I had an idea for a game and would like to hear all of your input, feedback and suggestions to improve it. I of course am not a game developer, but I find that when I put these concepts into collective consciousness by publishing them on the internet, years later my ideas manifest as games in reality. So here we go.
Overview:
The concept is it's a 4 versus 1 game, kind of like Evolve, but on a larger scale. Instead of having many maps, there is one large open world map about the size of Skyrim. It is set in a modern day Los Angeles and has a full day and night cycle and weather affects. Four players are werewolf hunters. Each hunter fills the role of one of the following classes: Priest (healer), Brute (huge bodybuilder who uses baseball bats, crowbars, etc. specializes in picking up random objects in the environment and throwing them as a projectile), FBI Agent (basically a ranger, has access to longer range guns and weapons than the other classes have to choose from). The fourth class I haven't decided on yet and would welcome ideas from the community.
All classes can choose from a selection of guns before starting a match.
Gameplay:
Night-time:
The hunters all start together at a random location on the map and the werewolf also starts at a random location on the map. When the match starts, it is always night time so the werewolf is in his beast form. While in beast form, his goal is to prey on as many people and animals as he can. Just like in most open world city games, people are everywhere. However, he will want to rely on stealth because if he startles more people than he can devour and some escape, they will call the police (AI controlled cops) to come search for him. When this happens, it alerts the hunters as to his location and he also has to contend with both progressively more difficult waves of AI controlled police from rookies to S.W.A.T. until he loses them.
While in his massive and terrifying werewolf form, the werewolf player is incredibly difficult to kill. Even so, he can simply regenerate his health with each corpse that he "feeds" on. Hunters killing the werewolf while in his beast form should be a rare event, but they should be able to weaken him so that they can more easily identify him in his human form to eliminate him the following day.
The more people the werewolf player kills, the more it fills up a meter. As soon as the meter is full, the monster wins the match. However, the more damage the hunters do to the werewolf, the easier it becomes for the hunters to track him down during the day-time, which we'll talk about in the next section.
Day-time:
During the day-time, the tables have turned while the werewolf is in his human form. This is the point when the hunter becomes the hunted and IF the hunter players can identify him in human form, a simple few shots is enough to kill him allowing the hunter players to win the match. Each match, the human form is a randomly selected NPC model to make it impossible for the hunters to guess who he is on sight. That is until they start doing damage to him during their nightly show-downs. Even though the werewolf player can fill his health meter by feeding on corpses of those who he has slain, his human form becomes more pale, ugly and monstrous the more damage he has taken at night. This transformation process of his human form is gradual with each encounter with the hunter players, but his final mutated human form appears extremely pale, hunched over with pointy ears and claws and blackened out irises. He walks with a limp at this point as well, making him extremely easy for the hunter players to locate on sight.
In addition to this mutation of his human form player model, the mini map of the hunter players begins to show a general vicinity of where the werewolf in his human form is, during the day. Though the general vicinity starts off very large the first day of the match, with each passing night the vicinity gets smaller and smaller so it is in the best interest of the werewolf player to hurry up and eat as many people as he can each night before the hunter's mini map practically spells out his exact location.
Other Gameplay Mechanics:
Vehicles:
Hunters can use any vehicle they see. However, hijacking cars may sometimes draw the attention of the police to you and your team, which alerts the werewolf of your location so he can steer clear. That and at night your priority should really be hunting down the werewolf rather than having to fight off and evade waves of cops.
The werewolf can also use any vehicle he can find, while in his human form.
Law-Enforcement:
Both teams are subject to being attacked by law enforcement if they are caught killing anyone or breaking any other serious laws. The game mechanic to evade the cops is the same as GTA V's where it is based on the police's line of sight.
Werewolf Movement:
At night, the werewolf can jump extremely high, leaping over entire houses with one jump. He normally moves around on his hind legs, but can sprint on all fours, slowly exhausting a fatigue meter on a part of his screen. He can attack people loudly by swinging his claws, or he can stealthily spring onto them, pinning them down and killing them more quietly with his jaws, though this takes more time and leaves him vulnerable to attack.
Offline Singleplayer:
Many people such as myself are not comfortable playing online with others. The game should have offline AI to fill the role of any and as many player slots as possible. If you want to be the werewolf against a team of AI hunters or be a hunter with three AI companions and an AI werewolf, you should be able to do that.





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