Which of these subjects do you prefer?

Scuba
24% (18 votes)
Water inflation
28% (21 votes)
Blueberry
36% (27 votes)
Spacewoman
11% (8 votes)
Total votes: 74
pballooned

During more than a year, I've been trying to make an inflation videogame, but I changed project several times. I get tired of one idea, or don't know how to continue it, and start a new one. I wanted to keep my projects secret and all of a sudden appear and say "Ta daa! Here's my game". But now I think it's better to find out which idea people is more interested in. I will tell a little more about each idea now:

-Scuba. This game would take place underwater. You'd play as a woman with a heavy tank of air so she'd sink. You could increase the pressure of the air and inflate, so the gravity would turn upwards. You'd deflate when needing to go down. So this game would be about avoiding obstacles going up and down.

-Water inflation. A black swimsuit woman filling with water(from waterfalls or lakes) who releases it towards her enemies(eg. fire(literally) women). When you run out of water, you'd need to find more liquid and inflate again. The more you have, the bigger you are.

-Blueberry. I thought to set the character in a fruit world. So the other bosses would be Banana Girl, Watermelon Woman, Apple Lass, Orange Lady, etc. You could inflate and keep inflated while holding down the button. You could accelerate but lose horizontal speed when inflating. You would bounce away other foes when touching them with your character inflated going fast. Also she would bounce when falling against the floor inflated.

-Spacewoman. She'd have an inflatable suit. Gameplay similar to the blueberry idea, with some differences besides being set in outer space. Acceleration and jumping present, when inflating she couldn't switch speed or direction until the button is released. Direction would reverse when touching floor, walls, or ceiling.

I have some other ideas. But I'd prefer to finish one of these first.

LittlePumpkin

Scuba for sure! :D
I hope you finish the game sometime. It would be awesome to let a person inflate, deflate and inflate forever. XD

spiderhaunt
spiderhaunt's picture

I like the idea of the scuba game, but sounds a bit similar to SketchVG's old "Air Escape" game, and I'm all about variety. ^_^ The water one is the most appealing to me, simply because it offers the greatest diversity in strategy applications, but the fruit concept appeals to my whimsical nature. Maybe combine the two, and make a game where your blueberry girl can squirt juice at enemies AND become a spherical juggernaut of doom!

Then again, the scuba game could easily involve inflatable pirates, which is a huge incentive...

Whichever one you wind up finishing, I offer you my heartfelt kudos for even attempting such an undertaking!

Happy Expanding!!!

Moore

I think the idea of a video game is a bit over ambitious: it would probably be better to just have some images to help us inspire the imagination to keep the project a manageable size.

But if you really feel the need to go through with it, I'd be all over the Blueberry one just to see all the various fruit people.

Anonymous

I'd have to say, I think all your ideas are pretty great. But I'd have to go with on the Scuba and the Blueberry one myself.

pballooned
spiderhaunt wrote:
Then again, the scuba game could easily involve inflatable pirates, which is a huge incentive...

At some point, I got discouraged about the scuba project because I didn't know what kind of enemies to add. It was going to be bossless with just crabs, fishes foes. The idea of pirates didn't cross my mind and sounds pretty good. I'm glad I did this thread.

Well, I created a Youtube account to post videos of what I had done.

Scuba game: http://www.youtube.com/watch?v=R_1Xw1TNxYc

Of course the final version of the games would have color and animations. When she keeps at the same deepness underwater deflated without going up nor down it's because she's using her froglegs. She can do it once underwater since the last time she touched floor. Also when inflating out of the water she bounces against the floor towards the height she fell from. I'm thinking about removing this feature to use it in the blueberry game and make this one all underwater.

Water Inflation game: http://www.youtube.com/watch?v=Yt-Qk4_Yv_8

I think there's nothing to say, besides instead of that quick done MS Paint drawing, there will be a better image later.

Blueberry game using Spacewoman's gameplay: http://www.youtube.com/watch?v=Y8RkOs5xR3Y

I want to move this gameplay to the spacewoman game. It looks too light and I'm not sure if it fits the blueberry kind very well. So the blueberry would be the same but when inflating you'd still have gravity(and bounce against the floor towards the height you fell from), and eventually lose your horizontal speed.

Hope this clarifies the ideas better.

HeavyMetalRox
HeavyMetalRox's picture

I can't get to the scuba game.

-Joe

Inflate123
Inflate123's picture

I think you're on the right track swapping the mechanics of blueberry into the space game. Floaty works well in space, and bouncy works well with blueberry.

Cool to see your proof of concept.

spiderhaunt
spiderhaunt's picture
pballooned wrote:
At some point, I got discouraged about the scuba project because I didn't know what kind of enemies to add. It was going to be bossless with just crabs, fishes foes. The idea of pirates didn't cross my mind and sounds pretty good. I'm glad I did this thread.

If you have trouble with that sort of thing, let me know. I have loads of experience in flashing out thematic settings. There are a TON of underwater-themed opponents and obstacles! Various aquatic life (such as sharks, urchin, eels, dolphins, whales, sea-weed, seahorses, lion fish, puffer fish, octopi, etc...), mermaids/mermen, other divers, sea monsters, pirate ghosts/skeletons/zombies, various forms of sharp trash... All sorts of baddies! And of course, you can always re-use the same sprites with color varations, and voila! Your single grey "generic diver" enemy is suddenly also a blue "speargun diver" a red "grenade-throwing diver," a yellow "speed diver," or the dreaded black "airgun diver."

It all really comes down to how much effort and time you want to spend on it, I suppose, but the posibilities are limitiless!

This next bit is all brainstorming and workshopping critique and suggestion. Feel free to take any of these ideas and run with them, or ignore them completely.

Scuba Game - I agree with your sentiment to make this one center around underwater play, though having one or two areas of out-of-water and drysuit bouncing could prove to be a fun change-up for a midgame tedium breaker. Have her find her way into a submarine or air-filled cave during her underwater adventures, and you wouldn't even risk a theme break!

And might I suggest the idea of ballast "power-ups?" If you have her inflate to rise, and deflate to sink, ballast could add or remove weight from her in order to make her respond to either sinking or floating in a faster fashon. Also, the more ballast she has, the bigger she can get without rocketing towards the surface, which might make for interesting design elements. Why would less ballast be good? well, maybe there's a point where needing to go really high up while staying small could be beneficial or necessary?

Another thing that you might want to think about is that the character has no way of affecting her environment at this point (other than bouncing on crabs' heads, which will become irrelevant if you minimize the out-of-water mechanics). If you're going for a pure dodging game, that's all well and good, but otherwise I reccommend giving her some sort of offensive capibility. A spear gun or diving knife would easily fit the genre, and with range or ammo limitations, would be easy keep the player from overusing. Another consideration would be a compressed air gun, which could be used for both offense (inflating enemies until they pop/float away) OR puzzle solving (inflating waterlogged barrels to get them to float out of your way and such, or using it as an impromptu propulsion system)

Water Game - Your key mechanic looks pretty solid, I'm just curious how it'll look and work in a more interactive environment.

Blueberry Game - I didn't really understand what was going on here. When she turns into a blueberry, she becomes floaty? I'm with Inflate123 on this one; using the blueberry game mechanics for the space game makes a lit more sense. For a blueberry game, you might look at games like "Sonic the hedgehog" and "pinball madness" as models for inspiration. Center the puzzles around velocity, weight, and mass, rather than jumping and floating.

What do I mean? Well, velocity could come into play rather easily if you have a huge blueberry girl rolling down a hill, she's going to flatten anything in her path (anything that doesn't pop her, that is), and likely make quite a dent in whatever stops her. Weight is easy to figure out; If you have a pressure plate that needs to have a metric ton of pressure on it to open a door, a deflated blueberry girl can jump up and down on it all she likes, and still won't have much effect, but a juice-filled berrygirl might have a chance. Mass is a little harder to imagine (from my perspective), but it could be important for object displacement (expanding beneath a platform to force it to raise) or omnidirectional switches (having to press a button above, below, and to either side at the same time). Bouncing really seems a minor element to me in a blueberry-themed game, and while it could certainly be a crucial component, it pales in comparison to the other avenues you could take the game down.

Again, cheers to you for this epic undertaking! I hope things come together for you, and we see one or two of these fully realized!

Happy Expanding!!!

pballooned
spiderhaunt wrote:
Another thing that you might want to think about is that the character has no way of affecting her environment at this point (other than bouncing on crabs' heads, which will become irrelevant if you minimize the out-of-water mechanics).

The idea was that she flashes when reaching a certain amount of vertical speed. So when inflating underwater she accelerates upwards, starting to twinkle at some point. This way she has to attack foes hitting them from below.

spiderhaunt wrote:
Blueberry Game - I didn't really understand what was going on here. When she turns into a blueberry, she becomes floaty?

When inflated, she keeps going at the direction and speed she had at the moment of pressing the inflation button, without gravity nor friction.
When you jump, you go up with an amount of speed and gravity makes you lose that speed before you start to fall. If you inflate right after the jump, you go up fast, instead if you inflate when the gravity has reduced your vertical speed, you'll go up(or down if you already started to fall) slowly.
The same goes to the walking. You walk accelerating, so if you inflate right after you started to walk, your horizontal speed will be slow, fast if you inflated when reaching some speed walking.

spiderhaunt wrote:
Blueberry...
If you have a pressure plate that needs to have a metric ton of pressure on it to open a door, a deflated blueberry girl can jump up and down on it all she likes, and still won't have much effect, but a juice-filled berrygirl might have a chance. Mass is a little harder to imagine (from my perspective), but it could be important for object displacement (expanding beneath a platform to force it to raise) or omnidirectional switches (having to press a button above, below, and to either side at the same time).

All this sounds pretty interesting. I could use it in the water inflation game as well. To inflate beneath a platform she could use a fire hydrant.

I'll wait some time and after seeing the favourite theme voted I could make another poll proposing several gameplays gathered for that environment and see which one people prefer. Anyone feel free to suggest more possible gameplays for these subjects. By now, the vote goes for the subject, not gameplay.

HeavyMetalRox
HeavyMetalRox's picture

Oh I checked your dailymotion account spiderbait. Nicely done. I especially like the scuba inflation video and your profile pic with the girl getting blown up mouth to mouth. You should definitely focus a lot on it in terms of production, produce a lot more videos, including more scuba inflation vids, as well as some blowkiss videos.

-Joe

thegassyshadow

What kind of program do you use? I mean do you use Game Maker or do you use some other kind of program?

I am the spreader of chaos, the evil that haunts the darkest corners of the human mind I'm the... PFFFFFT!!!!!! Crap, I ripped a big one.

pballooned

I use Game Maker 5. Mostly because newer versions aren't compatible with Windows 98. I have XP but I want my stuff to be available to as much people as possible. :)

LutherVKane
LutherVKane's picture

I don't think you're excluding many people by not supporting Windows 98. According to the traffic logs for this site, only about .4% of visitors use Windows 98.

Inflate123
Inflate123's picture

Most commercial apps and games stopped supporting Win 98 a very long time ago. (I think World of Warcraft supported it unofficially until about three years ago, but that was one of the last ones I heard about.) Since XP itself is about seven years old, you're safe.

Just make your game. For the handful of people who can't play it for some technical reason (what about Mac users?), there's always YouTube, where they can see it even if they can't play it.

pballooned

Interesting info. Thanks. Anyway GM 5 executables are lighter than GM 7 executables. Seems like when playing a GM 5 game on XP the music doesn't play though. I doubt I put music in the game anyway. But if so, I could make little changes to the game to adapt it to GM 7.

HeavyMetalRox
HeavyMetalRox's picture

Oh scuba definitely

-Joe