I have a strange idea for a siegelet based on a gothic museum (full of art, treasures and few nasties), that would hold massive environments- open a door and you might be in different lands or worlds. I wanted to emphasize mythology such as: Celtic, Greek, Egyptian, etc. And even add some snippets from the land of Oz (Frank L. Baum), or Alice from Wonderland, etc./ other stories to emphasize the myths, legends and storybook qualities as well as not make it just dungeons and swamps, giving it a visual quality un-like most RPGs.
Anyone interested in further dwelving into this concept. I have worked on a few videogames a while back. Thought this would be fun and creative.
This is a neat idea. With the right music, and a great, detailed interior for the hub "house" I can imagine it already. A little like the "ALice" videogame. Your protagonist could be kid(s), which would be an interesting twist. They have to visit these strange places for some reason.
Hmmm...we should discuss this more, here...
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It sounds a bit like the Hall of Worlds from Raymond E Feist's books as well...a long hall with doors beetween worlds (doesn't have the museum aspect though). He also place a tavern in the space between the doors (the void) that was a neat concept. Essentially it was a meeting place for the "world travellers" and had it's own unique denizens, etc.
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The museum idea is excellent and the only thing I could think of for the plot/reason for the kid(s) to go around would be that the museum is world famous and the kid(s) have to gain an object(s) from each of the worlds for a project. Id love to design maps for this as it would really require a range of different designs
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If kids were doing a project, the mod should be non-violent. That is, they just put evrybody to sleep, paralyze, etc.
Or they have defense globes that wear down over time, and they have to run around as fast as they can to get the object and get out. This would be interesting, different type gameplay.
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When I posted the idea, I was thinking of a balance between dark elements, action & story and more lighter faire (which does NOT mean kiddie or wimpy). There's a lot of dark and amazing stuff in Greek mythology. The river Styx, Hades, etc. and then lands such as Oz, Wonderland, etc. could have pleanty of fighting, but more puzzles and even mazes.
I want to make the world TOTALLY different than anything out there, full of wonder, mood and plenty of nasties. I also want the world to have a storybook quality in parts that will pay homage to master artists as well as have a sense of humor included.
The style of images I would like to create would be quite epic and unique. I'm starting to write a rough draft and will design a few creatures... perhaps putting them on my art site (URL on first post)....
If anyone is interested in creating something DIFFERENT and not just dreary dungeon hack and slash (which is cool too)...
Please e-mail me or continue this thread.
Cheers Lee
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Lee, I think this idea of yours has a lot of potential. Good concept where the museum is your "hub" that can take you into vastly different worlds. I agree with KC though, it still needs to have some details proposed.
Plotline, Single/multi-player, proposed development cycle (how will you break up development into manageable chunks?), amount of custom content (lands, objects, creatures, spells, textures, etc)... the bigger a project is, the longer it takes to develop, and the more cautious we are of adding it to the project list.
I think the best thing to do is to continue discussing issues and ideas in this forum. For example, you've mentioned 4 distinct lands, why not list out all the ones you were thinking of... maybe you have 8 total lands? or is it 12? what are they? what will be unique about them? what will the party 'get' out of adventuring in those lands? How big will each land be? Are we living out the story books?
I also agree with KC as well, `cause there isnt any details, just a concept heres some more ideas since I experience in writing, I have no problem fleshing out ideas, characters and the like. I toned down the epic ideas I was playing around with so this can be made, though their will be plenty of creativity
The museum concept will be the visual hub the style Im looking for is detailed gloomy Victorian. A stout adventurer (the player), wakes up without remembering how he got there, and simply wants to leave, checking the exits and finding them locked, he/she starts exploring the museum. Though the place is beautiful, gloomy lighting and creepy sound effects to signify something is a tad awry. There are paintings, statues and one particular marble nasty colossus (at the entrance/exit of the museum).
(The museum could be an art museum or one based on fantasy art (so collaborators can display their work in the museum), or something to do with childrens books/stories.
Certain images will be the doors to `other worlds.
I think 3-4 moderate-sized worlds is a good start. The idea can be that the worlds can be added to make a larger story if this is realized.
Each world will be a key to unlock the secret to the museum and at the `end of each world (possibly a mini-boss or a `secret found. will be a clue as to the next world can be opened in the museum.
Worlds (in no particular order)
1- Hades: which will be similar in style to the lava-filled caverns at the end of Dungeon Siege. Customable CG will probably be limited to mini-boss of either Cerebus or Hades himself (or Strife, etc.), as there are many skeletons, zombie already created in the game. Hercules could be a character that you could recruit to help. Emphasis on fighting. Perhaps this world might be the `last' to `step-up' the gloom and intensity toward the final boss.
2- Wonderland: Queen of Hearts maze: I have an idea of a Huge maze with painted red roses and fountains, that has small alcoves with many enemies (soldier card men, etc.), Queen of Hearts castle is in the center. Mini Boss: Queen. Recruit help: Mad Hatter, Alice, etc. Magic and fighting balance.
3- Something similar to the world of Xanth by Piers of Anthony (but not it because of copyright laws), complete with many puns, humor and much magic/enemies. Custom landscapes and characters. Miniboss: not though of yet. Emphasizing magic. Recruit help? To be announced
4- I have ideas, but what do others think? Perhaps three worlds are enough for a start as not to get too ambitious as to make this project too difficult to complete
The last boss seems like a fightable boss, but rather sends your character back to the museum, where the exhibits come to life, as the hero fights his way to the exit where the last boss, the huge marble statue is awaiting the final fight. Winning, the character achieves his freedom.
Dont know if the recruits will be carried over to the other worlds, I am leaning towards- they will NOT.
Hope this gives a few more ideas. Since I have some graphic background (my art web site is):
I feel that I can do some of these images, but I am a beginner in 3D, but learning fast. I have the software to create. I could use more thoughts and hopefully later, some help on this, in not, I plan to do this on my own. Any thoughts?
Cheers everyone- Lee
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Getting better, with more details. Now, the motivation of the player/character would be what? Why would the character, upon escaping a terrible world back to the mansion, not just bust out the door, locked or not?
Why doesnt he want to leave by force? Why can't he? If he can't, why not? Who's keeping him in? Or, why does he want to travel through the worlds?
A good cautionary example is the DS storyline. It has little motivation, so many gamers criticize the story as weak. I know that I forgot why we were moving on many times while playing. Weak motivation is the culprit.
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Though from the lack of replies (though THANKS Gravitas for the reply), I sense that there is not enough interest in continuing this thread as a collaborative effort (unless I am mistaken)... but I will elaborate my idea for whatever it is worth. None of this is set in stone.
Since most ideas a reconstituted from what we have already seen/heard, my idea might be familiar...
The museum (a Victorian building which is all chained up (no one can get in or out), is on an island kingdom and all that live in the kingdom are now dead. The museum which was infected by an ancient plague many decades ago used evil armies and monsters to consume all human life. After the kingdom was destroyed and with nothing to feed on, the museum/house became weaker, and it's own minions either died or hibernated, the presence that is the museum, desired to increase it's influence over other fruitful lands, but in it's weakened state, our of desperation, summons a champion that must be pure of heart (hence no evil follower can do this), to go on a quest to make the museum able to revive the entire house to immortal strength and power. The Host, which is the presence in the house is the hibernated statue in the museum (the final boss).
The museum summons a hero (character/player), and instructs him on his quest, to recover an ancient relic/artifact that will revive the museum to its greatness. (The museum summoned others before but no one ever returned with the prize). The relic will give the museum the power to unleashed hordes and plagues of evil on the entire world and feed off more victims.
The hero is told that the museum needs this artifact to restores its beauty (obviously a lie), and that the hero will search through the museum until it finds the portal to the first world as the house has no more strength to speak with the outsiders.
The first world starts out as contrasting images bordering on a fantasy world (aka Wonderland) and an evil land full of towers and horrors. Hero meets a dying sage who informs reads his mind and informs him that he is on a quest for evil and must destroy the evil that borders wonderland and threaten to destroy it he must find 3 artifacts hidden in separate worlds that have been concealed by the Museum ancient minions.
Heros goals change from being manipulated to someone with a purpose- to find the three artifacts, to revive the Host of the house and to kill him. This will destroy the evil of the museum, and make all the museum-worlds devoid of this evil as well. (Backstory can include some more personal character motivation as well (such as revenge, rescue someone, etc. if needed).
During the quests, the evil/ Museum presence has called for all its known help (monsters and mini-bosses in the worlds) to thwart the hero after he has `changed quests and now is against the evil.
Hero knows that to kill the evil, the 3 artifacts have to revive the Host as a creature (not the whole museum which the `Host wanted), the artifacts at the end of the game create a mega weapon that has a chance against the powerful resurrected major-boss.
Again, these are just the rough ideas of one person... anyone who wants to collaborate, please e-mail me.... I could use some help.
Take care LG
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Hmmm... Seems this thread has been dead for a while. Unfortunate since I think this idea has a great deal of merit. If you haven't given up all together maybe you'd appreciate a comment or two. I like the general storyline but it seems like to me that to be summoned into the game saps the motivation from the concept. The player has no other real reason to be in the game at first, other than sheer curiousity (and the fact that the door's probably locked). This particular scenario really sounds like it could be a good addition to another mod, a dilapidated old victorian building shoved off in the corner of somesuch, no one can remember who built it or how long it has been there. The character(s) get lured by the promise of artifacts, or the old "caretaker" (an avatar of the evil forces that run the place) asks for assistance to restore the building to its former glory. Once the characters figure out what the house is (or at least given hints to something sinister, it's always best not to blow your load all at once) then maybe the statue moves to block the door. Or another one I've always been fond of, every time the player(s) leave the house they always end up on a trail that leads straight back to the front door, trapped in some sort of extra-dimensional loop.
I would like to develop this further, it sounds like a project that would be a lot of fun just for the variety it offers. Let me know if you still want to work on it.
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Have been busy working on the art work for Shadows of Winter.... a Sieglet that is starting to slowly come around. Working with some talented individuals: http://www.electrofiction.com/index.php
I am still interested in doing this idea or a variation of this idea, possible scaled doen a tad to make sure it can be done... No one wants to chat about this?
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Unfortunately, I don't know if many people are still 'active' over here. There are only a few people that I'm aware of that still even have interest in any DS stuff. Maybe things will turn around after DS gets some good mods behind it.
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This project is now in production as a full epic-sized commercial release. Though the story has changed drastically to incorporate proper motivation. We are well into pre-production on this title and will soon be into production. T
This threat should be pronounced dead as this is no longer using the DS engine- hence it is no longer a mod. Thank you for all the prior comments- Any information or applications for people to work on this can be found at: http://www.n2-game.com/
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I have a strange idea for a siegelet based on a gothic museum (full of art, treasures and few nasties), that would hold massive environments- open a door and you might be in different lands or worlds. I wanted to emphasize mythology such as: Celtic, Greek, Egyptian, etc. And even add some snippets from the land of Oz (Frank L. Baum), or Alice from Wonderland, etc./ other stories to emphasize the myths, legends and storybook qualities as well as not make it just dungeons and swamps, giving it a visual quality un-like most RPGs.
Anyone interested in further dwelving into this concept. I have worked on a few videogames a while back. Thought this would be fun and creative.
My web site is: http://lgaskins.homestead.com/
in case anyone is interested.....
Take care LG
This is a neat idea. With the right music, and a great, detailed interior for the hub "house" I can imagine it already. A little like the "ALice" videogame. Your protagonist could be kid(s), which would be an interesting twist. They have to visit these strange places for some reason.
Hmmm...we should discuss this more, here...
It sounds a bit like the Hall of Worlds from Raymond E Feist's books as well...a long hall with doors beetween worlds (doesn't have the museum aspect though). He also place a tavern in the space between the doors (the void) that was a neat concept. Essentially it was a meeting place for the "world travellers" and had it's own unique denizens, etc.
The museum idea is excellent and the only thing I could think of for the plot/reason for the kid(s) to go around would be that the museum is world famous and the kid(s) have to gain an object(s) from each of the worlds for a project. Id love to design maps for this as it would really require a range of different designs
If kids were doing a project, the mod should be non-violent. That is, they just put evrybody to sleep, paralyze, etc.
Or they have defense globes that wear down over time, and they have to run around as fast as they can to get the object and get out. This would be interesting, different type gameplay.
When I posted the idea, I was thinking of a balance between dark elements, action & story and more lighter faire (which does NOT mean kiddie or wimpy). There's a lot of dark and amazing stuff in Greek mythology. The river Styx, Hades, etc. and then lands such as Oz, Wonderland, etc. could have pleanty of fighting, but more puzzles and even mazes.
I want to make the world TOTALLY different than anything out there, full of wonder, mood and plenty of nasties. I also want the world to have a storybook quality in parts that will pay homage to master artists as well as have a sense of humor included.
The style of images I would like to create would be quite epic and unique. I'm starting to write a rough draft and will design a few creatures... perhaps putting them on my art site (URL on first post)....
If anyone is interested in creating something DIFFERENT and not just dreary dungeon hack and slash (which is cool too)...
Please e-mail me or continue this thread.
Cheers Lee
Anyone willing to collaborate on this idea or something similar?
The "motivation" of the plotline to me is still too vague to make playing the game worth continuing. I think that is, right now, its concept weakness.
(I would collaborate, but for the other projects ongoing here. Hey waitaminute, I thought this forum was collaborating... :)
Lee, I think this idea of yours has a lot of potential. Good concept where the museum is your "hub" that can take you into vastly different worlds. I agree with KC though, it still needs to have some details proposed.
Plotline, Single/multi-player, proposed development cycle (how will you break up development into manageable chunks?), amount of custom content (lands, objects, creatures, spells, textures, etc)... the bigger a project is, the longer it takes to develop, and the more cautious we are of adding it to the project list.
I think the best thing to do is to continue discussing issues and ideas in this forum. For example, you've mentioned 4 distinct lands, why not list out all the ones you were thinking of... maybe you have 8 total lands? or is it 12? what are they? what will be unique about them? what will the party 'get' out of adventuring in those lands? How big will each land be? Are we living out the story books?
When you think the project is ready to be added to the Guild, let us know (use this link as a Guide to ensure all the information is given and that you are ready):
http://dsdevguild.sourceforge.net/new_project_proposals.html
Hello everyone,
I also agree with KC as well, `cause there isnt any details, just a concept heres some more ideas since I experience in writing, I have no problem fleshing out ideas, characters and the like. I toned down the epic ideas I was playing around with so this can be made, though their will be plenty of creativity
The museum concept will be the visual hub the style Im looking for is detailed gloomy Victorian. A stout adventurer (the player), wakes up without remembering how he got there, and simply wants to leave, checking the exits and finding them locked, he/she starts exploring the museum. Though the place is beautiful, gloomy lighting and creepy sound effects to signify something is a tad awry. There are paintings, statues and one particular marble nasty colossus (at the entrance/exit of the museum).
(The museum could be an art museum or one based on fantasy art (so collaborators can display their work in the museum), or something to do with childrens books/stories.
Certain images will be the doors to `other worlds.
I think 3-4 moderate-sized worlds is a good start. The idea can be that the worlds can be added to make a larger story if this is realized.
Each world will be a key to unlock the secret to the museum and at the `end of each world (possibly a mini-boss or a `secret found. will be a clue as to the next world can be opened in the museum.
Worlds (in no particular order)
1- Hades: which will be similar in style to the lava-filled caverns at the end of Dungeon Siege. Customable CG will probably be limited to mini-boss of either Cerebus or Hades himself (or Strife, etc.), as there are many skeletons, zombie already created in the game. Hercules could be a character that you could recruit to help. Emphasis on fighting. Perhaps this world might be the `last' to `step-up' the gloom and intensity toward the final boss.
2- Wonderland: Queen of Hearts maze: I have an idea of a Huge maze with painted red roses and fountains, that has small alcoves with many enemies (soldier card men, etc.), Queen of Hearts castle is in the center. Mini Boss: Queen. Recruit help: Mad Hatter, Alice, etc. Magic and fighting balance.
3- Something similar to the world of Xanth by Piers of Anthony (but not it because of copyright laws), complete with many puns, humor and much magic/enemies. Custom landscapes and characters. Miniboss: not though of yet. Emphasizing magic. Recruit help? To be announced
4- I have ideas, but what do others think? Perhaps three worlds are enough for a start as not to get too ambitious as to make this project too difficult to complete
The last boss seems like a fightable boss, but rather sends your character back to the museum, where the exhibits come to life, as the hero fights his way to the exit where the last boss, the huge marble statue is awaiting the final fight. Winning, the character achieves his freedom.
Dont know if the recruits will be carried over to the other worlds, I am leaning towards- they will NOT.
Hope this gives a few more ideas. Since I have some graphic background (my art web site is):
http://lgaskins.homestead.com/
if anyone is curious
I feel that I can do some of these images, but I am a beginner in 3D, but learning fast. I have the software to create. I could use more thoughts and hopefully later, some help on this, in not, I plan to do this on my own. Any thoughts?
Cheers everyone- Lee
Getting better, with more details. Now, the motivation of the player/character would be what? Why would the character, upon escaping a terrible world back to the mansion, not just bust out the door, locked or not?
Why doesnt he want to leave by force? Why can't he? If he can't, why not? Who's keeping him in? Or, why does he want to travel through the worlds?
A good cautionary example is the DS storyline. It has little motivation, so many gamers criticize the story as weak. I know that I forgot why we were moving on many times while playing. Weak motivation is the culprit.
Motivation... a tough one....
Though from the lack of replies (though THANKS Gravitas for the reply), I sense that there is not enough interest in continuing this thread as a collaborative effort (unless I am mistaken)... but I will elaborate my idea for whatever it is worth. None of this is set in stone.
Since most ideas a reconstituted from what we have already seen/heard, my idea might be familiar...
The museum (a Victorian building which is all chained up (no one can get in or out), is on an island kingdom and all that live in the kingdom are now dead. The museum which was infected by an ancient plague many decades ago used evil armies and monsters to consume all human life. After the kingdom was destroyed and with nothing to feed on, the museum/house became weaker, and it's own minions either died or hibernated, the presence that is the museum, desired to increase it's influence over other fruitful lands, but in it's weakened state, our of desperation, summons a champion that must be pure of heart (hence no evil follower can do this), to go on a quest to make the museum able to revive the entire house to immortal strength and power. The Host, which is the presence in the house is the hibernated statue in the museum (the final boss).
The museum summons a hero (character/player), and instructs him on his quest, to recover an ancient relic/artifact that will revive the museum to its greatness. (The museum summoned others before but no one ever returned with the prize). The relic will give the museum the power to unleashed hordes and plagues of evil on the entire world and feed off more victims.
The hero is told that the museum needs this artifact to restores its beauty (obviously a lie), and that the hero will search through the museum until it finds the portal to the first world as the house has no more strength to speak with the outsiders.
The first world starts out as contrasting images bordering on a fantasy world (aka Wonderland) and an evil land full of towers and horrors. Hero meets a dying sage who informs reads his mind and informs him that he is on a quest for evil and must destroy the evil that borders wonderland and threaten to destroy it he must find 3 artifacts hidden in separate worlds that have been concealed by the Museum ancient minions.
Heros goals change from being manipulated to someone with a purpose- to find the three artifacts, to revive the Host of the house and to kill him. This will destroy the evil of the museum, and make all the museum-worlds devoid of this evil as well. (Backstory can include some more personal character motivation as well (such as revenge, rescue someone, etc. if needed).
During the quests, the evil/ Museum presence has called for all its known help (monsters and mini-bosses in the worlds) to thwart the hero after he has `changed quests and now is against the evil.
Hero knows that to kill the evil, the 3 artifacts have to revive the Host as a creature (not the whole museum which the `Host wanted), the artifacts at the end of the game create a mega weapon that has a chance against the powerful resurrected major-boss.
Again, these are just the rough ideas of one person... anyone who wants to collaborate, please e-mail me.... I could use some help.
Take care LG
Hmmm... Seems this thread has been dead for a while. Unfortunate since I think this idea has a great deal of merit. If you haven't given up all together maybe you'd appreciate a comment or two. I like the general storyline but it seems like to me that to be summoned into the game saps the motivation from the concept. The player has no other real reason to be in the game at first, other than sheer curiousity (and the fact that the door's probably locked). This particular scenario really sounds like it could be a good addition to another mod, a dilapidated old victorian building shoved off in the corner of somesuch, no one can remember who built it or how long it has been there. The character(s) get lured by the promise of artifacts, or the old "caretaker" (an avatar of the evil forces that run the place) asks for assistance to restore the building to its former glory. Once the characters figure out what the house is (or at least given hints to something sinister, it's always best not to blow your load all at once) then maybe the statue moves to block the door. Or another one I've always been fond of, every time the player(s) leave the house they always end up on a trail that leads straight back to the front door, trapped in some sort of extra-dimensional loop.
I would like to develop this further, it sounds like a project that would be a lot of fun just for the variety it offers. Let me know if you still want to work on it.
You might need to email the leader of the project directly if he doesn't respond.
I haven't been looking in at all, because of the lack of posts...
I still think the idea is a good one and will be DIFFERENT! But because of the lack of interest, would anyone care?
If anyone would like to talk about this more... I'm open-minded to anything.
Cheers Lee
Have been busy working on the art work for Shadows of Winter.... a Sieglet that is starting to slowly come around. Working with some talented individuals: http://www.electrofiction.com/index.php
I am still interested in doing this idea or a variation of this idea, possible scaled doen a tad to make sure it can be done... No one wants to chat about this?
Unfortunately, I don't know if many people are still 'active' over here. There are only a few people that I'm aware of that still even have interest in any DS stuff. Maybe things will turn around after DS gets some good mods behind it.
Work on SOW... anyone interested in doing this.... instead of the same old same old stuff?
This project is now in production as a full epic-sized commercial release. Though the story has changed drastically to incorporate proper motivation. We are well into pre-production on this title and will soon be into production. T
This threat should be pronounced dead as this is no longer using the DS engine- hence it is no longer a mod. Thank you for all the prior comments- Any information or applications for people to work on this can be found at: http://www.n2-game.com/