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Subject: Reverse Mail Sack 2.0
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  • Exalted Mythic Member
  • gamertag: Kalriq
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Twitter.
WyIdfyre: 'lol, who the hell would even wear those?'
AuSam: 'lol, who the hell would even have sex with dogs?'

-K-

My entry; Inception: The Game

I've put the bulk of the details in the picture, but I'll write them out here for those who just want to look at pictures.
The game is essentially a first person shooter, with third person elements (think Skyrim, you can drop in and out, but the game plays like an FPS), while actions can be performed in third person (rappelling, zip wires, ladders etc.)
The single player isn't really anything special, other than providing a flavour for the gameplay in this sense. It's a non linear storyline, with some free roam, but an endgame goal after working through a series of heists.

The focus is the multiplayer. Either cooperative or competitive. A selection of heists would ship with the game to start people off.
The game would feature a comprehensive 'dream editor'(picture something like FarCry 2, combined with the Sims, so you can terraform environments, and make interesting buildings from a large selection of different objects) in which Architects can create dreams from scratch, over multiple 'depths' to add greater scale or difficulty to their ideas.
Once a scenario's been constructed, players can enter it, and try and complete the heist, provided they aren't killed by the target's security.
Anyone can be an architect outside of the game, however, once in a heist, only one player can assume the role, giving them the power to affect the map on the fly, to try and outfox the security - baring in mind, that every action they make to edit the dream will increase the ferocity of the security/inhabitants against them. For the sake of balancing, within a dream, the architects powers will be relatively limited, they can blow things up to distract enemies, and block entryways to force security to use an alternative route.

Competitively, not only will players have the inhabitants of the target's subconscious to deal with, they'll also have to compete against another human team for the same goal, leading to architects tactically raising the awareness of the target's security, in order to sabotage the other team, as they move towards the goal.

The game would feature a form of progression system, allowing architects to unlock new ways of controlling the dream from inside, and new tools for the map editor, while regular players can unlock new, more powerful weapons and abilities for use in the dreams, such as disguising themselves as a figure from the target's memories to confuse security, without raising awareness.

The HUD is relatively straight forward, you get a comprehensive minimap, to view enemy locations and the architects handiwork, ammo counters, an awareness meter(think police stars in GTA) and a counter to tell you what level of the dream you're on.

Player created heists would all get the opportunity to be featured on the global playlists if they're popular enough within the community and survive developer testing, while stat tracking will allow people to recruit the best possible 'mercenaries' for their teams if they're looking for specific skill sets.

That's me done, I spent far too much time on this!

Enjoy imagining the game!

  • 09.22.2012 1:23 PM PDT

Can someone explain this to me so that it makes some goddamned sense?


Posted by: Kalriq
My entry; Inception: The Game

I've put the bulk of the details in the picture, but I'll write them out here for those who just want to look at pictures.
The game is essentially a first person shooter, with third person elements (think Skyrim, you can drop in and out, but the game plays like an FPS), while actions can be performed in third person (rappelling, zip wires, ladders etc.)
The single player isn't really anything special, other than providing a flavour for the gameplay in this sense. It's a non linear storyline, with some free roam, but an endgame goal after working through a series of heists.

The focus is the multiplayer. Either cooperative or competitive. A selection of heists would ship with the game to start people off.
The game would feature a comprehensive 'dream editor'(picture something like FarCry 2, combined with the Sims, so you can terraform environments, and make interesting buildings from a large selection of different objects) in which Architects can create dreams from scratch, over multiple 'depths' to add greater scale or difficulty to their ideas.
Once a scenario's been constructed, players can enter it, and try and complete the heist, provided they aren't killed by the target's security.
Anyone can be an architect outside of the game, however, once in a heist, only one player can assume the role, giving them the power to affect the map on the fly, to try and outfox the security - baring in mind, that every action they make to edit the dream will increase the ferocity of the security/inhabitants against them. For the sake of balancing, within a dream, the architects powers will be relatively limited, they can blow things up to distract enemies, and block entryways to force security to use an alternative route.

Competitively, not only will players have the inhabitants of the target's subconscious to deal with, they'll also have to compete against another human team for the same goal, leading to architects tactically raising the awareness of the target's security, in order to sabotage the other team, as they move towards the goal.

The game would feature a form of progression system, allowing architects to unlock new ways of controlling the dream from inside, and new tools for the map editor, while regular players can unlock new, more powerful weapons and abilities for use in the dreams, such as disguising themselves as a figure from the target's memories to confuse security, without raising awareness.

The HUD is relatively straight forward, you get a comprehensive minimap, to view enemy locations and the architects handiwork, ammo counters, an awareness meter(think police stars in GTA) and a counter to tell you what level of the dream you're on.

Player created heists would all get the opportunity to be featured on the global playlists if they're popular enough within the community and survive developer testing, while stat tracking will allow people to recruit the best possible 'mercenaries' for their teams if they're looking for specific skill sets.

That's me done, I spent far too much time on this!

Enjoy imagining the game!


Wow. Just...wow. So...when can I play it?

  • 09.22.2012 2:18 PM PDT
  • gamertag: ALI217
  • user homepage:

I'm gonna finish it. Just like Jigga did to the pyramid.


Posted by: Kalriq
My entry; Inception: The Game

I've put the bulk of the details in the picture, but I'll write them out here for those who just want to look at pictures.
The game is essentially a first person shooter, with third person elements (think Skyrim, you can drop in and out, but the game plays like an FPS), while actions can be performed in third person (rappelling, zip wires, ladders etc.)
The single player isn't really anything special, other than providing a flavour for the gameplay in this sense. It's a non linear storyline, with some free roam, but an endgame goal after working through a series of heists.

The focus is the multiplayer. Either cooperative or competitive. A selection of heists would ship with the game to start people off.
The game would feature a comprehensive 'dream editor'(picture something like FarCry 2, combined with the Sims, so you can terraform environments, and make interesting buildings from a large selection of different objects) in which Architects can create dreams from scratch, over multiple 'depths' to add greater scale or difficulty to their ideas.
Once a scenario's been constructed, players can enter it, and try and complete the heist, provided they aren't killed by the target's security.
Anyone can be an architect outside of the game, however, once in a heist, only one player can assume the role, giving them the power to affect the map on the fly, to try and outfox the security - baring in mind, that every action they make to edit the dream will increase the ferocity of the security/inhabitants against them. For the sake of balancing, within a dream, the architects powers will be relatively limited, they can blow things up to distract enemies, and block entryways to force security to use an alternative route.

Competitively, not only will players have the inhabitants of the target's subconscious to deal with, they'll also have to compete against another human team for the same goal, leading to architects tactically raising the awareness of the target's security, in order to sabotage the other team, as they move towards the goal.

The game would feature a form of progression system, allowing architects to unlock new ways of controlling the dream from inside, and new tools for the map editor, while regular players can unlock new, more powerful weapons and abilities for use in the dreams, such as disguising themselves as a figure from the target's memories to confuse security, without raising awareness.

The HUD is relatively straight forward, you get a comprehensive minimap, to view enemy locations and the architects handiwork, ammo counters, an awareness meter(think police stars in GTA) and a counter to tell you what level of the dream you're on.

Player created heists would all get the opportunity to be featured on the global playlists if they're popular enough within the community and survive developer testing, while stat tracking will allow people to recruit the best possible 'mercenaries' for their teams if they're looking for specific skill sets.

That's me done, I spent far too much time on this!

Enjoy imagining the game!


lucky guy, now you have won twice. Gratz.

  • 09.22.2012 4:24 PM PDT

Posted by: Enormous Corgi
Posted by: Unanimate Objec
There's no way Nate Hawbaker's favorite hero is Alan Stuart


ALAN IS A BEAUTIFUL MAN!


Posted by: Kalriq





SHUT UP AND TAKE MY MONEY!



*Attempts to throw wad of cash at screen*

[Edited on 09.22.2012 4:50 PM PDT]

  • 09.22.2012 4:50 PM PDT

Hi, I am GrandmasterNinja the founder of a group called The Shadow League.If you are looking for a fun but serious group to join, this is your chance. If you do decide to Join, please PM me back to I can alert the Moderators of a new member. Remember, Honor The Code.

Join Here

BIGDADDY786

I feel awesome to have some input in there, it feels awesome to NOT be overlooked.

I fail at stealth sometimes lol

  • 09.22.2012 8:06 PM PDT

Do you know what kind of hat I'm wearing?

A party hat; you don't get one. An honor will this party be, a party in your honor, for your honor. Some of Tfear's personal guards are going to be there. You'll be introduced shortly.

Prepare to die.

I was thinking of an open world Blade Runner game.

Story: Three Years after the spectacular escape of several replicants at a remote agricultural planet at the Tau Ceti solar system several batches of telomerase are stolen at the Cubix Chemlab (CC) facilities in Epsilon Eridani. The synthetic overwatch believes that a rogue group of replicators wants to use the telomerase to stop their aging sequence. They decide to send you, a novice Blade Runner, to investigate Cubix Chemlab.

CC has hired 50 new employees in the last 3 years, it's up to you to identify the replicators. You can only test 7 employees with the Voight-Kampf apparatus at your disposal so you'll need to gather evidence before you accuse someone.

Objectives: The most part of the game consists of finding evidence in the open world (CC compounds and surrounding city). you can also complete optional secondary objectives that will give you more insights in the Blade runner universe and find out why you are restricted from visiting several compounds in CC.

Gameplay: You can move freely in the dynamic futuristic city and the compounds although you will be attacked by guards/bouncers/police if you are seen in a restricted area or are spotted while breaking in. You have access to several detective tools and a handgun for emergencies.
NPC's behave like in Oblivion with a daily/night cycle, so you'll be able to stalk them. Stealth is important in these events.
Here is a screenshot of the Voight-Kampf gameplay.

UI:The UI is minimalistic, you can open your inventory to check your health, ammo, tools, employee dossiers and notes. Health is regenable after a visit to a hospital. You can switch between third person and first person.

You'll recieve different endings based on the number of replicators identified, inocents killed and secondary objectives completed.
There are 3 replictors at CC, 5 in the city and 4 humans are helping the replicators. The replicators, helpers and the placement of clues are chosen randomly for replayability (like cluedo).

  • 09.23.2012 7:14 AM PDT

The name's Ian, Game Designer at Whisper Game Studios, very off-and-on Bungie.net visitor and avid Bungie fan overall. Message me if you wish.

Edit: Lol I just spent the past 2 hours writing a Serenity game concept all for it to be lost because I accidentally swiped on my MBP and it moved the previous page and lost all of what I wrote. Don't feel like writing it again...

[Edited on 09.24.2012 2:38 PM PDT]

  • 09.23.2012 7:31 AM PDT

Driven by success.
Follow me if you wish:@JamilDeanTriaa

My answer got featured! Awesome read DeeJ.

  • 09.23.2012 7:58 AM PDT

Graphic Design in Seattle.Not Pro.
All around nice guy.
Step 7=In Progress
My piece featured in the Mail Sack

District 9:The Game

3 Person Shooter
Experience an average day in the life of a Wikus Van Der Merwe.

  • 09.23.2012 1:24 PM PDT

Inception Game Destiny Themed.

EDIT: Finalized

[Edited on 09.25.2012 3:50 PM PDT]

  • 09.23.2012 5:37 PM PDT


Posted by: ncsuDuncan
I'm on my way out of town for the weekend, so I had to whip this up in a hot minute.

Enjoy:
VK Effect: The Adventures of Leon


Haven't had a chance to make a better entry, but I have come up with a better title:

L.E.O.N. - The Electric Shepherd.

  • 09.23.2012 8:36 PM PDT

Questions lead to learning, learning leads to kowledge, knowledge leads to understanding, understanding leads to peace.



"I would kill to get a killionaire... 10 times... digitally."

Actually feel good about this weeks challenge. Anyways, introducing...

Prawn e mon! Rated T for Too much Shrimp.

It's based off of District 9. But plays like every Pokemon game ever. With some added zest if course.

I really tried to make this the best pitch to recently promoted Developer DeeJ as possible. Hope you guys have a good laugh. Don't forget to zoom in and look at some of the small details!

[Edited on 09.24.2012 11:25 AM PDT]

  • 09.24.2012 2:55 AM PDT

My Inception game would involve real life elements as well. You can't enter the mind of the mark if you haven't captured him/her yet, can you?

  • 09.24.2012 5:12 AM PDT

The HELL you are! These are precious gifts to me and they are non-transferable! How dare you regift my challenge prize. You might as well hock a wedding ring for beer money. -DeeJ

DeeJ I order you to lock this thread on my command.

Lock.

  • 09.24.2012 6:24 AM PDT

My concept is for the video game version of Inception.

Inception is a third-person action game with strong cinematic storytelling and visual design. The main pillars of gameplay are story, combat (armed and unarmed), and platforming. Camera angles mimic those of film, and cinematics meld seamlessly with gameplay.

Because of this, graphical user interface is minimized. The only UI that appears is a weapon display when a weapon is equipped. Health is regenerating, so as the player takes damage, the screen will darken and the player will be required to stop receiving damage in order to regain health.

There are three distinct parts to the game:

Story
This is the main single-player mode of Inception. The player will play through the story of Inception through multiple chapters, switching characters as necessary between Cobb, Eames, Ariadne, Saito, Arthur, and Yusuf as they attempt Inception on Robert Fischer.

The story mode is strongly driven by the narrative and companion NPCs around the player. Dialogue is swapped throughout play between the PC and companion NPCs. Within and between levels are cinematics to further drive the story.

Gameplay will include combat, stealth, chase, and vehicle sections. Chapters will move between reality and the different levels of the dream space. This also includes special cut-in scenes when the player will see flashes of the upper dream levels or reality in the current dream state.

Screenshot: Combat Scenario
Screenshot: Chase Sequence

Story mode will introduce players to the functions of different classes that they will find in other game modes, including the Architect, Forger, Chemist, Point Man, Extractor, and Tourist.

Operations
Operations are regularly released cooperative DLC missions that players can play alone or with friends. These feature different missions of Extraction and Inception. Extraction missions are designed to be short enough to accomplish in one gaming session (less than 30 minutes), while Inception missions are longer and can be stopped and extended across multiple gaming sessions. The story and cinematic design will be just as strong as the Story Mode.

Players create their own character whose skills are upgradable. The customization includes modifying an avatar as well as selecting a class. These classes will give the player certain perks and skills during gameplay, unlocking more as they level up. Players do not have to stick with one class per avatar, but can select a different class at the start of each Operation. Experience points and upgrades will be saved to that class so that the next time the player selects that class, the stats and progression will continue from the last time played. These avatars and stats will also carry over into Shared Dream Space Mode.

Shared Dream Space
Shared Dream Space is the competitive mode of Inception. Players take their avatars into a variety of competitive games. Just as in Operations Mode, player classes will provide different perks and skills. Unlike Operations mode, the player may swap classes at any time during a competitive match, at the beginning of a round or at respawn.

  • 09.24.2012 8:59 AM PDT

if(!now){when();}
Bungie Favorite Author : Iris::1
Map

Okay, I thought about this challenge all weekend long. This challenge intrigues me, on one hand you have prospect of Bungie loot, but on the other there is a conflict with my personal video gaming ethics. Personally, movies shouldn't be transposed into video games, and vise versa. They were dreamt up and created for their chosen medium and upon that is which they should remain.

So I have to say, I would much rather see a new season of Firefly than a video game based on the movie.



[Edited on 09.24.2012 9:29 AM PDT]

  • 09.24.2012 9:28 AM PDT

"I'm uncomfortable."
-True Underdog
Young Grasshopper of The Year: ChorrizoTapatio 2012

A little bit of sausage, a little bit of hot sauce, a whole lot of awesome. Have a question? Ask me!
Chapter

So who won, yo?

  • 09.24.2012 12:41 PM PDT

The HELL you are! These are precious gifts to me and they are non-transferable! How dare you regift my challenge prize. You might as well hock a wedding ring for beer money. -DeeJ


Posted by: ChorrizoTapatio
So who won, yo?
We're probably voting or something. Or the employees are doing a secret poll.

  • 09.24.2012 12:43 PM PDT

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