For the past week or so, I've been coming up with ideas for a game similar to Team Fortress 2 in that it's a cartoon-style first person shooter. In this potential game (which is not yet named) it involves non-restrictive, fully customizable game-play with all sorts of unique apparel, and achievements which can be physically worn on the player as medals. As well as this, however, our main potential selling point is what I've nicknamed "Creative Killing". Creative Killing involves using indirect methods to kill your victim, and comes with several advantages.
A simple example of a Creative Kill involves your victim, who has not yet spotted you, crouched on the floor "hiding" while trying to regenerate health before entering the battle again. A large, heavy crate is suspended above his head attached only to the ceiling by a rope. Severing the rope by using some form of ranged weapon will drop the crate and instantly kill this victim. That's a Creative Kill, and earns bonus points.
However, let's say you decide to use your cutlass to directly kill him. By the time you reach him, he could've finished regenerating and turned round, giving him a chance to kill you. If he doesn't turn, it'll still take 3 to 5 hits to finish him off giving him an easy opportunity to either kill you, damage you or at least escape. Even if you do manage to kill him despite the odds against you, you won't have your lovely bonus points.
That's why Creative Killing is a main selling point in this game, as it's fun and earns bonus points, as well as giving you a higher survival chance (usually). Of course, I'm not just saying you should never use a direct kill; at times, it'll be much more convenient. However, a player never using Creative Kills will soon find that his/her points are low and that he/she has got a higher death rate.
Without being too revealing, a brief summary of the basic plot of the game is that a time paradox has occurred for unknown reasons, bringing 7 different eras all to the same time and their populations with it. The game doesn't have classes, meaning people can mix and match different eras of clothing with different eras of weapons (however, the same era of weapon and clothing will give some sort of stat bonus). The 7 "classes" are Wizards, Cowboys, Knights, Pirates, Vikings, Victorians and Ninjas. This brings very different and mixed combat (still balanced, as none of them have "proper" guns or modern weapons) without ruining the fun of an FPS.
For the sake of secrecy, I'm not giving anything more away; I'm basically looking for one or more programmers to help create this game. It won't be an easy task, so I probably won't accept anyone new to coding, but I know literally nothing of code so I can't do it alone. Anyone who is kind enough to help isn't paid until the game is complete, where some percentage of the final profit is promised depending on how much we make.
Anyone who wants to help will probably want to be close to the GMT time-zone (U.K), and also download Steam so we can use that as a form of communication (it's free, only takes a few minutes to install). Just post here or send an email, just don't message me because I only just came to these forums and probably won't check them.
My dearest thanks to anyone who decides to help; as long as this project runs smoothly, I don't see why it'd fail!
Thanks again and hope to see someone soon.