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File: 1424971244716.png (126.22 KB, 268x265, 268:265, 1423265640856.png)

82ed5a No.34[Last 50 Posts]

What's your dream game?
Is there a mechanic that hasn't been used in videogames that you'd like to see? How about ones that have been used, but in a new way?
Is there a setting that you really like?

Also game design/ideas general

a6b773 No.39

File: 1424974511743.jpg (327.77 KB, 1600x900, 16:9, ss00001.jpg)

Well, I'm a big sucker for space. And I like RTSs even if I suck at them, so I would love to see one taking the formula and having orbital mechanics in. Like homeworld first brought the third dimension in play time would became an important resource. In fact I like much more slow paced RTS, so it would be one of my dream game.

I'm actually tempted to code it myself, but first I need to finish learning openGL and computer graphics in general. And they're fucking boring

82ed5a No.41

File: 1424975119111.gif (2.87 MB, 480x270, 16:9, 1424910464328.gif)

I'm a sucker for Action/adventure RPG's that span a large world, with a focus on a journey rife with side-stories and multiple villains. In a way, I'd like to make a spiritual successor to Secret of Mana one day.

>Multiple adventurers to choose from to make your party

>Being able to switch control over the 3 characters in your party on the fly, and option for 2nd/3rd player to control them
>Large overworld to explore
>Characters with stories unique to them, and a job system associated with that (I.E. The cleric in the party has the choice to become a necromancer, or high priest at a certain point of the game, then can choose two jobs within those at a later point)
And a bunch of other shit.

>>39
That sounds like a really fucking good idea, I'm surprised no one has done that yet. I hope you eventually do work on it when your programming is up to par.

42d189 No.56

The end all gladiator simulator.

The game is all centered at a coliseum and you can gain better weapons/armor by money you get for winning fights. You can do things like having fights against humans, animals, on chariot, or even fill the coliseum with water and have naval battles.

a6b773 No.119

File: 1424995838529.jpg (14.06 KB, 201x237, 67:79, asshole_danger.jpg)

>>41
It's not really the programming of the game itself that it's hard for me, it's actually finding a way to communicate decently with videocards without losing my mind; which is pretty necessary since if I want it to be physics based I'll need the assistance of a parallel processor for keeping track of a lot of stuff without destroying the CPU.
DX is proprietary to MS, and its pipeline is a bit limited, but at the same time is the easiest to handle, OpenG/Cl is on all platform, but gods help you setting up your dev environment there aren't any recent updated utility that automatically retrieve function pointers, and all the other shit necessary to open a window, or being sure that ATI driver are good enough and support for openCL is confusing at best. Last there is mantle which sound could be the shit, allowing me to communicate very well with the videocard in a modern fashion, but as far as I know there aren't any public release of the API itself.

/programming rant over and polite sage for it

82ed5a No.207

File: 1425007853178.gif (1.21 MB, 330x248, 165:124, carl sagan gives you valid….gif)

>>56
Might be good. What's the combat/gameplay style like? Camera view? Gameplay features?

>>119
>>>/tech/
>>>/agdg/
>>>/csp/
They should help you out. Good luck. I hope to see your game made some time.

1ba69a No.217

>>34
A single player action parkour platformer a la cloudbuilt that has a good branching plot with good varying moral and philosophical choices and amazing customizability.

82ed5a No.218

>>217
Flesh it out a bit more, specially the parkour mechanics.

Also how would you do good choice in the game?

1ba69a No.221

>>218
Choice and plot mechanics would work as follows:
At key points in the plot one would be presented with choices, these would be treated as character defining moments, and would serve as branching points in the plot, they also would impact the choices available later, restricting the options to what would be consistent with the characterization created by the prior selections.
Each of the choices themselves would be one aspect of a full philosophical alignment, not just regarding good and evil, much like dnd alignments. This would be so that, by the games end, the choices made affected who the main character was shown to be beyond merely the choices themselves.
There would also be smaller choices that would, in a similar manner, alter the characterization of the main character, though these wouldn't impact the plot very much.

1ba69a No.224

>>218
The parkour mechanics would be speedy, and would rely on boosting. It would include wall running, jumping, edge hanging, and other such things, but unlike cloudbuilt, it would not have an energy meter that is drained by boosting speed, running up walls could be done at full speed, and one could switch from running up walls to running along the wall without needing to jump off and reposition oneself.
It would also have combat, both melee and ranged, which would take advantage of the ability to move really fast. Gameplay, including combat, would be entirely skill based, with everything one has already available from the start, customization and unlockables would be purely aesthetic.

1ba69a No.225

>>218
I could go on about it forever, I wish I could make it myself but I suck at writing, animating, and composing music.

2618a8 No.228

>>207
Monster Hunter combined with mount and blade for the combat.

82ed5a No.230

File: 1425012179245.jpg (259.38 KB, 700x699, 700:699, 1422230049080.jpg)

>>221
You know I've been having the exact same thoughts about choice in a single player game I've been designing in my off time. Though slightly more simplified but with the same goal and intent.

>>224
Sounds fucking neato.

>>225
There's other parts to game design you can take part in to make yourself an asset to a team. Level design, environment design, modeling, programming, sound design, voice acting, the list goes on but vary in utility. If you truly want to gamedev, I'd say pick up programming or try one of the other skills available.

>>228
Sounds pretty cool. Is there a unique setting for it or is it typical gladiator cultural setting?

1ba69a No.232

>>230
I'm already getting my associates in programming, so really its just a matter of finding a team. Still, with game development as competitive a market as it is, I doubt I'd be able to really make a living off of it with just an associates.

82ed5a No.242

>>232
As long as you have enough of an understanding of an engine you should be able to make something worthwhile, while also improving your skillset. As a programmer you'll be considered an asset to any team, work on something and build a portfolio when you have free time if you really want to gamedev.

Also I've been getting pushed to do post-secondary education in programming, how has that gone for you and what is the experience like? I'm a self-taught kinda fag.

1ba69a No.248

>>242
Its pretty easy if you can handle basic logic. Of the classes that I took for my degree, only 4 were actually about coding. Disappointingly, I doubt that they'll cover multithreading and multiprocessing until I pursue a bs.

82ed5a No.255

>>248
So would you say someone who already has a grasp on it will have an easy time in the beginner courses?

2618a8 No.257

>>230
Just greco/roman setting, I have a boner for those kinds of games after playing age of mythology so long in my life.

1ba69a No.258

>>255
Yeah.

82ed5a No.285

>>258
Great, thanks.

>>257
Sounds pretty cool. You ever thought about pitching the concept or making it yourself/with a team?

000000 No.853

Both of these have already been done, but games in which every enemy is a boss and games without dialogue get me rock hard.
Often, routine encounters feel like nothing more than a means of putting distance between bosses and lengthening the game. They are too thoughtless and often have no merits of their own. Bosses are opportunities for creators to make something unique and testing for the player.
I like no dialogue just because putting constraints on development is likely to breed creativity. Nothing can be explicitly told to us, so the creators need to think of ways to get a message across via the environment or by gestures, instead.

862bcd No.858

Sid meyer's Covert Action where the infiltrate part plays like hitman. That's it.

7cedec No.874

File: 1425171114422.jpg (648.8 KB, 1000x558, 500:279, 20842855_p13.jpg)

Everything that is or deals with the uncanny.
This feeling of something not being right is quite hard to create but it gets me rock hard.
It frequently infests all the unfinished portions of most games, all the loose ends you might say. But this isn't genuine creepy uncannyness.
Some good examples:
https://www.youtube.com/watch?v=jPNWWfk92wo
https://www.youtube.com/watch?v=46bF5oFF1YI
https://www.youtube.com/watch?v=JA9c01YsEFM
http://youtu.be/vFXfkLY3cGw?t=38m33s
http://youtu.be/Wy34ChMlvow?t=2h8m5s
>why is it so quiet, shouldn't I hear some ambient sounds?
>what is that thing in the distance, I can't see it very well and I can't get there
>why is this previously locked door open? it doesn't have a reason to
>there are no signs of life here at all, why do I hear the cackling of fire
>that sounded way too close
>what was that shadow
>just how deep is this staircase going
>it's so dark
All sorts of questions fill your mind, everything feels out of place yet believable.
You've already explored a mile and arrived at this point and you know that once you pass it there is no returning, but you want to know how deep the rabbit hole goes.
THAT is the feeling I want to code into my game. Maybe I'll need to study some psychology or inspire myself with drone music?

82ed5a No.947

File: 1425201258041.jpg (15.33 KB, 239x217, 239:217, 1424996209173.jpg)

>>853
Interesting design choices anon. Though I believe mook encounters can be interesting by changing up the placement, combination, and giving unique traits to mooks in tandem with good level design is what makes a game's regular encounters a lot more meaningful. Because without that, as you said, it feels like the fluff between you and the boss and gets tedious. Ideally every enemy encounter should have as much care put into it as a boss encounter.

>>858
I'd pay to see that.

>>874
Awesome picture anon. You have an ear for sound design, you ever look into that? You might have a knack for it.

You also have a really good grasp of horror game design. You working on anything anon?

7cedec No.956

YouTube embed. Click thumbnail to play.
>>947
>You working on anything anon?
Not really right now. I'm gathering ideas and inspirational sources though.
I can't code or draw so shamefully I'm only an ideas guy now, even though I actually research.
I know what I want yet there is such a small amount of things that catter to this.
What I really liked was the sound album Brighter Than Death Now.
Even though this trope really benefits from absence of audial cues, music like dark ambient can really spice things up even though music would make the atmosphere a bit duller.
The point of uncannyness is to force your imagination to work and tell it how morbid and eerie you want a certain slot to be filled. However that is a double edge since not everyone knows WHAT to fill in, and that's where you give clues. Whether they be audial, visual or both depends on the pacing and overall, it's really difficult to put into a single post and I'm not really good with words.
What I realized just now that Gmod has a fair bit of uncanny potential in all those maps, be they comedic or just plain. Nobody thinks that though since there are no pointers but essentially, all the "uncanny slots" are left opened and unfilled. It's up to your imagination.
It's really all about imagination, and that's why older horror games are more scarrier.
Hovewer there are more cathegories of how horror works but I think the melancholic one toys with your emotions the most. That's what I want to realize. Meanwhile, here's some nightmare fuel.
http://youtu.be/1225kLaikFg http://youtu.be/IBHkW0aKHRc http://youtu.be/TtXMyAOop3s
http://youtu.be/17PQ7T0UBSA https://www.youtube.com/watch?v=4MjTb5A68VA
https://www.youtube.com/watch?v=oYjny4qNy24 https://www.youtube.com/watch?v=kYxDyiwH5j4
https://www.youtube.com/watch?v=gYdryCFhJqw https://www.youtube.com/watch?v=7eITN3_28as
https://www.youtube.com/watch?v=el2mV_JkGic https://www.youtube.com/watch?v=MBtkTnOuJ4Q
https://www.youtube.com/watch?v=Qb99zZfxnHE https://www.youtube.com/watch?v=4jOU3m_tHtQ
https://www.youtube.com/watch?v=g-SL4ejpP94

82ed5a No.1025

File: 1425249695788.jpg (Spoiler Image, 184.61 KB, 1005x444, 335:148, 1423068325130.jpg)

>>956
Make videogames already, I need more of this in my life goddamn. Pic related.

89e5e7 No.1053

>>34
a gotta-go-fast FPS with a 1920's horror theme like an FPS Castlevania/Ghouls and Ghosts. tons of dudes with their own attack types and AI to murder. solid level and sound design. I'm so tired of FPSes with guns that sound like mouse farts.

no fucking iron sights either; use Mouse2 as a dedicated melee key like FEAR so you can chain siqq combos

also no steampunk bullshit. have a bunch of skins for the same weapon types (pistol, revolver, shotgun [double barreled, pump action, auto], bolt-action rifle etc.) but with the same stats so we can have our cake and eat it too.

doesn't sound that hard to make.

82ed5a No.1055

File: 1425259254949.png (21.09 KB, 408x286, 204:143, 1422199800318.png)

>>1053
Get people capable of being a level designer, a 3d modeler, an animator, a programmer and you could get this shit done pretty quick. Once you have a prototype you'd be able to get musicians and artists pretty easily to polish the base game.

What's stopping you?

89e5e7 No.1056

>>1055
crohn's disease

82ed5a No.1057

File: 1425260633293.jpg (53.1 KB, 500x375, 4:3, professor oak feels it.jpg)

>>1056
I'm sorry anon.

9cef70 No.1064

Have an idea for a srpg planned out, I just need to learn how to make decent graphics in order to make it.

f6c8d2 No.1085

>>1064
Make it first. Add graphics later.

Please, don't let something like graphical perfection hamper production on what could be something fun. You can always change the graphics later. Use something as a placeholder for now.

82ed5a No.1100

File: 1425279843808.png (290.72 KB, 680x680, 1:1, bubbles.png)

>>1064
Tell us about it, flesh it out. I often find that talking to others about my idea is useful in getting other ideas and tweaking it to be even better.

Also >>1085 is pretty right about iterative design for many kinds of independent dev'ving.

82ed5a No.1104

File: 1425282302938-0.png (964.22 KB, 565x781, 565:781, batman loves gotham.png)

File: 1425282302938-1.jpg (115.65 KB, 600x745, 120:149, ea00f8c7f1286e6b52760882cb….jpg)

I'm going to post a summary of a stellar game idea and design doc I once saw made on /v/. The textdump of it is gone now and google hasn't turned anything up so I'll have to work on memory here.

GTA: GOTHAM CITY

Your character is a new inmate to Blackgate Penitentiary, during a wave of arrests and batman working overtime to curb the crime of Gotham. Many of the supervillains have been put here for intermediary terms in between prisons and the city deciding where they should go. Even the likes of the joker who should be in Arkham has been placed here for the time being, due to too many criminals to process.

Your character creation screen comes up, a file of you and your record.
>Name, random first name but your last name comes from a list you can select from giving you different connections within gotham
>Age
>Build decides your initial physical stats
>Occupation: Gives you different starting skills
>Criminal affiliations: Gives you inclinations towards a given gang, villain, or family
>Given crime: gives you a different backstory and more abilities varies anywhere from paid thug, pickpocket, street vigilante who got caught, smuggler, hitman, tax fraud, violent psychotic breakdown
>Sentence: Starting noteriety for the game, can give yourself life imprisonment which will leave you as a higher priority for everyone but can benefit you with more choices within the criminal underworld

Continued…

82ed5a No.1107

File: 1425283090075.gif (435.31 KB, 360x547, 360:547, batman forever.gif)

>>1104
So your tutorial is in Blackgate prison, in it's overfilled capacity state. In here you get pushed around by different thug depending on your background and you get into your first fight in the cafeteria/prison yard/showers/cell, this is the melee combat tutorial. You're given prompts for the combat controls but you aren't having your hand held either, you can lose this fight but it shouldn't be too hard to win either unless you gave yourself a life sentence.

Your fight is seen and talked about by the inmates and eventually you are approached by villains or their ambassadors and asked to be a pawn in their plans to break out of here, needing you to make sure things go smoothly. You can choose any one of these villains to work with and it will affect your initial missions and connections within Gotham.

These missions are gauntlets of sneaking, melee combat, and shooting. The endings of these vary by villain, Joker will choose to leave you on the helipad as he flies away but you'll have to find another method out, Two Face will decide to let you live after flipping a coin, Black Mask might ask you to bring a sack of guns with you and leaves you behind if you don't have them, scarecrow will give you a way out but will give you a dose of fear toxin as initiation into his group so you make it out of Blackgate tripping bats.

You are now in Gotham city, breathing fresh air. All the other inmates and villains escape during the chaos you caused, and the city is in chaos once more. Just how you like it. At this point you have the choice to follow up on the villain you chose to help, for money, guns, and what have you. Your old gang affiliations, or your family/adopted family/caretaker/man who used to beat you senseless everyday. Your goal here is to climb the criminal ladder by any means necessary.

Continued…

82ed5a No.1111

File: 1425284224423.jpg (112.18 KB, 720x537, 240:179, batman stay out of this.jpg)

>>1107
The city is put on a state of emergency, cops are actively patrolling the streets but severely understaffed for the event. Gothamites are rioting, the criminals are doing what they do, and the villains are either causing more problems, profiting off this, or making plans.

This means going out into the streets you'll very likely run into speeding cars, roving gangs, police squads, muggers, and all kinds of criminal element. The opposite of a tranquil typical GTA environment. There's two wanted systems in this game, Police meter, and Vigilante meter. You can consider yourself on a perpetual one star from the police as they'll try to detain you non-violently when spotted. Gaining more stars mean they will actively look for you, the two highest tiers of stars will see special squads put on your case like the Commissioner Bullock, or the SWAT squad. The vigilante meter activates when you've gained criminal notoriety or have committed atrocious acts like harming civilians or large property damage. Vigilantes will begin to track, follow, and attempt to take you out. These will range from the good samaritan, a young man trying to be a vigilante, lesser heroes of the DC universe and the bat-family like Nightwing and the Teen Titans, eventually getting to the Batman himself.

You begin to do missions for people, making connections, the story progresses and you gain notoriety. Eventually this means you start your own gang, you have complete customization over them in terms of aesthetic, melee style, weapons, and mode of operations. You can then decide to take on a territory mission, one in which you will attempt to take a base from an established villain/gang/police/hero. Once completed, this will be your base of operations for whatever scheme you plan. Schemes are high tier missions ranging from wacky, change the gotham river a different colour or make the water supply extra minty fresh, to criminal, bank heist or weapons smuggling, to crazy, like spreading fear toxin around the city or freezing the GCPD building with Mr. Freeze tech. This will gain the attention of heroes, like Batman, and they will at one point try to take you out within your base. Luckily you have retrofitted your base with goons, traps, weapons, and whatever else you could afford to place in there with a base building management system. You are in your control room and you do your best to take out the villain before they can get to you.

Continued…

82ed5a No.1114

File: 1425284919242.jpg (60.47 KB, 400x600, 2:3, batman can fly.jpg)

>>1111
>the villain before they can get to you.
Gah, I meant hero. Dem quads

You can fit your character with a lot of customization of character typical of what a villain would wear, to outright stealing other villain's clothes/armour/weapons with special missions. You can create gadgets, fund weapons smuggling to arm yourself and your goons, and can steal iconic gadgets from heroes and villains through special missions as well. Eventually making you a villain of high notoriety equal to that of the others.

Eventually you must hatch a Scheme that deals with Batman, the other villains, and the criminal element in an attempt to take over the city and become The King of Gotham. You have a variety to choose from, you can request the help of other villains in these schemes and for some it will be necessary.

This ranges from taking over a heavily guarded city hall, raiding the batcave, an all out blitz attack on the other competing villains, or inciting a riot of gothamites by convincing them you'll be their dear leader to save Gotham from its current state. This is the end-game and is the final story sequence.

This is all I remember. What do you guys think? Personally I think it's amazing and I wish WB would have the sense to fund something like this.

9cef70 No.1138

>>1085
I'm not really worried about perfection so much as just looking decent. I'll take your advice on this and start out with placeholders.

>>1100
Here's a brief summary:
The game is divided into two “modes”. The first is the overworld, where you control up to five units, the protagonist and any four major characters you’ve recruited. This mode is largely focused on exploration rather than combat. You do most of the typical rpg stuff, wandering around freely, visiting towns, etc. The overworld is divided into various territories, and you can’t wander them freely until you’ve conquered them, which is done through the other “mode”. When you approach a territory where you haven’t driven off all opposing factions you enter combat mode.

Combat mode turns the territory you are fighting in into a grid based map. You control one base which you have to defend while also focusing on conquering the bases of opposing factions. In this mode you aren’t limited to your main party but can deploy a larger number of units that you’ve recruited. This mode has no exploration emphasis but is entirely strategy based. When you initiate combat with an enemy unit, it brings you to a turn based battle system between the two units and any directly adjacent allied units. Each unit gets at least one turn to use an attack, an item, or a class-based skill.

There is one clear enemy faction you’ll be fighting over the course of the game; however you will also run into other factions. These other factions are all various bands of vigilantes, some more radical than others. Depending on your decisions in the game you’ll end up having to fight some of these factions, but you’ll be able to negotiate with others. This isn’t really a line between good and evil but a scale between lawful and chaotic.

c47ab5 No.1145

>>1114
Honestly sounds too good to ever be true. I'd buy ten copies of this.

82ed5a No.1154

File: 1425331445194.jpg (13.24 KB, 397x585, 397:585, laughing batman.jpg)

>>1145
I fucking know right? This idea is gold and they shouldn't have to wait for random anons to make it for them when they have resources to make it themselves. Maybe a petition would be in order to get them to look it over at least.

>>1138
That sounds pretty awesome anon, a wargame in the style of a JRPG. Would play. You plan on making this eventually?

c47ab5 No.1157

>>1154
>>1154
Honestly I don't see why a bunch of game dev anons just get together and work on it for a year or two, make a prototype and pitch it to WB. The concept is gold, and any game that followed it is going to sell.

9cef70 No.1159

>>1154
I do plan on making it. I'll post a thread for it in /agdg/ when I've made more progress.

82ed5a No.1160

File: 1425332766851.gif (367.97 KB, 300x169, 300:169, I LOVE IT.gif)

>>1157
Maybe. I've got my own projects to work on so I can build a decent portfolio before I try to pitch anything to a company. If anyone feels like taking charge and getting that done I encourage it. If WB turns the project down you can always adapt it to be non-DC universe, and pitch it to someone else, try crowd-funding, or just work on it with a team of people you can manage to recruit. I'd love to play something like it and would buy a copy for sure.

>>1159
Good luck, I hope to see you on there by the time I'm putting work out too.

905c94 No.1166

Necromancy. God I love necromancy.

82ed5a No.1169

>>1166
I've had an idea for this kind of game. Would be a mix between an overlord type, minion game with some base building, resource management, and all kinds of undead creatures.

efc847 No.1217

VR space RTS game where you control a fleet of spaceships from the bridge of your flagship. A few games have tried this but none of them have really lived up to what I want.

dfb337 No.1227

Something like eve online but on a full scale planet. The idea of a game taking place on a spherical map has always appealed to me and an MMO would be the perfect genre for it, though it could also work with a massive single player RPG. It would be cool if there were no official maps and players had to discover everything; little things and easter eggs would still be left to find after years even.

There are a few procedural planet engines that I know of but so far no signs of any good games to come from them. I'm hoping in a few years something will come out and actually be good, planet maps should no longer be just for flight simulators.

cf5a19 No.1262

A mecha tournament online game, full customization of the mech's, medium speed-ish (Armoured Core + Zone Of the Enders), custom teams, gameplay is armoured core + zone of the enders and it has tournaments. I'd also like to see each board create their own team and faction and battle each other out in a tournament/championship

6d88a2 No.1277

>>225

Are good at code at least?

There are tons of art repositories out there with stuff you could use, at least as placeholders

As for story as long as you don't halfass it and make the new gone homo then I'm OK with it

6d88a2 No.1278

>>1277

Meant to say *good at coding

6d88a2 No.1279

>>1053
>>1056

Do a kickstarter, say you have crohn's and that you want to get this game done before the symptoms get worse

Bet a lot of people would back it, its a pretty good idea anon

0fd64d No.1288

>>34

A sequel to the Dawn of war series. And none of that "tactical roleplaying" shit. I want pure RTS, as it should be.

82ed5a No.1302

File: 1425414996213.jpg (129.68 KB, 960x960, 1:1, 1423201907855.jpg)

>>1217
You'd think something like this would have been funded during the Kickstarter craze, or at least been attempted by some developer. You know what you must do.

>>1227
>It would be cool if there were no official maps and players had to discover everything; little things and easter eggs would still be left to find after years even.
This is the kind of open world design that draws me in the most. It's amazing when a large overworld manages to not sacrifice nuance and secrets for it's size and can retain both.

>>1262
I just wish there was a good online mech game that had a good balance of speed, gameplay, and customization. There has yet to be anything that fully satisfies me in that regard.

And that tournament would be amazing, there would be livestreams and everything. I think boards would go all out and even create custom textures for their mechs. I'd play it, hell I'd probably be on the /svidya/ team and we'd wreck the shit out of everyone.

>>1277
>>1278
He mentioned he's getting his associate's in programming so he should be getting better by the day. I too hope he begins creating his dream project.

>>1279
Yeah this could work. Hell I've never participated in crowd-funding but in this case I'd actually be willing to help out since it's a great game idea.

>>1288
You know what you must do too.

cf5a19 No.1328

>>1302
Its something I am really thinking of making but I need to learn a lot skills to get there. Its a little too ambitious but I have some experience in previous projects so it should be possible for me to make, if I make any progress I will post here.

Also it would be really fucking amazing to see the boards come up with their own mech design.

82ed5a No.1336

>>1328
My suggestion is to make something smaller, and easier to produce by getting a team together. Take that team forward with you, or at least those who would like to continue working with you. I look forward to your progress.

cf5a19 No.1339

>>1336
>My suggestion is to make something smaller, and easier to produce by getting a team together. Take that team forward with you, or at least those who would like to continue working with you. I look forward to your progress.

Well you read quite a bit of my mind, I am simply going to create a small working prototype with just a 1v1 mech match, post and see if anyone is interested on working on the game. I just need to learn the more advanced parts of C++ to use the UE4 to its fullest potential so people with toasters can run it but yeah I will need a team for something like this.

Well time for me to get started I guess, though don't expect lightning progress, it should be around 2-4 weeks before you hear from me again about this project.

6d88a2 No.1435

>>39

I played the fuck out of HW2 as well, must be the single game I put the most hours in (I might have played other series more though, but not single games).

Too bad the faggots at gearbox got it now, their best game its borderlands and thats far from what I would call "good"

82ed5a No.1460

File: 1425519078838.jpg (24.6 KB, 400x400, 1:1, chen comp.jpg)

>>1339
Best of luck. I hope that mech game gets made eventually.

>>1435
It is a sad state of affairs when it comes to Gearbox, a company with all the resources, licenses, and employees to make great games that squanders all of its potential for the sake of mediocrity.

82ed5a No.1943

File: 1425951871167.jpg (127.64 KB, 1280x720, 16:9, 531163-red-faction-guerril….jpg)

Here's what I would do if I could get my grubby little hands on the Red Faction license and make a pipe dream of mine.

RED FACTION: (TAGLINE[BLOOD WAR?)

Plot: 200 years after the events of Guerrilla and Armageddon. Mars has been terraforming nicely, rivers are forming and beginning to form, an atmosphere is forming better than before, flora and fauna are springing up here and there on the rocky red surface of the planet. You are a soldier of the EDF, enforcing their rule on the martians in the hopes that they never rise again. Your duty is to oversee a colony centre on Olympus Mons, to make sure no rebellions ever happen, and to protect them from raiders, or the new wildlife. During this time you run the base in accordance to these two objectives, defending from major raider and monster attacks with the troopers under your command, and the colonists who begrudgingly help you if only to help themselves. At some point members of your team begin to defect, and you're informed that a squad from the EDF mothership is going to come in and destroy your colony including you. They take no chances, and your government is coming to wipe you all out. You arm your colony, find your troopers, and do all you can to bunker down before this happens and turn back the attack. You survive the attack with your colonists, but now you're convinced to join and lead a new Red Faction to destroy this oppressive regime. You begin by taking over Olympus Mons, and later the rest of Mars.

Your goal here is to gain enough military control over Mars that you can cause an EDF evacuation of Mars and destroy the mothership. By using your capital base in Olympus, you spread out over mars through each sector in various missions of your choosing. Destroying enemy buildings, taking control of mechs, tanks, and weaponry, and raising an army against the EDF. Once you reach the EDF capital on Mars, you reach your final set of Mars missions, ending with storming their headquarters and taking control of the Anti-Spaceship gun emplacements. You use the gun emplacements to strike the mothership and the EDF regime is officially broken. Hoorah, cue happy cutscenes and happily ever afters EXCEPT-

Now here's the twist to the Red Faction franchise, it is at this point your warlord chooses instead of living a life of governing Mars in peace, the Red Faction decides to have Mars assert itself as the superior planet in the Solar System. YOU TAKE THE FIGHT TO FUCKING EARTH. You can consider the take-over of Mars the tutorial level, and this, the real second half of the game.

You, your army, and the Red Faction build a mothership of their own. Go to earth, and begin taking it over from the EDF as you did Mars. Your headquarters is now inside the mothership, Earth is similarly split into different districts like Mars was, and each with it's own sets of missions for you to complete.

Technology: Keep the destruction physics engine of Guerilla & Armageddon, but adapt the engine for a first person view. Instead of one single large overworld, focus on creating multiple sandboxes with unique traits and art styles. Implement systems for unit control during mission briefing so the game can deploy units on both the EDF and Red Faction side during the mission.

Gameplay: First Person Shooter, with strategy and base building elements. Your base headquarters is where you begin, and plan missions, investigate and develop weaponry, manage your army and resources, and keep an eye on the ongoing battlefield.

When beginning a mission you have the option of bringing a number of units with you, how/where/when they're deployed during that mission, and using technology from your base for that mission.

Units would include
>Red Faction Guerrillas (trained in gorilla warfare)
>>Subclasses: Soldiers, Demolition experts, Snipers, Captains
>Marauders
>>Subclasses: Melee experts, Beast Riders, Psions
>Vehicles: Tanks, Ship/Jets, Walkers, Military Walkers, Underground excavators. (As seen in previous games)
>Beasts: Juggernauts, The aliens from Armageddon domesticated, giant spiders
>Tech: Plasma mortar strikes, Orbital strikes, unmanned machines

When sent into a mission, you take control of your character in an FPS view, with the insertion method of your choosing (vehicle, on foot, air-drop etc.). You are sent in with the objective you chose for that mission in that sandbox environment, and you have to make sure it gets done. Your arsenal includes weapons from the previous games and new ones, a right-handed gadget tool that enables you to hookshot and pull yourself onto surfaces, or to pull surfaces apart. You can use vehicles, and ride the monsters but they die/explode once they reach critical/0 health. You use the dynamic destruction to achieve your objective like all RF games. Ground/terrain destruction re-enabled.


That's part of what I've written for that pipedream, won't happen, but would be nice. It's probably not viable either in respects to current technology available and the scope of the proposal but I'd respect any studio who undertook something like that.

542447 No.1995

File: 1425976741145.webm (3.34 MB, 1280x720, 16:9, VisceraCleanupDetail001.webm)

Two things I would want to most in a game out of everything else I love is:
The way Amnesia and Penumbra handled object manipulation

Games like Doom 3, Hard Reset and Viscera Cleanup Detail and how they had ingame computer interaction. Webm related.

An idea I've been toying with is somewhat similar to Viscera Cleanup Detail. Instead of a janitor role, you play as a sort of engineer or mechaninc going around fixing shit. The setting could be anything really but I think scifi would be most interesting.

If it were a scifi setting, you would play as a low ranking mechanic in a remote section of a space ship, performing tasks you receive. These tasks would range from trivial checkups to performing vital maintenance.

Unfortunately I have zero skills when it comes to game development so at this point its just something nice to think about.

>>1943
I'd play the shit out of that anon

4428a4 No.2051

>>1943
Goddamn that sounds good
Not really sure about the Earth plotline cause it's my favourite planet

I think it would work better if you lead a commando squad of sorts. Instead of a massive army maybe like 1-3 guys.
That would be amazing

5c7928 No.2062


5c7928 No.2063

>>119
learn neural nets
make a neural net that is based in a simulation of the physical world.
teach it to dream
play the dream
???
profit

5c7928 No.2064

>>874
ever heard of touhou? MMD?
if u have i might have something for you.
otherwise you can go to hell like the casual you are.

4ca02d No.2073

A monster hunter manager sim game.
You're a grizzled old hunter that now wants to create his own guild.

You find a place to set up port for new hunters and slowly get your name recognize by other guilds. So that more hunters start comming to your port.

You hire hunters, merchants, blacksmiths, farmers, fishermen, felynes and you gear them up with what they send and task them with different kinds of things. As they do things they level up, hunters can hunt higher rank monsters, blacksmiths and the others can make better products and stuff like that.

You start taking quests from villagers and posting it up on the hunter board for your hunters.

Hunters can die if not properly geared or no felynes were demotivated in carting the fainted hunters or something.

Something along the lines of "My Life as a King" but with more meaningful upgrades and management.

82ed5a No.2081

File: 1426100363493.png (764.96 KB, 1001x1001, 1:1, 1424735332650.png)

>>1995
That would be pretty cool, have you checked out Quadrilateral Cowboy (IIRC)? It has light scripting mechanics for the technology in the environment, in that you use a computer you bring with you to write/modify some scripts for the cameras, doors, and the like to disable/enable them and let you move past them. Sounds like a mechanic such an idea could use. Also sounds like what playing Engineer in Pressure would be like

>>2051
The reason I thought of the Mars retaliation plot twist is because I think by now it's a bit played out that the Red Faction is always the underdog, taking on those damn earthies. It'd be nice to see that get turned on its head by having the Red Faction take the fight to them for once. It would also be a change of pace in terms of art-style and themes.

>I think it would work better if you lead a commando squad of sorts. Instead of a massive army maybe like 1-3 guys.

Yeah, the number of units you can bring with you would have to be relatively low for this to work, I don't think the engine would be able to handle large armies at the same time as all those ridiculous destruction physics calculations.

>>2062
Cool mod.

>>2073
Sounds pretty damn cool, I like the idea of a adventurer management game though I have the feeling it's been done before but I can't quite remember. If it has it probably hasn't been done that well, it'd be awesome to see if someone could pull it off though.

542447 No.2366

>>2081
I've heard of Quad Cowboy but I haven't looked into it to much, might have to though.

63a058 No.2376

Dungeonland, but not a steaming pile of shit

82ed5a No.2585

>>2366
I like the concept of being able to have in-depth control over systems in the game, sounds like something that would fit perfectly into your idea considering the focus on
>Games like Doom 3, Hard Reset and Viscera Cleanup Detail and how they had ingame computer interaction. Webm related.

>>2376
How would you fix Dungeonland?

00262f No.2596

>>119
You should wait for a Vulkan release

84466d No.3275

File: 1426552623855.jpg (488.07 KB, 800x1200, 2:3, samus3.jpg)

Not really original, but I'd like to see a Metroidvania about the main character building a mecha for themself and using it to traverse the landscape while outfitting it with different weapons and armors.

e13d8b No.3365

A shmup/bullet hell game where you play the horrible nightmare boss ship. You customize your ship, customize your patterns, and set up different pattern banks and movement tracks for a given enemy. Enemies are AI-controlled ships with a baseline intelligence and get better at evading your patterns if you use them too much or are too predictable. AI is likely the trickiest part of this game as bullet patterns are inherently predictable and calculatable using even basic computational algorithms. You have to make it dumb without making it too dumb.

There was a game a lot like this that I used to play, except it was reversed. The game picked your upgrades and the boss types/layouts for you depending on your playstyle. I forget exactly what it was called.

e1b81b No.3368

>>3365
Tried Change Air Blade before?

I'm sure there's been some shitty indie game or two attempting what you're describing too.

ad324e No.3562

File: 1426621254093-0.jpg (238.83 KB, 1600x1121, 1600:1121, Prototype logo.jpg)

File: 1426621254093-1.jpg (129.73 KB, 1024x768, 4:3, Stranger's Wrath.jpg)

File: 1426621254093-2.gif (1.17 MB, 480x360, 4:3, fasto sengan.gif)

>>34
>the longer you run without being interrupted, the faster you get
>if you hit something, damage will be proportional to how fast were you moving
I know only 3 games which did this. I'm looking for more.

1e2548 No.3575

>>34
A MMO with focus on PvP.
So far both Tree of Life and Crowfall are tempting options, but they're not even out yet.

8b2037 No.3917

Hunter: The vigil crossed with Jagged Alliance/SS/X-com kind of a thingamajig

You play in a city, you start with yourself and maybe few others in a cell that fights against things that go bump in the night. Low on resources, even lower on info about those things.

When you get more resources/cell mates you start to expand and meet other compacts/conspiracies and either ally with them of fight for ground with them.

Your soldiers would mostly construct from average everyday people. Workers, hoodlums, office workers, cops.

Against more social monsters you could use diplomatic resources to fight them, not always flame and holy signs.

Needs some sort of randomized monster creation for those things that are truly alien. Sewer monsters, things that are made of things that usually are not dangerous. honestly alien things. Not as a large threat but one off creatures, like ancient beasts in DF

a0d0ef No.3925

>>34
>2D Platformer game with a combo system
>Hand-drawn art style
>Rage or Bloodlust mechanic
>When you pull off combos, you become more enraged
>Becoming enraged makes you deal more damage, but you take more damage as well
>When you get more angry, screen tints red
>Art style becomes more jagged, rough, and sloppy
>Manage your anger by picking up items like handheld consoles, booze, nudie mag, et cetera
>You also have a cell phone
>You receive calls every once in a while from people who want to support you in some way
>If you don't manage your anger you pick up fucking pissed and yell at them, causing them to not want to help you
>Manage your anger during tough situations and boss fights so that you can get support from your friends

82ed5a No.3954

>>3275
I've always had a soft spot for games about mechas with a focus on customization.

>>3365
I'd actually really, really like this.

>>3562
Should also be the basis for a Flash game.

>>3575
I don't think it's quite there yet. Give it another 5 years.

>>3917
Sounds pretty fucking cool anon, when can we expect full release? Just jerkin ya. But seriously, when you gonna start makin vidya?

>>3925
Sounds pretty cuh-razy. I like the touch with the cell-phone but you'd have to find a way to balance it so that you don't have to arbitrarily have low anger at x points in the level or every x intervals. Something dynamic would be necessary.

8b2037 No.3964

>>3954
Unless i win in a lottery, most likely never bro.
I already work 8 hours a day and would need to learn to do shit from scratch.

60b7e2 No.3970

The game that I'm making (nothing to show yet) is a 2d platformer (because resource limitations) which plays like a combination of a stylish action game and the Battle Network series.

My dream game is a high fantasy equivalent to dark souls, with dungeons designed with these principles in mind ( http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon ). Utility effects would play a far bigger role than in Dark Souls and give more tradeoff options with regards to equipment - freedom of movement and waterbreathing being one example. I'd want underwater thief enemies to be capable of stealing the magical items that you need to breathe/move freely underwater and so on. The first third of the game would be standard fantasy, but the latter two thirds would involve Planescape stuff - zero gravity dungeons in the negative energy plane, crossing one of the cubes of Acheron while another one hurtles towards the face you're on, portal-jumping your way down to a specific abyssal layer, exploring a flying dungeon in the Plane of Lightning, visiting the Positive Energy Plane and having to deal with health that regenerates until you explode, etc etc.

9a8514 No.4013

I'd like to have a competitive plant-based fighting game, whether it be shooting or Mortal Kombat style, etc. Like Pikmin or PvZ: Garden Warfare, but more realistic looking and grimmer.

8c1b96 No.4018

My perfect game would basically be an MMO with Log Horizon levels of detail and VR support.

d9faf8 No.4020

i want an asymmetrical team based fps with cops/gang theme setting in urban Hong Kong, Taiwan or Japan
the map should fill with tons of npcs and one of them will be marked as an informant
cops will try to protect him while gangs do the exact opposite
cops generally got better equipments but the use of all weapons are restricted unless being attacked or witnessed gang committing crime

it'll probably be very unbalanced and cops will be boring as fuck until firstblood happened, so I'll also be happy with a game adaptation of the music video of Muse's knights of cydonia

82ed5a No.4043

>>3970
This is kind of close to something we're going to be working on next year. But I definitely like and welcome it.

>>4013
Floral Kombat? Sounds pretty cool.

>>4018
Tech isn't quite there yet I think, but I encourage everyone to push the envelope until it is.

>>4020
I like it. You'll need to do a lot of work on the AI though.

8afe7b No.4058

File: 1426795754167.jpg (29.56 KB, 889x338, 889:338, tartarus-3.jpg)

My dream game will never be made, at least not in the next 15 years, because it's impractical.

It's an MMO with rogue-like(or rogue-lite or whatever) elements. It would have permadeath, an emphasis on almost no information to the player, and a design to circumvent "metagaming".

And by MMO, I do not mean WoW persistent game entities, I mean an actual MMO. While permadath would suck in a game like WoW, or any other modern MMO, it only sucks if you have a long iteration time between deaths.

The idea I have to get around permadeath turning people off is by having two "worlds" or "realms" or as I call them "spirit world/overworld". In the "spirit" world, things would work much like in current modern MMO's. You can walk through other players, you can chat, you cannot die, you can dress how you like, have a very robust character creator. I have some more ideas for spirit world, but that is the gist. It is where you start out, it's kind of like having an interactive steam account, where you have a house and an avatar.

The actual "game" part is the "overworld". That is where you get born into the world. You have very limited options on how your character looks. Skills are almost entirely absent from player view, it's all under the hood, so no skill selection. In the developed game, there would be multiple servers with different maps, so that when you were "born" you would go to a random server, and the land would be foreign to you.

The whole point is to have all of these "metagaming" systems in-game. There would be no in game chat box. All player interaction would be predefined(Not sure how that would be implemented though). If there are no skills, then how would I know my levels, like my strength? You pick up a rock and throw it. The farther you throw a rock, the better strength you have. You have racing competitions for speed. Oh yeah, it would be medieval/fantasy based. So swords and stuff. No quests really, since the permadeath makes everything very real and final.

There would be an in game religion system, a hidden and obscure magic system, a map making system, building/architecture, diseases, and a few others.

What happens when you die? Some different things depending on your death, but usually you would be finally displayed a screen of all your stats, maybe a final score, any "Spirit trophies" or whatever one, famous incidents of the soul. Basically you would finally see all of the numbers that had been hidden from you for so long. Then you would be transported back to your original "spirit" character.

There's more, but it would take the rest of my life to make it.

ad324e No.4123

>>3925
>combo system
I honestly believe you can implement a combo system in literally any game and as a result it will be a better game.
>Bulletstorm
>Shadow Warrior
I want more games like these

82ed5a No.5697

File: 1427017518609.jpg (33.47 KB, 604x453, 4:3, fire bunny.jpg)

Here's something that's actually being worked on.

The project is a dynamic fire simulation system, and the tech demo for it is a game based around Pyromancy. The story is one I have a general idea/feel for but I can't seem to nail down anything specific. I'm much better at nailing gameplay and integrating that to narrative than I am at pure storytelling.

The fire simulation system is basically a voxel-based physics simulation for fire particles, it burns material (as in it damages it, and breaks it as well as giving it a burnt texture or deleting it entirely depending on the material like grass), spreads to other material, swells, and then peters out. It can be affected by wind, material type, gravity, and things that would cause it to peter out quicker like water, rain, snow. So I've chosen to build the gameplay entirely around this aspect of simulation. The player would have attacks that can create fire (blasting into the air, shooting fire out of one's hand like a flamethrower, and other attacks), and manipulate it (pick up and throw objects that have fire on it a la pyrokinesis, create a temporary AI fire elemental in different forms) as well as access to a left-handed melee moveset. He would be able to change the properties of the fire by equipping "flames" that would change how his fire behaves, such as ignoring gravity and wind, spreading at increased speeds, burning at higher rate etc. Levels are segmented into sandbox worlds, or Islands, that are contained so the engine doesn't break (easier to optimize than a single large overworld with heavy physics simulation). Thus the setting is an archipelago of islands. The easiest comparison to make here is Super Mario Sunshine with its water physics, sandbox worlds, and platforming as well as atypical combat style but with a very different progression system. The character gains these abilities by acquiring artifacts, defeating magical creatures, and finding other sources of magic for him to burn on each island. With the first Island being essentially the tutorial, the player's "hub", and his new home in the story as they go from island to island.

Feel free to criticize.

a3a683 No.5707

>>3365
Sounds like Warning Forever, I think?

905c94 No.5715

Just give me a game with AI. God is it really that hard to just add bots that take quests? Bots that level up when they kill shit? I don't want fucking turing tested robots hooked up to the cloud and passing off as humans. I just want AI that does more than patrol and repeat some scripted sequence.

9cd46e No.5716

File: 1427023587360.jpg (292.11 KB, 900x1093, 900:1093, 1340091373204.jpg)

Im sorry if this sounds stupid but I kinda hoped for medieval fantasy style game where you play as a Paladin/Inquisitor. Game play is two fold. The action-y type where you smite heathens and skeletons with your peity and good looks and the detective kind where you question people looks for clues torture people for confessions.
There is a game called the Inquisitor but its a bit bland and has more text than gameplay. I kinda hope for that but with action fighting from like Dark Massiah

905c94 No.5718

>>5716
Inquisitor had a nice style. But damn why was a game so late made in infinity.

1674af No.5725

YouTube embed. Click thumbnail to play.
Total Annihilation + being able to jump into units at random and turn them into 'hero' units ala Dungeon Keeper. Basically an FPS/RTS hybrid ala Battlezone, but more complex, and with more shit flying around.
Oh yeah, deformable terrain/buildings with battle damage, too

e26863 No.6055

My dream game would be a first-person rogue-like fantasy dungeon crawler with a robust set of weapons, armor, magic, combat techniques, etc. It would also have challenging combat, an endless labyrinthine dungeon, a wide variety of enemies, and a semi-realistic feel that doesn't take itself too seriously.

4dd833 No.6067

A giant robot sim that doesn't suck.

Something along the lines of the Mechwarrior games, but with decent AI and melee combat.

82ed5a No.7629

>>4058
Sounds too experimental to give it the budget it deserves. Which is sad really, because a high risk maneuver with a high class budget can sometimes turn into a beautiful thing.

>>4123
I'd like to contradict your statement but I can't quite think of a game in which a combo system wouldn't benefit from.

>>5715
Soon anon, soon. The AI revolution is upon us.

>>5716
Doesn't sound stupid at all. I haven't seen a game with that kind of theme yet and I'd be happy to play it.

>>5725
Fffuck I wish we still got shooters/strategy hybrids like this.

>>6055
There's a project I know of that's sort of like this. Except not first person.

>>6067
I'd give my left nut for a good mecha game. All the ones I've tried just don't quite click with me for one reason or other. (mostly the combat, or sometimes it's a lack of customization)

03a9d6 No.7679

Setting: The Jovian system. Basically everywhere around Jupiter's orbit and maybe even the Trojan asteroids. You're a mercenary fighter pilot who is being paid to protect various transports through the Jovian system since space pirates have started popping up.

Mechanics: ACTUAL NEWTONIAN PHYSICS IN A SPACE FIGHTER SIM, realistic HUDs and radar systems, etc.

Basically I want Freespace but more in a local setting rather than across the entire Milky Way. And more low tech sci-fi, stuff that would be completely feasible to build and launch into space now or in the near future. No warp drives, lasers (maybe some but they wouldn't be visible to the naked eye and they wouldn't do shit to most armored ships), energy weapons, etc. Just standard projectile weapons and some railguns.

ce63fa No.7841

Honestly Bloodborne is pretty close to my ideal game.

>Victorian gothic setting

>Action RPG
>Lovecraftian influence

However my game would be a bigger focus on multiplayer and loot as in PSO and MH, real character classes that play differently, and more in depth combat inspired by fighting games and some of the best action games (Ninja Gaiden, DMC3/4). Also it would be on PC and built around keyboard controls

Since this realistically won't happen because it would need a massive budget and team, a more realistic game that I'd make if I ever got into game design would be a combat focused 2D metroidvania. The castleroid games got a lot of (mostly deserved) flack for poor level design and difficulty, so those things would be on the back of my mind.

a63725 No.9320

File: 1427744623575.gif (2.03 MB, 355x201, 355:201, Exactly!.gif)

>Crime game in the 80s that place in San Diego. Lots of drugs, bank heists, trading, and the online will have rival crews and progression like an MMO. Weapon system works like Max Payne and getting caught with guns in public is enough to warrant an arrest. Basically GTA V and GTAO done right
>You play as a getaway driver who plans his time limits for his clients to do their job and has to keep on look out for any trouble. Cars can be wrecked in one fatal blow.
>A game where you play as a soldier building an empire in some shitty African country during the 70s to fight communist mercs. Basically MGS V + JA2 set in a pseudo-Rhodesia
>A spiritual successor to TF1 and Warhawk
>A game like Super Smash on PC but instead of brawling it's an arena shooter with each character having their own special abilities and perks
>Light-hearted Mario noir adventure game
>F-Zero clone/brawler/basketball game with trashy potty humor
>Action game with the same levels of hype as Dragon Ball but with Adidas tracksuits and Hip Hop
>Persona but without the VN aspects, juggling school life and dungeon crawling, and more Americanized with 80s/90s high school stereotypes

cf3af5 No.9330

>>56
Someone is going to make this with the Overgrowth Engine, I'm sure.

>>1138
I just like the idea right off the bat of an "earn your exploration" system. I like exploration games, but they lose their appeal to me if they don't have some other engaging element, such as Zineth's fun movement system or Jazzpunk's humor. The idea of having to take land over if you want to explore it seems cool. Also opens the floodgates for some dialog on how the populace feels about you conquering everything, since you're going to be visiting towns all over the place anyway.

>>6055
Grimrock is close to what you're looking for, although not randomly generated or endless. I haven't gotten a chance to play Grimrock 2 yet, but I'm told it's even better.

905c94 No.9547

>>9320
>getting caught with guns in public is enough to warrant an arrest
>Developers will continue marketting to the lowest common denominator "look mum I can shoot people!" crowd instead of making a fully fledged crime sim
Why live

905c94 No.9549

>>5716
>Travelling the countryside as a strange and quiet pilgrim while accepting the hospitality of the townsfolk
>Saving your host's daughter from a vampire count and revealing yourself to be an inquisitor from the church
Would be really cool.

557538 No.9591

>>1302


that's shopped, right?

9cd46e No.9593

>>9549
I thinking more along the lines of that were was some kind of a civil war and good guys won but not all the bad guys were defeated and lots of them went into hiding to regroup and you are the mop up crew.

Scour outlying villages, question locals for suspicious activity 'detain' suspicious individuals and 'question' them and conduct an 'investigation'
Sort of like a 'papers please' insipired gameplay where you look for clues or signs or heresy and if you fuck too many times your license is revoked . Once a evil presence is discovered you have a limited set of fighting mechanics that you have to master. Something Metal gear revengeace where reflexes and quick thinking is rewarded.

cc777d No.9809

File: 1427858326391.png (930.39 KB, 570x584, 285:292, nordic-dwarf.PNG)

I just want a first person RPG that has fast paced combat, has you kill lots and lots of enemies quickly, and has extensive blood and gore and dismemberment. If it was based on Norse mythology and had most enemies be humans, but many enemies be elves/dwarves/draugr/trolls/etc as well, then that'd be awesome.

The game having a black metal soundtrack would help as well.

d94122 No.9830

Miyazaki and Igarashi working together on a 3D Castlevania game using the Souls series as one of its pillars.

5920d1 No.9854

File: 1427873479710-0.jpg (422.31 KB, 715x1000, 143:200, 1427821453251.jpg)

File: 1427873479710-1.png (647.75 KB, 1023x666, 341:222, 1426027867392.png)

It's not really a dream game but it's a game that I think could be fun: a PvE Kantai Collection game. The most basic gameplay concepts would revolve arouond Serious Sam, Vanquish, Mitsurugi Kamui Hikae, and Ziggurat: relatively fast gameplay with move/weapon customization, going from ocean region to ocean region with the Abyssals. There could also be wave defense like in TF2's MvM mode. Of course fanservice skins will be in as rewards upon reaching NG+ or by completing challenge minigames.

Sounds a whole lot more fun than a dice-rolling browser game, honestly.

82ed5a No.13965

>>7679
Fucking fund that shit. I'd buy a copy. Extensive ship customization and I'd be hooked.

>>7841
I wish someone would revamp the cuh-razy genre by now. It's starting to feel kind of formulaic in terms of combat systems for 3d action games. Do you have any ideas to deal with that?

>>9320
>A game like Super Smash on PC but instead of brawling it's an arena shooter with each character having their own special abilities and perks
Care to expand on that? I don't quite get what you mean. A cross-over franchise? Or an arena shooter built around the damage and knock-out system of Smash?

>>9591
Nope. Terrorists like vidya too.

>>9809
I've noticed the FPS/RPG's tend to cater towards a slow pace for combat, probably due to trying to synergize with the slow pace of the other RPG mechanics.

>>9854
Sounds like fun. How are you going to work towards making it?

303260 No.13976

File: 1429187864926.jpg (71.45 KB, 530x599, 530:599, ac1.jpg)

>>3275

Fuck, that's essentially what I thought of. Well, sorta. Recently I've gotten into the Armored Core series, and I also really like the Souls series, so I had an idea for a pseudo-fusion of the two. tl;dr autism post incoming.

The game's set in outer space, during a colonial period for man, except it would be a lot more grounded than most interstellar settings. Colonies exist but are sparse and only lightly populated, and space is vast and mostly silent. Colonies tend not to hear from one another unless they send a ship from one to another. The setting as a whole is a really quiet and lonely place, akin to Aliens, for instance.

You start the game by making a character, only to discover that they've been arrested and sentenced to death for some grievous crime on a colony. Suddenly, a mysterious corporation steps in and offers to buy you and take you away from the planet, on one condition: that you a) submit to an experimental procedure and b) complete a mission that they need doing. You agree (or disagree, in which case you get a game over)

You're taken on board a spaceship run by an advanced AI, at which point you're stuck into a surgical machine that runs some strange procedure upon you. However, when the procedure's done and the machine opens up, you find the place in flames and everybody except you dead - the ship has been attacked by armed combat drones from a rival corporation. You're instructed by the ship's computer to clear out the ship. You pick up a gun and begin to do so. If at any point you should die during all this, one part of the procedure is revealed to you. A device has been implanted in your skull which allows the ship's computer to digitize and recover your memories and personality if you get killed. It continually manufactures spare clones of you and inserts your digitised consciousness into them, returning you to life.

At one point during the ship-clearing routine you run into a really wide open hangar, occupied by a single large enemy. It's here that you're introduced to the mech portion of the game, as you're instructed to board a mecha to fight this enemy. At this point the second part of the procedure becomes clear - you've been augmented in a way that allows you to interface with these machines and control them as if they were your own body. While other mecha exist in this setting, most of them are AI-controlled, and none of the human pilots that exist have the same degree of control that you do, save for an extremely small group of elites.

Once you've cleared the ship, the ship's AI reveals the full extent of your long-term mission to you, as every other ranking corporation member on the ship is dead. It's to hunt down some extremely powerful piece of alien technology that was recently discovered but also stolen, presumably by the mystery group that attacked the ship. The AI also reveals that you have a kill-switch embedded into you that won't be disengaged until the mission is complete, meaning that you're essentially locked in to doing the job, seeing as how you can't even commit suicide to escape.

Over the course of the game, you navigate the ship to a bunch of different and dangerous locations, and try and fight your way to your objective through a mix of on-foot dungeon crawling with guns and large-scale mecha combat. Customisation for your actual character would be limited, without much in the way of stat growth or gear upgrades, but with a somewhat decent selection of weapons and armour, but customisation for your mecha would be at the same kind of insane level that the armored core series offers. While exploring the galaxy you find different schematics for mech parts and weapons, and the ship manufactures and assembles them for you. Also, over the course of the story you might encounter NPCs, some of which you can invite on board your ship to accompany you on your mission.

Over the course of the story, the identity of the group that attacked your ship starts to become clear, and it includes an elite mecha pilot that becomes your rival over the course of the game.

8cd512 No.13983

File: 1429194344463.jpg (93.32 KB, 513x1184, 513:1184, 1428438656019.jpg)

>>956
Nice dump, one of the better aspects of well done uncanny horror is how much world building it can accomplish. A couple bloodstains are way more effective than a wall of text

145da3 No.14085

I just want a game where the main mechanic is telekinesis and it doesn't suck.

And yes, Psi-Ops sucks.

0f04c4 No.14094

File: 1429230335588.jpg (530.84 KB, 1915x1081, 1915:1081, firthy american.jpg)

My perfect game is in CBT at the moment OP.

b47b98 No.14097

Games that have magic need to make magic actually fucking worth it and not dead to melee medium-late game.

Temple of Elemental Evil did this right IMO because it has so much crazy buffing and summons available that casters can wreck face lategame. Druid? Summon half a dozen elder elementals and laugh.

79e530 No.14100

>>14094
>no subs
>can't change torpedo depth
>islands that make no sense geologically
>No Rising Sun flags because 'muh war crimes'
>No accurate damage model

All that aside, I think its a decent game to play until War Thunder finally gets around to making their ships in the year 2020

03a9d6 No.14153

>>14094
>playing what will become pay to win garbage with arcade as fuck gameplay

>>14100
>playing War Shitter

79e530 No.14243

>>14153
Do I have any other choice for a multiplayer game like this?

2379db No.14271

Typing this down quickly before I go for my shower. I've had an odd combination on mind. I want to make an FPS that hybrids the quick and satisfying and gunplay of Doom and other arena FPS with the environments, platforming, and physics of early Sonic games.

Somewhat futuristic; think Shadowrun 3rd, I forgot what those types of settings were called.Was it Cyberpunk? I want to say it is. Story is basically going to amount to some 90's cheese or something. Haven't thought much past that honestly. Finally, two entirely separate upgrade systems for the PC's combat capabilities and platforming abilities that develop together at separate rates.

Been going for my associates in CS, so in the mean time I've just been building a design document and trying to get good at C++.

426479 No.14456

Say what you will, but I still really want something basically like Minecraft with the totally buildable and destroyable world, but where building actually fits into in-game objectives and there's an actual plotline with defined goals and an endpoint. I have a million more specific ideas, but that's the absolute barebones rundown. It's obvious Minecraft itself will never be that, but it's what I honestly thought Minecraft would eventually be back in the Alpha days. Oddly enough, Terraria's come closer to being what I always wanted, aside from being 2d, than Minecraft ever did.

And that's still the game I'd like to make most if I could.

499178 No.14839

File: 1429595970635-0.jpg (49.66 KB, 354x450, 59:75, Transarctica[1].jpg)

File: 1429595970635-1.png (1.05 MB, 5120x2316, 1280:579, map_of_the_transarctica_wo….png)

I'd really like to see a modern game with a premise similar to Transarctica.

>build and outfit a rolling fortress/carrier of an armored train with Battletech-levels of autismal detail

>open world exploran' warran' merchantan' politican' a-la Mount & Blade

>RTT battles with the ability to 'jump into' any unit a-la Men of War

>Railroad Tycoon-esque infrastructure building and NPC/AI train management

'Overambitious' doesn't even begin to cover it.


914daf No.14902

Transarctica:

This sounds neat.

Large train customization would be the powerplant and the number and kinds of cars to haul. Needs staff, cargo, weapons and armor, that sort of thing.

Missions would be hauling cargo or passengers from map location to map location. Possibly some larger game story / quest thing.

Traveling leads to combat scenes. The player launches small mecha from the train to fight baddies and destroy their lair/base. The train functions as a large artillery piece and also a turn clock because it needs to keep rolling.

Mecha customization like an RPG, battles like an SRPG, plus managing the larger train? This is doable if the baddies can be made interesting enough. Was that what you had in mind?


499178 No.14923

>>14902

More or less.

I'm using Battletech as an example to illustrate the level of complexity and customizability, rather than referring to mech combat or hex-based battles specifically. The original used generic infantry and mammoth-riding cavalry as deployable units, I would probably lean more towards armored warfare.

Preferrably you'd want to avoid delineation between an 'overworld scene' and a 'battle scene' or 'city/base scene'. Something like Supreme Commander, would probably be ideal, where you could scroll all the way from a simplified strategical view all the way down to looking at individual units.


d73828 No.14927

Aurora 4X complexity on the new Unreal Engine. Like Elite, except there's entire civilizations, ships you can walk through like Mass Effect, lots of customization, ability to explore worlds, walk through alien cities, build a fleet and take over galaxies.


5f2cbf No.15087

I want to serve the evil empire, rise up in ranks, gaining prestige as the Dragon to his Big Bad… just so I can have a shot at killing the evil emperor during a banquet with his generals or something. Not to take over the evil empire. Just to really mess with the empire's governing structure.

Not exactly a mechanic but I'd love it all the same. As for mechanics, I would love more turn-based RPG games having visible armor changes.


edbe38 No.15106

>>956

Silent Hill up until 4 did sound design extremely well.

>>13965

Best way to revamp crazy would be to look more towards fighting games and what makes them complex, and try to imitate that in PvE.


eb90c1 No.15174

>Completely simulated logical magic systems where the majority of gameplay revolves around doing science and solving puzzles just to learn the ins and outs of the system

>And the same thing but with alchemy

>Also a simpler, more "minecrafty" system for building and machines and shit, mostly to facilitate magitech stuff

Basically I want a fantasy autism simulator focused on a single player, or a community of players in the case of an MMO

>Sci-fi game

>80's sci-fi aesthetic because that's the best

>Lots of ship flying, but also lots of on-foot stuff

>You are a person controlling a ship rather than a sentient fighter jet

>Large ships actually fucking control differently from fighter craft on a basic level and have bridges rather than roomier cockpits

>Fully simulated electrical systems on ships

>Fully simulated ye olde computers and computer systems, down to different operating systems from different companies or factions with different capabilities and specializations

>Cyberspess

>Expensive and somewhat customizable ship AIs with shitty built-in chatbots

>Mechs, with their own simulated systems, that usually run on some terrible proprietary operating system

Basically a sci-fi autism simulator, as well as a competent and fun backdrop for my favorite sci-fi scenario, which is "wake up from cryosleep to find yourself on a derelict/abandoned/taken over ship and ADVENTURE your way to freedom"


499178 No.15466

>>15174

>fantasy autism simulator

Most people wouldn't have the patience for that, and would just look up a guide.

That's why you'd have to have the underlying system procedurally generated or otherwise randomized to some extent.


ba4370 No.16162

I have a simple wish yet I will probably not live to see it, the way the industry is headed right now.

I want an FPS with complete environmental destruction, realistic gunshot wounds, an assload of genuine but cool weapons and ammo types and (mostly) human enemies.

It should also be single player and have at least somewhat of a decent story or none at all, just not irritatingly annoying.


44cfc6 No.16163

>>15174

This sounds perfect. I have a thing for mechanical computers, but it's not like anyone is going to need me building any in this age. It would be great to build mechanical target systems for ships and shit.


9aad32 No.16179

Hmm, the gameplay of Bayonetta, and the story power and graphics of Metal Gear Solid, while not being Revengance (I like it but its really good but could of been way more)


9aad32 No.16180

Mother 4


cba529 No.16243

>>119

AMD donated Mantle to Vulkan which supposed to become open multiplatform API like OpenGL but actually good and closer to hw.


ceecf9 No.17517

>>4058

The realm-shifting reminds me of the Legacy of Kain: Soul Reaver series. The first one was on PS1 (and technologically-speaking shouldn't have been possible) and maybe PC, then a sequel on PS2, Dreamcast, and PC(?). But your character, Raziel, didn't die when he took to much damage; he'd shift to another dimension, and the world architecture morphs in real-time (sometimes you'd have to use, say, dramatically altered pillars to progress through the level) and lighting gets all spoopy, corporeal enemies disappear, spirits appear, etc. There was a lot of really cool shit in that game.




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