Sander RX
Bob-omb
- Pronouns
- He, Him
Back on ResetERA, there was this really cool thread by the user ReyVGM called "You game ideas that will never be made"*, it was a thread where users could share their pipe-dreams about their imaginary games. I feel that is a very cool type of thread to have and figured we could get it going here as well.
To start off, I just copied my Nov 4, 2017 post about a game I had dreamed up that was built entirely around that scrolling shoulder button NX controller patent that never came to pass:
"I had this game idea. It was built around the controller hardware I thought “NX” would have. Do you any of you remember dozens of threads around Nintendo patents and people trying to divine what NX would be like based on that? Do you remember the scrollable shoulder buttons?
*insert a broken link to the patent image here*
Back then I was actually looking forward to this control innovation. Of course, it didn’t happen and we never got to find out whether or not it could prove beneficial. Daydreaming about NX shoulder buttons, my mind kinda came up with a videogame.
So what do you think a scrolling shoulder button would be used for? Well, one application is widespread on PC, weapon selection. In essence my idea was built around using these “scrollder buttons” to switch through two weapon menus at the same time, one for each of player characters hands. A sort of an action-adventure game with third person shooting.
But it was slightly cooler than that. You see, the “weapons” in this case were elemental powers, in the style of last airbender, each of two menus mapping it to each of the characters hands, from which you could shoot elemental attacks. You would have a pool of elemental powers, such as fire, water, lightning, etc. You could select a power from the pool for you right hand by scrolling R for the right hand and for L the left hand. Pressing these buttons would launch a primary attack of the corresponding element. Pressing ZR or ZL would would launch a secondary attack of the corresponding element. These would relatively and situational on average, but more potent. They would be under-barrel grenade launchers to primary attacks’ assault rifle. Now the idea here is that all of these attacks would be different from one another. Take water for example: say primary is a concentrated stream of water that damages your enemies like a laser and can be used to cut things, while the secondary is a water bomb that leaves behind a temporary, persisting pool of water in which you enemies can step in. Now here’s the thing, you can make your powers interact in different ways. Say you used the water secondary and there’s a big puddle in which the enemies are standing. You can shoot it with lightning to electrocute them all at once, use frost to freeze it and immobilize them or even use the powerful fire secondary to vaporize it, creating an improvised smoke (steam) bomb to compound your foes and break their line of sight for a flanking maneuver or something. All the individual attacks can be combined in different ways.(for the most part), not just the elements in general.
In addition to mixing and matching, you can straight up fuse two elements into one attack. Your character would shoot the fused attacks through combined hand motions not unlike moves similar to Kamehameha or Hadouken. These would be your “supers”. They would be most powerful attacks that can deal tons of damage. For example, fuse fire and water for a devastating, loud burst of steam with a wide zone of effect. These would require a cooldown or come with some sort of a penalty.
In my mind, NX controller also had paddles, so that’s a third set of elemental applications. These would be mobility options. Like a burst of fire used for propulsion to extend your jumps, or a water jet for a Vanquish slide, or an ice stilt to reach a higher ledge. Speaking of mobility, did I mention this game’s combat would be fast and twitchy? Well maybe not too fast, but there’s an emphasis on staying mobile. Face buttons are mostly jumping and dashing with melee, maybe.
It wouldn’t be just combat either. The game would be mostly spent in Zelda style temples and you would use your powers for puzzle-solving and traversal as well, in addition to combat. Though the combat would be in the forefront.
I sorta came up with a skeleton of a half-assed premise. Obviously, all of this is ripping of Avatar so your character is a sort of an avatar ripoff who has nature element powers running through her upper limbs. She even straight up looks like Korra in my mind. A great conqueror threat with a history with her kind of notavatars is upon the lands and she must travel through her peoples temples to gain all the techniques to become strong enough. She has to contend both with traps and guardians of the temples and enemy forces sent to foil her. You would have evil army officer warriors as your mid bosses and those would be straight up fights. While ultimate temple bosses would be of Quadraxis school of boss design.
You would gain beats and pieces of your full elemental power Arsenal in the temples and confront you Ganondorf at the end of the game.
Your Ganondorf is a giant sorceress twice to thrice your height, wearing a long dress and armor. You fight her on top of a giant blimp.
TL,DR: Combat-focused Zeldalike with tps combat built around a controller that doesn’t exist. Legend of Korra window dressing."
Looking back it seems like something that would be hard to design with all the primary and secondary and "super move" combinations that could exist. I feel like some of these would have to be streamlined or scaled back to exist. Never mind the fact that the entire concept is based around a non-existent controller gimmick. I am not sure it could be realized in any form without that controller, but perhaps it could be if it was less twitchy than I envisioned at the time.
*even my thread name is inferior!
To start off, I just copied my Nov 4, 2017 post about a game I had dreamed up that was built entirely around that scrolling shoulder button NX controller patent that never came to pass:
"I had this game idea. It was built around the controller hardware I thought “NX” would have. Do you any of you remember dozens of threads around Nintendo patents and people trying to divine what NX would be like based on that? Do you remember the scrollable shoulder buttons?
*insert a broken link to the patent image here*
Back then I was actually looking forward to this control innovation. Of course, it didn’t happen and we never got to find out whether or not it could prove beneficial. Daydreaming about NX shoulder buttons, my mind kinda came up with a videogame.
So what do you think a scrolling shoulder button would be used for? Well, one application is widespread on PC, weapon selection. In essence my idea was built around using these “scrollder buttons” to switch through two weapon menus at the same time, one for each of player characters hands. A sort of an action-adventure game with third person shooting.
But it was slightly cooler than that. You see, the “weapons” in this case were elemental powers, in the style of last airbender, each of two menus mapping it to each of the characters hands, from which you could shoot elemental attacks. You would have a pool of elemental powers, such as fire, water, lightning, etc. You could select a power from the pool for you right hand by scrolling R for the right hand and for L the left hand. Pressing these buttons would launch a primary attack of the corresponding element. Pressing ZR or ZL would would launch a secondary attack of the corresponding element. These would relatively and situational on average, but more potent. They would be under-barrel grenade launchers to primary attacks’ assault rifle. Now the idea here is that all of these attacks would be different from one another. Take water for example: say primary is a concentrated stream of water that damages your enemies like a laser and can be used to cut things, while the secondary is a water bomb that leaves behind a temporary, persisting pool of water in which you enemies can step in. Now here’s the thing, you can make your powers interact in different ways. Say you used the water secondary and there’s a big puddle in which the enemies are standing. You can shoot it with lightning to electrocute them all at once, use frost to freeze it and immobilize them or even use the powerful fire secondary to vaporize it, creating an improvised smoke (steam) bomb to compound your foes and break their line of sight for a flanking maneuver or something. All the individual attacks can be combined in different ways.(for the most part), not just the elements in general.
In addition to mixing and matching, you can straight up fuse two elements into one attack. Your character would shoot the fused attacks through combined hand motions not unlike moves similar to Kamehameha or Hadouken. These would be your “supers”. They would be most powerful attacks that can deal tons of damage. For example, fuse fire and water for a devastating, loud burst of steam with a wide zone of effect. These would require a cooldown or come with some sort of a penalty.
In my mind, NX controller also had paddles, so that’s a third set of elemental applications. These would be mobility options. Like a burst of fire used for propulsion to extend your jumps, or a water jet for a Vanquish slide, or an ice stilt to reach a higher ledge. Speaking of mobility, did I mention this game’s combat would be fast and twitchy? Well maybe not too fast, but there’s an emphasis on staying mobile. Face buttons are mostly jumping and dashing with melee, maybe.
It wouldn’t be just combat either. The game would be mostly spent in Zelda style temples and you would use your powers for puzzle-solving and traversal as well, in addition to combat. Though the combat would be in the forefront.
I sorta came up with a skeleton of a half-assed premise. Obviously, all of this is ripping of Avatar so your character is a sort of an avatar ripoff who has nature element powers running through her upper limbs. She even straight up looks like Korra in my mind. A great conqueror threat with a history with her kind of notavatars is upon the lands and she must travel through her peoples temples to gain all the techniques to become strong enough. She has to contend both with traps and guardians of the temples and enemy forces sent to foil her. You would have evil army officer warriors as your mid bosses and those would be straight up fights. While ultimate temple bosses would be of Quadraxis school of boss design.
You would gain beats and pieces of your full elemental power Arsenal in the temples and confront you Ganondorf at the end of the game.
Your Ganondorf is a giant sorceress twice to thrice your height, wearing a long dress and armor. You fight her on top of a giant blimp.
TL,DR: Combat-focused Zeldalike with tps combat built around a controller that doesn’t exist. Legend of Korra window dressing."
Looking back it seems like something that would be hard to design with all the primary and secondary and "super move" combinations that could exist. I feel like some of these would have to be streamlined or scaled back to exist. Never mind the fact that the entire concept is based around a non-existent controller gimmick. I am not sure it could be realized in any form without that controller, but perhaps it could be if it was less twitchy than I envisioned at the time.
*even my thread name is inferior!