Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon.

Pages: 1-

Bad Karma/Karma/Theodore McSmall

Name: Anonymous 2007-12-10 7:09

You control Karma and make sure people reap what they sow.

ideas suggested:
you're really small
you get bigger as the game progresses
as you move on you get powers
sometimes you have to blend in with your surroundings
you have a limp button, where you become limp like a doll to avoid attention
you make people pay in ironic ways to make sure karma comes full circle
you can stress a man out until he has to get a smoke, but his gas line is broken

Name: Anonymous 2007-12-10 7:12

holy shit awesome

Name: Anonymous 2007-12-10 7:14

We must start work immediatly WE'LL BE RICH

Name: Anonymous 2007-12-10 7:16

Level 1:

man torments coworker until coworker jumps to his death

you can't manifest well in your physical form so you must stay within the room you begin in

therefore, if your target leaves, you fail

turn his alarm off so he doesn't wake up immediately

find a door key and break it off in the door

sound the alarm until he unplugs it and goes to the closet, sound it again, as he goes back to investigate, go write messages on the mirror

he gets freaked out and runs to the door, can't open it, tries to call for help, you take over the phone, he starts climbing down his sheets out of the window, you cut the sheets (he screwed with a guy until the guy commited suicide)

or you could just feed him sleeping pills

Name: Anonymous 2007-12-10 7:17

what's the game genre? platformer? FPS?

Name: Anonymous 2007-12-10 7:19

platformer

you follow the guy around in 3rd person as you jump from shoe to bed to dresser or what have you

Name: !3U7YELe1Qo 2007-12-10 7:22

>>3
Working on it. Like I said in the earlier thread, implementing a stealth system into Source is going to take quite a bit of time (that's putting it lightly). Don't expect to see results quickly.

I'm gonna read up on LUA to see if that'll make things any easier, but if not I'll just see what I can do in C++. Proof of concept/demo is going to be the level described in >>4, but don't expect to see it anytime soon.

But yeah, mapping and coding are my forté. If someone else wants to work on concept art, level ideas, etc, that'd be good to see. We're also going to need modellers and texturers as I can't do either to save my life, but that's not really important until I get the basic stuff sorted out.

Posting with a tripcode. :<

Name: Anonymous 2007-12-10 17:21

I think there should be at least 3 ways to kill the guy in the demo, just to make sure everyone knows there's not just the one.

1. sleeping pills

2. cutting the wire to the alarm clock and electrocuting the guy with it

3. making him go crazy and jump out of the window

But I suppose even just the simplest way would be a good example.

>>7 I can come up with concepts, but not much else...my computer is a typewriter with internet access.

Name: Anonymous 2007-12-10 22:19

http://cgi.4chan.org/ic/res/165581.html#165595

...this is a really crappy drawing, but it was just something I thought might show the idea a bit more than what I drew to start the thread last night.

I'd love to see more drawings of the angry gray Karma with the barcode on his head.  It would also be cool to see that one sketch where Karma had tools everywhere.

Name: Anonymous 2007-12-10 22:27

>>7

i'm the guy that did that crappy doodle on the original thread, i can try to do some more stuff if you want me to

Name: Anonymous 2007-12-10 22:32

>>10

Which doodle?

Name: Anonymous 2007-12-12 1:23

>>11

The crappy one that took me like 5 minutes to do and was the weird mini guy in a hoody, should be the only none paint one

Anyway's i was thinking that instead of getting more and more devices at the end of each level you should get item's just laying around the room and be able to combine them in certain ways to create more traps and helpful object's. Like maybe you get some string, some matches, and some fire crackers and then be able to start the trap from a distance to minimize the risk of getting caught. Or like tooth picks and you combine the string and those to make a ramp to set something heavy on you break the ramp the item falls onto target or as a distraction.

Also i know pet's have been discussed but how about the ability to kill pet's as a set off method to freak out the target into setting of the scenerio. Or if you don't like that maybe as a "your found out mission failure" thing. I feel a mixture of these would be fun like in the mission description have if the target is superstious about such things. but if pets are included i feel you should be given a choice of killing it as a precaution or freak out method

Name: !3U7YELe1Qo 2007-12-12 12:02

Since karma is the idea of "Do evil and the evil will eventually come round to you," (condensed, obviously, it's a lot more complicated than that) I personally think that the killing of pets will detract from the meaning of what you're supposed to be doing. The pet hasn't done evil, the master has, so the pet doesn't deserve any evil to be done to him.

I'd therefore suggest that killing or harming the pets in any way results in some kind of score penalty when the mission is completed. Non-lethal or non-painful methods to remove the obstacle, such as luring a dog outside a house and then blocking the dog door up with something or popping one of the master's sleeping pills into a cat's food when he's not looking, or simply avoiding the pet outright would, obviously, not be punished, though they would be a lot more difficult to do.

I'm now thinking that, if the player character is doing inherently evil things without the justification that it's an evil individual he's doing it to, maybe he could then be attacked by another Bad Karma out to get him? Maybe just an alternate ending or something, since I don't know how that would be implemented.

I suppose that would suggest that Karma is a collective, some kind of spiritual organisation featuring numerous Karmic Agents... I dunno, I'm thinking backstory and storyline here and we haven't really entered that territory yet. Assumedly the player character must be reporting to someone in order to get information at the start of the mission regarding the target, unless it's done in a similar way to The Art of Theft where the beginning of each mission is a short monologue where the character lists his thoughts on the task at hand.

THOUGHTS?

Name: Anonymous 2007-12-12 20:51

>>13

I like the thought of a 'governing' system where if you do something bad like killing the pet you have to face another karma killer. If you continue to do it maybe they get more health strength and speed until you've done it to many times and they send the god mod guy.

Also how bout more people in levels then just the target. I mean not all the target's should be living alone. And if this happens maybe multiply target's in a few of the levels where the guy's kid is a bully and the goal is to scare the kid witless.

In any case more people in the house then just one and the ability to kill them if the player want's to sounds good and a penalty where the more bad you do, like say killing the nice innocent daughter, brings your fellow karma killer's after you sound's win to me.

Thoughts on it?

Name: Anonymous 2007-12-12 21:15

>>14
Killing the kid's father should scare him witless. Heh.

I like the idea of multiple targets; it makes it more fun to have more goals.

We all seem to be leaning towards a society based around preserving karma as opposed to just yourself, so I wonder if there is an ethereal realm where these guys run around?  Would you be able to run around in this world?

Name: Anonymous 2007-12-12 23:24

>>15
maybe it should be an inbetween on level's where you go around get supplies and stuff and learn new tricks from fellow karma killers

or maybe an unlockable thing you get to do afterwards when you beat the game

Name: Anonymous 2007-12-13 18:59

what kind of game are you aiming to make as far as graphics go?

i work as an artist in a game studio and this sounds like an interesting idea - i'd be willing to help out with level/level art and such depending on what kind of game you're aiming for. 3d, 2d?

Name: Anonymous 2007-12-13 19:03

I am >>17 - just read >>7. I'm an idiot.

I have experience with Source (did a lot of my portfolio work in it and worked on a couple of mods (RnL, INS, HI, PvK2 etc)) - so count me in on this. You guys have an IRC channel? I go away over xmas and won't be back until new year..

Name: Anonymous 2007-12-13 21:38

>>17

i am thinking it's something around like mario 64 style platformer or something.

Name: Anonymous 2007-12-16 19:45

Karma does not come into effect until a person's next life.

Name: Anonymous 2007-12-17 14:58

>>20
That didn't stop "My Name is Earl."

I think there should be an inbetween world that acts as a hub for all of the "hits" or levels.  Once you enter a level, depending on your strength to manifest yourself in the world, you appear outside of the house with up to the entire street open to your influence.  You might even be able to cause the neighbors to mob up and kill the guy.  It might need to explain how exactly you manifest yourself, though...

The inbetween world should be more than just a main screen, though.  This is where the main story should work out.  Perhaps a rogue set of Karma enforcers have decided that their peers should be judged as well as the people on Earth.  This is where you'll get attacked if you kill an innocent person.  Perhaps they take over your world and you have to go back and fight them off.  I think there should be more than just the Karma building, though.

I hope I made sense with all of that.  I also hope that I'm not unintentionally pitching Assassin's Creed.

By the way, should Buddha be your boss?  Heh.

Name: Anonymous 2007-12-23 6:48

sounds like a great idea but it also sounds like a full-game. will definately need a shit load of work.

you should make an irc channel to discuss this. post here let me know (i'm >17 btw)

Name: Anonymous 2008-01-19 22:26

Happy new-ish year.  Any recent developments or ideas?

Name: Anonymous 2008-02-07 20:02

Apparently not...I wonder if everyone forgot about it.

Name: Anonymous 2008-05-19 0:56

My name is I am an interesting game idea that has been abandoned.


:(

Name: Anonymous 2008-06-01 20:02

I'm hoping the OP would give us his site or IRC, this sounds to be quite a game.

Also, OP, if you don't mind, may I steal this karma game idea? I'm a 3d modeler/texturer, graduate of comp sci with a licensed Torque Game Engine... so shit might get done. Any objections?

Name: fdsa 2008-06-02 0:49


Don't change these.
Name: Email:
Entire Thread Thread List