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KresiekTheFurry

911 Dispatcher
Hello to whoever is reading this, I'm currently making a furry style adventure/action game, I'll give a basic story overview on what this game is about.

This game is about a furry who explores a dark world where it's almost been completely abandoned and he needs to defeat a "ghost furry" almost everyone in the game has been turned into a statue so the player has to go through a series of levels and when he defeats the "ghost furry" everything turns back to normal with a bright sunny day you get the idea.

Anyways with that taken care of (and now that you have a basic understanding on what my game is about) I'm currently looking for ideas to implement, I think it would be better to have people online give me some ideas then just have my small team make up the story and ideas.
 

Judge Spear

Well-Known Member
Said it once. I'll say it again.

If your game has wall running, game of the millenia. :^)

On a serious note, it would probably be interesting to have unique challenges that break a curse on one of these statue'd characters. And when you rescue them, they give a tip, lore, or an item. Or just add to a completion rate for an end game bonus. Like a secret harder final boss/special ending.
 

KresiekTheFurry

911 Dispatcher
Said it once. I'll say it again.

If your game has wall running, game of the millenia. :^)

On a serious note, it would probably be interesting to have unique challenges that break a curse on one of these statue'd characters. And when you rescue them, they give a tip, lore, or an item. Or just add to a completion rate for an end game bonus. Like a secret harder final boss/special ending.
For the wall running stuff, I've already implemented that into the game (it is a little buggy at times, but I'll probably have that fixed at some point in development)

Your other idea sounds cool, I'll note that for later use.
 

Judge Spear

Well-Known Member
For the wall running stuff, I've already implemented that into the game (it is a little buggy at times, but I'll probably have that fixed at some point in development)

Your other idea sounds cool, I'll note that for later use.
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Stratelier

Well-Known Member
This game is about [stuff]...
To be just a little blunt, this is literally the first thing everyone gets wrong about "game design": in a very broad sense, just having the wrong priorities from the outset, investing too much energy in the wrong things first. Thinking you know too much about what you "want to do" without actually knowing what you want to do.

But don't get this wrong: not saying your concept is "bad" -- having a clear concept to center your ideas around is actually good! It's just that most of what you've described so far (setting, characters, plot) isn't really specific to "game" design, it's more or less superficial. If you want to "write a book" so to speak, then -- well, why not go actually write that book? Does it really "need" to be a videogame at all?

A better starting point for ideas is, how do you want this game to feel? Right, you said "action-adventure" but that's an incredibly broad label that says very little about what you actually want to design. How does the player interact with the game itself?

For example, a mostly linear, narrative-driven game (aka. "interactive novel") generally can suffice just on the strength of that narrative its overall presentation to the player even if all they meaningfully do with the game itself is read text conversations then browse menus as prompted. (There's an entire genre or two of literally just this.)

But if you are creating a space where the player has a distinct in-game character to move around freely, now is the time to ask what you want the "action" part of "action-adventure" to actually mean? What kind of things will the player character be able to do, what kind of obstacles stand in their way and how do they generally just interact with things in the world?
 
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