Not sure if this is exactly where it goes. If it isn't, just tell me where it should be/have a mod move it there.
I recently brainstormed up a Homestuck game in which you create a character, a house, and receive FIVE (5) random chums on your chumroll*. You also receive a timer. Some part of your screen has a timer, which gives you 20 minutes to escape via SBURB. At some area of your house is the SBURB client and server disks. Upon locating them, you can lounge around and explore all you like, but you MUST enter the medium before your twenty minutes are up. The idea behind this is if there's a time limit that gives you a so-so amount of time, you should have enough time to daisy chain around 50 people, if you're efficient, but it is easier in terms of most things to simply chain with a few people, possibly 5-10.
The way the game 'connects' people is that it creates a Pesterchum chatroom in which all of the SBURB players in a session can converse.
The advantages to having more people:
A greater amount of grist types availible, allowing for much higher 'quality' weapons.
A greater amount of interests, allowing for more creativity and weapon-building.
A greater amount of helping hands. As has been previously seen, people in the Medium are able to travel to others' planets. This allows you to assist others in growth. This brings me to my next concept: combat.
It isn't and will never be easy to find a combat style that fits Homestuck perfectly. The best style, however, is a Final Fantasy Tactics style combat. The way this works is that the character is plopped upon a grid as soon as coming into 'contact' with an enemy. The background fails to change, and anything considered by the game to be 'walk' territory can be walked onto. It works very simply: whoever has the highest SPEED goes first. When attacking, it checks which direction the enemy (or you) are facing, and then gives multipliers depending on what side you're attacking. Weapons supply your SKILLS, and as you continue to use the specific WEAPON, it gains more SKILLS. This's just so you don't have to ALCHEMIZE every two seconds and have your WEAPON become obsolete.
Which brings me to ALCHEMY. Alchemy's a fairly complicated thing, and if anything the project will be a hassle if only because of INTERESTS. I might as well explain INTERESTS before continuing with alchemy, because INTERESTS are vital to the process. INTERESTS are determined by either you or the game, depending on if you decide to put in interests or randomize them. There are THREE TYPES OF INTERESTS in terms of alchemization. These types are: the OFFENSIVE type, for things such as SPORTS and any interest in things such as ANTIQUE BLADES, GUNS, etcetra. Then there is the DEFENSIVE TYPE, which relies on CLOTHING-BASED interests. It can also be applied to things like SHIELDS, MEDIEVAL ARMOR, and so on. Then there is the INVENTIVE TYPE. These only exist so that you can be creative with alchemy. This would be things such as ANIME, LITERATURE, CARTOONS, ART OF ANY VARIETY, PHOTOGRAPHY, and most things like that. They have no real value in alchemy except to make your stuff look cool and upgrade it in the process. Alchemy itself is amazingly HARD in that I have NO IDEA how to code it. The EASIEST way, I have decided, is to randomize ITEM CODES so that people do not SUDDENLY CREATE A MASSIVELY UNFAIR BASEBALL BAT OF NAIL +10 OR SOMETHING. Anyway yeah.
Going to get that sidenote out of the way.
* - Your CHUMROLL is how you will connect with other users, and will hopefully end up BEING NOT DEAD. The Chumroll automatically locates people with <5 people in their chumroll with one to two similar interests, and connects them. Of course, if noone online shares your interests at all, which is somewhat unlikely, it just drops a need for similar interests altogether. Of course, if some set of cool dudes already has a daisy chain going down and you literally have everyone from said daisy chain on your list, you can either hook to that one or let the game hook you up with another dude.
Character customization concept to come. I think that's basically everything I thought of, although it's got some holes I want to fix up a little.
Why post here, you ask?
It's because I need feedback. And coders.
If you are interested in this project and can code, send me a message or leave a reply here.
If you're interested in this project and can't code, tell me what you don't like about this proposal. What's wrong with the game, as I've described it.
If you can't see anything wrong, woo woo. However, I'm in desperate need of INTEREST concepts! If you can think of any, just leave them in a reply here. If you can, try and classify them into specific INTEREST CLASSES. If you can't, that's fine. I would imagine that trying to make every single interest only hold to a SPECIFIC CLASS wouldn't work very well.