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Unread 07-30-2013   #208
CuddleBeam
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Join Date: Dec 2012
Location: Spain
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Re: Brainstorming for Cow Girl Flash Game

Quote:
Originally Posted by Muhznit View Post
Sounds like an idea that would probably be better split off into its own thread about another cowgirl game, but would wind up having the denizens of this forum asking "Where's the BE?"

Also, you don't strike me as the kind of guy all that fond about cowgirls in dangerous situations such as fighting mutants and stuff. ('-' )
- Actually, the battle feature would just be an add-on (a minigame) to the regular CGF features. So the regular BE would still be there. However to get to bigger sizes, and quicker, you need better equipment which are unlocked by connecting to other cities (And connecting to other cities is achieved by combat).

- *shrugs* I'm trying to add a battle feature after seeing that Tick Tock said that NOT having a battle system was a drawback. You've also got mercs/volunteers, so you dont HAVE to fight with the cows if you're not so inclined.


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I dunno if the story sounds too grim. I was thinking of having each "town" be fairly nice and peaceful. Everyone lives well and nice in a community, dispite having to use crude technology loosely based on the remains of the pre-disaster stuff (The disaster would have happened centuries ago). The outside is more of a problem (think of it like dareing to go to the prohibited "Sacred Forest" in some Magical Fantasy game), because its dangerous. Then the darker part of the game is shown when you try to connect cities.

Another idea is to have the cowgirls be mistaken for "mutants" in other towns, so as you connect them, you show them that cowgirls are just cowgirls that want to be milked and taken care of - they are peaceful, thus extending the technique of cowfarming as people learn to accept them.

Another idea is to have the mutant be "machines" instead, and that the "machines" are sabotaging wireless communications (and global/regional communications in general) to hinder humanity's progress.

Another idea to replace the combat minigame is to have a plow-like machine that lays the tubing (http://images.fineartamerica.com/ima...ann-vitali.jpg). Pressing A and D alternatively (for example) powers up and pushes the plow. Why a plow? To plow the earth to leave the tubing semi dug-into the ground, hidden from the enemies (The plow would go at Gurren-Laggan speed through the ground to make it spectacular). You have to press A and D fast enough though to be able to prevent too many enemies hoarding onto the plowmachine (you can buy upgrades to the plow, like a static AOE discharge, etc). You "loose" if your plow takes too much damage. The minigame itself would also only fast a few seconds (and it would require expensive fuel), so it would have very little game-focus, and it would only happen occasionally.

Maybe I should just go with an Utopic futuristic setting (like regular CuddleCow)? Or medieval fantasy? I dunno. You tell me.

Edit: On second thought I don't think a battle system would be too nice. I see why TickTock opted not to include it. It would involve as much coding as the main game itself too - that's too just coding for something that is supposed to be "minor".

Last edited by CuddleBeam; 07-31-2013 at 04:15 AM.
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