LOSS404
New member
Hi, sigma infj lol jk (but not rilly) & people kinda make me nervous haha
actually not big into labels, so describing this passion project game ive been putting my soul into, isnt particularly easy while keeping all the original IP details omitted from said descriptions. heh
i was playing sega's sonic & mortal kombat at the age of 5, & competing in CS tournaments from 12 to 18, but then moved towards healing or support role or strategy based games, before kinda loosing a lot of interest in the direction of modern gaming (where you dont play to win & must pay to win. ex) ... and i used to be two different types of modding, the 1p game modding community as well as some in game or forum moderation. etc.
okay, so skipping the straw that basically forced me to stop modding for predatory thieving big monopoly game corporations...
I took up the fun but semi-foolish goal, to make an entire game by myself instead of through some corrupt company thats probably 1 of a billion subsidiaries of really disturbed individuals set on abusing their powers on secret blacklists & other tactics...
So, I looked back over games I enjoyed, games others enjoyed, many well known classics plus those games i considered gems, although some did take time to remember or come across. as well a lot of anime, lots of that.
-------- ------
Game Design Below / Bit About Me Above
------ -------
I really want/ed to make something, else. what i mean is that, formulaic makes a lot of sense and i understand the comfort in repetitions... 90s cartoon Batman & StarTrek's saga have their own formulas and they work great for what appears to be their goal. but they arent precisely mimicing the others' formula, its different. so thats what i had to do, is look at game design and consider all the systems more intimately than a great bug reporter or casual modder. i even looked into TTRPG TCG & many others, because ultimately the goal for the project is to craft an experience that someone will find some form(s) of enjoyment from it. ill skip the philosophy stuff, but i essentially asked myself, why do i play games, what do i like or feel is just bloat in the games i wish were a thing in reality...
So be forewarned now, game design is not so simple that one or several of the ideas (for this game project) will be good to apply in any form of "one size fits all" type of formula. this is all intentional and serves the game mechanics and primary system loops, with empasis on intrinsic motivators and avoiding extrinsic motivators in the game's design.
i've regularly had a laugh at how distant this project is from many modern games, so incompatible, a lot would break if they went down a rabbit hole of uninspired corporate mimicry.
without further wait, this is a horror action rpg-lite beatemup-like with CYOA elements (some more apparent others more mysterious) that effect gameplay in addition to a few different endings for the different ends the player can find. it will be released with both free and paid versions, a lot more details on that but the point of note is that it will be released specifically available for OpenBOR community to facilitate learning/knowledge & users right to modify their (purchased/demo)games. the almost sole ownership dispute would primarily only arise in regards to IP such as characters and story, as well as the art medium release in and of itself. ie 'the game'. but at time of full release the legal note will be included with something similar to but obviously different than D&D's old content creator agreement. It's worth me bringing up now that this idea is big enough to franchise from the start. & makes the most sense to do it this way. something less closed off than modern corporate content. However the product will begin and likely (or potentially) thrive mostly via more underground channels, as this game will be self labeled for Mature Audiences Only, as it is not marketed to any other audience. Its cartoons & violence, a war horror theme, an artistic passion to offer something original and unique to experience for a moment, whenever someone has their own mind to do it.
This is a game for "honers" or people who enjoy honing their skillset in some manner.
This is why for the time being, this first game will focus on a single player and 1 companion NPC (tba)
& if this game were to do well enough to afford the hiring of a whole team (y'all get in with first picks?) then we could expand the scope to crafting the experience of worthwhile long-term content that breaks the cursed design of serving evergreen players with content that is compatible with vetern content.
To me, the player will have a lot of interest in the mechanics how they are a bit different from fighting game moves or beatemups in execution, but has a familiar feel and its easy enough to intuit for someone completely new to fighting games or competitive gaming in general.
in the begining, I'd really desired to offer the player a story & id tried to make a book out of a sequence of disjointed events haha but instead (learned a lot, & then) chose to put the story somewhat more as a background or, optional feature. this is why there's branching CYOA elements, so some could chose to just slam A or FWD or whatever, or they could make choices, or just do stuff different and accidently find that new game run is oddly different from the last. so its not procedurally generated like the cool rougelikes & etc, but it can have the feeling of dynamic choices and how they impact the gameplay in different ways.
basically thats my summary of it for today. thought about writing this for a long time, and maybe theres a 6 year old post somewhere that survived where i said some of this already before. this has been a very fun, and at times rewarding endeavor, even tho great misfortune has followed me like a dark rainy cloud for many years and id keep losing even my prototypes from extremely unlucky hardware failure or other such unexpected life occurences. its mostly done, within the mind, but not in code or with perfect sprites. i've lived a very humbling life and my intention for this project weighs more towards somewhat intrinsic goals rather than purely for profit. However, aside for donating a portion of the sales to Chronocrash & affiliates who've taken care of this community & our beloved 2D game engines, I'm currently open to help with this project & feel I'm fair in negotiations if one or a few people were interested in getting in on the ground floor of this endeavor.
i've got lots more details to share in time. however this was already starting to grow & i should run to the store before they've closed for the day. cheers~
(ps maybe ill do my next post about why i love openBOR, maybe thats post 3...?)
actually not big into labels, so describing this passion project game ive been putting my soul into, isnt particularly easy while keeping all the original IP details omitted from said descriptions. heh
i was playing sega's sonic & mortal kombat at the age of 5, & competing in CS tournaments from 12 to 18, but then moved towards healing or support role or strategy based games, before kinda loosing a lot of interest in the direction of modern gaming (where you dont play to win & must pay to win. ex) ... and i used to be two different types of modding, the 1p game modding community as well as some in game or forum moderation. etc.
okay, so skipping the straw that basically forced me to stop modding for predatory thieving big monopoly game corporations...
I took up the fun but semi-foolish goal, to make an entire game by myself instead of through some corrupt company thats probably 1 of a billion subsidiaries of really disturbed individuals set on abusing their powers on secret blacklists & other tactics...
So, I looked back over games I enjoyed, games others enjoyed, many well known classics plus those games i considered gems, although some did take time to remember or come across. as well a lot of anime, lots of that.
-------- ------
Game Design Below / Bit About Me Above
------ -------
I really want/ed to make something, else. what i mean is that, formulaic makes a lot of sense and i understand the comfort in repetitions... 90s cartoon Batman & StarTrek's saga have their own formulas and they work great for what appears to be their goal. but they arent precisely mimicing the others' formula, its different. so thats what i had to do, is look at game design and consider all the systems more intimately than a great bug reporter or casual modder. i even looked into TTRPG TCG & many others, because ultimately the goal for the project is to craft an experience that someone will find some form(s) of enjoyment from it. ill skip the philosophy stuff, but i essentially asked myself, why do i play games, what do i like or feel is just bloat in the games i wish were a thing in reality...
So be forewarned now, game design is not so simple that one or several of the ideas (for this game project) will be good to apply in any form of "one size fits all" type of formula. this is all intentional and serves the game mechanics and primary system loops, with empasis on intrinsic motivators and avoiding extrinsic motivators in the game's design.
i've regularly had a laugh at how distant this project is from many modern games, so incompatible, a lot would break if they went down a rabbit hole of uninspired corporate mimicry.
without further wait, this is a horror action rpg-lite beatemup-like with CYOA elements (some more apparent others more mysterious) that effect gameplay in addition to a few different endings for the different ends the player can find. it will be released with both free and paid versions, a lot more details on that but the point of note is that it will be released specifically available for OpenBOR community to facilitate learning/knowledge & users right to modify their (purchased/demo)games. the almost sole ownership dispute would primarily only arise in regards to IP such as characters and story, as well as the art medium release in and of itself. ie 'the game'. but at time of full release the legal note will be included with something similar to but obviously different than D&D's old content creator agreement. It's worth me bringing up now that this idea is big enough to franchise from the start. & makes the most sense to do it this way. something less closed off than modern corporate content. However the product will begin and likely (or potentially) thrive mostly via more underground channels, as this game will be self labeled for Mature Audiences Only, as it is not marketed to any other audience. Its cartoons & violence, a war horror theme, an artistic passion to offer something original and unique to experience for a moment, whenever someone has their own mind to do it.
This is a game for "honers" or people who enjoy honing their skillset in some manner.
This is why for the time being, this first game will focus on a single player and 1 companion NPC (tba)
& if this game were to do well enough to afford the hiring of a whole team (y'all get in with first picks?) then we could expand the scope to crafting the experience of worthwhile long-term content that breaks the cursed design of serving evergreen players with content that is compatible with vetern content.
To me, the player will have a lot of interest in the mechanics how they are a bit different from fighting game moves or beatemups in execution, but has a familiar feel and its easy enough to intuit for someone completely new to fighting games or competitive gaming in general.
in the begining, I'd really desired to offer the player a story & id tried to make a book out of a sequence of disjointed events haha but instead (learned a lot, & then) chose to put the story somewhat more as a background or, optional feature. this is why there's branching CYOA elements, so some could chose to just slam A or FWD or whatever, or they could make choices, or just do stuff different and accidently find that new game run is oddly different from the last. so its not procedurally generated like the cool rougelikes & etc, but it can have the feeling of dynamic choices and how they impact the gameplay in different ways.
basically thats my summary of it for today. thought about writing this for a long time, and maybe theres a 6 year old post somewhere that survived where i said some of this already before. this has been a very fun, and at times rewarding endeavor, even tho great misfortune has followed me like a dark rainy cloud for many years and id keep losing even my prototypes from extremely unlucky hardware failure or other such unexpected life occurences. its mostly done, within the mind, but not in code or with perfect sprites. i've lived a very humbling life and my intention for this project weighs more towards somewhat intrinsic goals rather than purely for profit. However, aside for donating a portion of the sales to Chronocrash & affiliates who've taken care of this community & our beloved 2D game engines, I'm currently open to help with this project & feel I'm fair in negotiations if one or a few people were interested in getting in on the ground floor of this endeavor.
i've got lots more details to share in time. however this was already starting to grow & i should run to the store before they've closed for the day. cheers~
(ps maybe ill do my next post about why i love openBOR, maybe thats post 3...?)

