference between it and it's target and unleashes a bolt of electricity in their direction. As the gun works on energy packs, it does not need reloading for every shot. Thus you have almost the power of a magnum sniper rifle along with quick firing ability. The only problem is that the zoom of this sniper is considerably less than normal. The reason for this is that Hammerhead eyes can zoom long distances on their own and have no need for a lense. 8. Trudger: The trudger works similar to a yo-yo. A huge spiked ball is connected to the gun by a string. When fired, the spiked ball flings out with tremendous force and pummels anything in it's path. This gun requires no ammunition. 9. Magnetic grenades: These grenades generate a magnetic field that fries any object in their radius. If a spirit is caught in the radius, it is left immobile until the grenade runs out. 10. Crazy grenade: Once this grenade is thrown, it bounces off nearby walls and explodes on contact with any enemy (or self). Incredibly difficult to control, this grenade is best used in tight spaces. Thanks for reading, If you liked the idea, please contact me at: ajit256@gmail.com
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