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I have an idea for someone, if it is possible I mean
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Pro tip: everyone has ideas, and everyone prefers their "ideas" to anybody elseˇs. If you are to actually see any of your ideas through, either flesh them out yourself and make them so whoever you need help with WILL be interested in working in them, learn how to make them happen yourself or stright up cough up the money and become a stakeholder on an outsourced project.
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How about the idea of a spanking fighting game where the roster has the character's finishers being different ways as to how to give a spanking. And the way to win is that when the opponent's health bar is empty, the character's bottom is red. lol
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That's not an idea. It's a pitch (not even detailed enough for a high concept) and a feature. If I had to draw up a game design document of this, I'd barely have enough to fill the preface. And as a pitch, it commits every capital sin a pitch can commit. If I got 10 mintues with a Lead Desginer and a Project Manager (as much as you'll get, usually), and showed them this, I'd be out of the door in 10 seconds with a "Not Approved" stamp and a chat with my superior to not look forward to.
First of all, you lie. You say "Spanking Fighting Game", key word spanking. So where is spanking, the main focal point you place first so it's the end user sees? On ONE move which might never be actually triggered and that requires skill and buildup to execute, and a feature that will show on the win/lose animation loop so, say, about 5 seconds per 3-minute match.
That's not a spanking fighting game. It's a fighting game with spanking as an afterthought.
Second, you tell us nothing about the selling point of the pitch. Why would anyone want to work in this and produce it? What does this concept, or the execution you have thought of, gives the player that no other game does? Why take your idea and not mine? No clue.
Third, a game is something you, uh, play. How does this game PLAY? There are a bazillion questions to answer in making a fighting game. We don't need you to have answers for matchups, frame counts, combo breakdowns, advanced cancel/break mechanics or other more advanced stuff, but even the most basic things are missing:
-2d or 3d? This is not purely aesthetics- it's an entire new movement and range axis to consider.
- Tactical, requiring pacing and use of strategy and timing in hits, or focuses on combos and fast action?
- Armed? Unarmed?
- Actual character concepts? (and hitboxes, play style...). What about setting, since we're on it?
- Attacks? Number and type? Combos? Combo cancelling?
- Defence? Input method and levels of defence? Advanced defence (parry, perfect guard, counter...)?
- General idea of damaging and balancing?
- Ranged combat options available or not, and if so what are they used for? Zoning? Chipping? Mix-ups? Are they actually integral to gameplay?
Answer some of those (or most) and you MIGHT be able to say you have an idea and pitch in the jam as a designer. If ideas were executed like development into adulthood is, right now your "idea" is a "come hither" look from her mom to her dad on a bar.