53e0e4 No.8052
What are your ideas/games/concepts/mechanics that you'd like to make?
>VN like Phoenix Wright about being a US congressman
>Pick a platform, pick a spot on the left/right spectrum, pick a district to run in
>You start as your first day in congress with two goals, get your legislation though and get re-elected
>Four major things that can happen: Personal acts, Balance acts, Favored acts, and industrial acts
>Personal legislation is things that further your desired goal. They make your score go up and make re-election easier, but are the hardest to get passed
>Balanced legislation is just stuff that makes the wheels of the country keep turning. Federal budget is the best example. You can use it for your own good to shoehorn in pork, favors, or small personal legislation. But use it too much and people will say that you're cheating the system/ruining the country, damaging re-election prospects.
>Favors are simple, you scratch your fellow congressman's back, he scratches yours. This makes personal legislation a lot easier, but be careful of which ones you vote for.
>Industrial favors are the highest risk/reward available. A couple little votes can increase your campaign budget by a factor of ten, but if comes out you're a corporate whore, being ejected from congress and sent to jail is a possibility, not to mention damaging your public image.
Comments/questions/would you play it?
Post last edited at
6a41e5 No.8054
Sounds like it would work a lot like Princess Maker/Long Live The Queen/etc.
I'd play it only if it had qt animu grils
772b73 No.8057
I had a few twists on the harvest moon formula, I'm designing a simple prototype harvest moon game thing but feel free to use the ideas I had.
Harvest Moon with time travel, jump forward in time to harvest the crops you planted in the past. Just don't touch them in the meantime to prevent paradoxes! Side story of townsfolk disappearing and you having to use time travel to discern when somebody disappeared and where they disappeared from.
Harvest Moon in space. You run the hydroponics sector of a space ship and are charged with growing vegetables to feed the crew. Side story includes exploring derelict parts of the space ship or something.
I had a few other ideas as well, such as:
>A New cosmic ruling states that once you've said "your piece" IE the thing you've meant to say then you die or go comatose or something similar.
>Player meets people who slowly die after saying stuff around the place, cults form who think that the "Last Word" is absolute truth.
>Small hidden group of people who've figured out what they're supposed to say and never say it.
>Most people die over the course of the game.
>Your buddy never shuts up.
0a6b6a No.8058
Spiritual successor to Steambot Chronicles, to pick up where the now aborted sequel was going to go.
Saints Row meets Mirror's Edge meets Half Life 2.
Engineer girl builds mech suit to punch Aliens and other Mech Suits.
Knockoff Armored Core played less seriously I.e. homing lasers, giant swords, etc.
234b37 No.8059
>Skypirate tactical game
> essentially two games
> one is a hex grid ship combat game. your character's controll the helm and the weapons, thier skills affects your chances to hit/crit.
> when boarded/boarding you can zoom into to a square grid of the ships to fight pirate vs pirate.
> can steal enemy boats, dissable their weapons/helm, and even convince some captains to join you.
>wargames style multiplier where each team has a X000 point army.
0a6b6a No.8061
>>8058Each line break is a separate idea. Sorry, on a phone right now
234b37 No.8062
>>8058>Engineer girl builds mech suit to punch Aliens and other Mech Suits.style it like megas XLR and you have a customer.
0a6b6a No.8063
>>8062Basically what I was going for. She's a chunky nerdy chick with a hot streak.
Her mech fights mainly by punching and grappling.
Rock/metal/rockabilly soundtrack.
59c72f No.8067
There's always times where I've seen a photo of an incredibly hot person or a character from some form of media where I've gone 'damn, I wish there was a h-game where I could bang that'.
So my idea is a text-game that revolves around seducing people in your city and turning them into your slaves. The player is an inhuman being and can take on different forms, some more bestial and others more alien. They do quests and eventually convert the whole city into their fuck-kingdom. That's about it. Runs on imagination.
275c31 No.8084
>>8063>>8058Idea guys, ladies and gentlemen.
f1cf93 No.8085
>bring back fixed camera tank control survival horror
it will never happen ;_;
c29f9c No.8086
152ce1 No.8099
b-b-but someone will steal muh ideas!
7ba3d5 No.8110
>>8057>Harvest Moon in spaceI've been kicking around an idea for something set on a space station. The idea is that you play as the one-man crew of humanity's final "time capsule" that contains pretty much the whole of human knowledge in a big server array in the center of the station. Other branches can be made into different things, like living quarters, various kinds of food production (hydroponics to fish breeding vats), R&D sectors to develop new tech and robots that you can program using a simplistic "language" to perform basic tasks, stuff like that.
You have to manage your characters health, obviously, but his mental status is also going to be important. A certain amount of time each day will have to be devoted to sleeping, exercise, reading or watching something from the vast archives, stuff like that, as well as eating varied foods and performing meaningful research. I've been debating how best to handle this on a gamey fashion, since watching your character do jumping jacks for 30 in game minutes probably wouldn't be much fun. I guess a fade in and out after selecting how long you'd do the activity would be a decent solution. I'd appreciate thoughts on this.
If the character's mental status degrades too much, you can start hallucinating, and eventually crazy shit starts showing up in your station. Lot's of fun stuff that I could do here, like having you hallucinate other people just milling about the station, or people banging on exterior windows into the void of space. I want the hallucinations to be mostly humans, since the game will mostly be pretty lonely, so I think that would shock the player a lot.
I'm considering letting the player mine asteroids and such, since I think it would be a really fun mechanic, but I don't know what you could use the mined material for. Robots, I suppose, or station upgrades. I don't know if I want to let the player expand the station that much, and if I do, I'll have to add mechanics to put the station in jeopardy. Maybe you'll occasionally have to maneuver through asteroid fields, and whole sections of your ship can be blasted off if you're hit? I dunno'.
As far as story and a final goal, I don't really know what I want to do with it. I'd like to have some archival footage that let's you piece together what the hell happened to Earth, as well as where everyone tried to go. The Archive program was launched before anyone else left the planet, so you don't know if anyone else is out there. Maybe some of your tech can be communications gear, and you can try sending out messages to anyone else who might hear. I need some serious ideaguy help there. Also, help me figure out something that drove us from the planet other than the typical "we shit in our own bed" pollution angle.
Which brings me to my next point. Should I add aliens of any type? I worry that it would detract from the lonely vibe I'm going for, but it could very much add to the gameplay, I think. Thoughts appreciated.
Is this idea shit?
d267fd No.8113
>>8084>"Idea guy general">"Dur hur look at these idea guys"No need to be a faggot m8
552ad1 No.8115
Battlefield 2 with modern graphics, more mod support, and no retarded "modern shooter" perk or progression system.
Just class-based infantry-vesus-infantry-plus-armored-and-airplanes.
And you know what? Enough of that modern/future setting. Set it during the peak of the Cold War. Or WWI with biplane shootouts and those cute little tanks.
552ad1 No.8116
>>8115Or better yet, Quake II with modern graphics and new weapons that take advantage of modern physics and lighting engines.
6f4263 No.8118
>>8115>modern graphics, more mod supportThat's not a real game idea. That's a pipe dream no amateur dev can do.
8832a7 No.8130
Wurm online but with a real threat of your village getting wiped out by wandering monsters, more regional ores and incentive to trade, and overall more stuff to overcome the tendency for the game to get easier as you progress.
c29f9c No.8153
>>8115
>copying the worst battlefield because of muh nostalgiaif you're not even going to redesign battlefield from the ground up theres no point
d267fd No.8156
Armored Core for Answer Dating Sim
d267fd No.8157
A First Person Platformer in the vein of Mirror's Edge or Portal, where the kinetic energy from your movements is stored as power for your special suit thing.
Like as you run you slowly generate power, but if you jump off a building, the power spikes dramatically.
Of course you'd also have to engineer ways to safely do this, as jumping off of buildings usually leads to death.
You can use your energy for a number of things, like Boosting, to give yourself more speed before jumping off of something.
You could also do like flips and shit for style points and extra energy.
53f016 No.8164
>>8157>Jump off building>Suit absorbs kinetic energy>Use it to accelerate against gravity>You're now flying.A velocity battery that could nullify your current velocity vector by saving it and loading it later could be a fun concept though.
If you jump off a building and use it to land safely you need to find somewhere to discharge the catastrophic downward velocity safely(like in a pool of water) before being able to charge it again.
7ba3d5 No.8167
>>8164>flyingPotential energy =/= kinetic energy, bruh.
Still, neat idea about storing the energy.
Perhaps both could be incorporated in different capacities. Different types of suits, maybe.
db917a No.8170
>>8164>>8167>High recoil rifles>Suit absorbs it so it can overcharge its movements and gtfo 7098d0 No.8173
>>8164>A velocity battery that could nullify your current velocity vector by saving it and loading it later could be a fun concept though.I toyed with this for muh arcade flight shooter project but ditched it because it slows things down. Gotta go fast
3c0e14 No.8176
>Want to make Morrowind clone
>Well, what I want is definitely out of scope for a first project and probably won't be very fun
>I could make a HOMM clone instead
>Can't decide on a skill system or how to handle certain things
>Okay, I'll make a shitty dungeon crawler instead
>Guess what
d267fd No.8178
>>8164That would be kind of interesting.
Like if you skate down a halfpipe, then store the Velocity as you go up the other side, you can use it later to boost yourself up higher.
4e38be No.8191
guitar hero except, you know guitars that are like, double guitars
8668c9 No.8202
>Online asmymetrical top-down stealth game.
>One player is sneaking through a facility/tomb/bank/whatever
>Other player controls the guards and monitors cameras/traps ect.
>Alternatively, have the non-stealth players play as guards
7c5b1d No.8206
>>8052F2P custom ship battle arena, similar to Robocraft (except less autism and P2W) and Guns of Icarus online
Ships would move slow (or so depending on build) and decisions on their movements would have to be made or you'd get outmaneuvered ala Guns of Icarus, but the onship gameplay is fast and has skill input, either QTEs or more custom like actions to reload guns or repair the ship faster. I liked Guns of Icarus but the ships were taken to pieces too fast and repairs were switching to [Repair equip] and pressing a mouse button. I want the feel of the ship being torn apart around you and a damaged state being something that lasts and has to be planned around, not just a few clicks and you got engines back, if the engine is blown to pieces the engine is blown to pieces, no 5 mouse clicks and it's fixed, or if the left cannon batteries are blown you can either focus on using the right aggressively or shift focus on repairing the left while screening with the right
How do I make this an enjoyable gaming experience?
And can anyone point me to a game that has done something similar so I can review it?
>>8202That could be fun, just have to make sure that the balance isn't massively slanted to one side, being on the defense against an invisible player that never pops up in 20 minutes could get boring fast
800a83 No.8214
> me
> having good ideas
> 2011 or later
polite sage
7c5b1d No.8216
>>8214Then have a bad one and market it really well, like AAA developers
fc1ea6 No.8218
>>8058I've been thinking of doing something like that first one myself. I'm nowhere near being able to do something like that though.
87cf09 No.8229
Corruption of Champions but with superheroes instead. Customization involves picking powers and shit, and you go around either making good with other heroes or banging villains. Somethin' like that.
a4fb4a No.8260
e7e2a9 No.8301
Maximum ideaguy coming through
First person space exploration MMORPG with VR support, where your ship is the main focus instead of your character.
You build your own ship from parts and fly it. It's custom build, you have to buy/find parts like cubes and plates and guns and spikes and wings and thrusters and simple parts like that, which determine the ship's stats. You can freely attach them to each other and make the ship look like anything. You can also scale them up or down, which affects it's stats. For example, making an armor plate larger will increase it's HP/defense value, but also it's weight. Similar to how Spore works, except each part has a more significant meaning.
The inside of the ship is a special part that can be custom shaped from empty cubes, and you add the other parts on top of that. You can walk around these cubes. You can place items inside the cubes and in your cockpit, like radars and status displays and weapon crosshairs and seats and shit, which you also can place where ever you want. When you get high level enough, you can even place crafting forges and shit inside it, so you need to rely less and less on large space stations.
Basically, you have to custom design everything in the ship to your preferences. Including the "UI" by placing items in your cockpit. And of course, you can sell ships, and buy extra hangars so you can own multiples.
There are basically 3 states of being.
1. Playing as your character in free space. This is you moving around freely anywhere. You can walk around planets/space stations and hang out with people and admire their ships in their hangars.
2. Inside a ship. This is where you're inside the ship cubes of any ship, and can walk around and interact with things that are in the ship or just hang out in someone else's ship.
3. Mounted on a ship. To get into this, you need to be in mode 2 and click the cockpit seat. This is where you pilot the ship.
Other people can also board your ship, the amount of seats determines how many can get in. The other people can operate some things, like guns that can be aimed if your ship has any. Or you could place a huge table of radars and sensors in the middle of the room, and let someone else keep track of that. You can also give other people permission to pilot it.
You can land your ship on any surface, including other ships. So someone with a large enough ship could have landing pads for smaller ships.
When your shields go down and you take damage, the individual parts start breaking one by one. As they break, there's a small chance it will drop and other people can collect it. There would also be safe zones where you don't lose anything.
Aside from fighting other ships, planets and asteroids have rare and valuable materials that can be collected, and planets may have hostile randomly generated NPC bases protected by ships and turrets, most of them so large that you need help from other people to take it down.
d267fd No.8302
>>8218Tragic that ALL of the data was lost when it was 90% done. Fucking earthquakes.
d267fd No.8306
Essentially "Real Steel" with the Robots and the fighting, but you also have to manage a team. Hire engineers and pilots, do PR events, interviews, Schmooze developers to get better prices on parts for your robot.
Kinda like how Armored Core: Formula Front had you in the position of the AC "architect" of your team, and if you lost a bunch of matches you got an email basically saying that everyone quits and you get a game over.
The people you add to your team affects your performance both on and off the field. Good Engineers will repair your robot to tip-top shape between rounds/matches, and be able to tell you weaknesses in the enemy's design. A good Spotter will be able to tell you where your enemy is and give you advice on how to tackle your foe. A good Cheer Squad increases morale and gets you more crowd support and better PR.
Robots would either be "Robot Wars" style mechanized junk piles, or Armored Core style mecha built from standard parts.
Combat could be limited to melee, like boxing or karate or whatever, or include firearms, missiles, etc.
7ba28c No.8326
I've got loads of them. The one I want the most, though, is a space shooter that plays a lot like Star Fox 64, but with many more missions. The game would include ship upgrades that you could buy from various outposts (think the Weapons Master shop setup from Soul Calibur 2, but only proper outposts of civilization would sell stuff).
The game would follow a slightly technophobic cyborg, a pious alien who follows a religion based around the four elements, an ex-Galactic Enforcer, and a disembodied man who controls the hub ship (literally a ghost in the machine), all four of whom are on the run from the Galactic Enforcers for breaking out of their main holding facility (the ex-Enforcer helped the cyborg and the alien escape using the ghost ship).
The game would modify its enemy count depending on how many players it detects, and people playing multiplayer during the campaign mode would get to see different things (for instance, during one mission the ex-Enforcer and the pious alien might have a conversation that the cyborg won't be privy to on their screen). This, I think, opens up a lot of new and interesting story routes.
The general tone of the game would try to be relatively lighthearted: there'd be some serious moments, but how dark and depressing can you get when one of your missions has you shooting down giant robot spiders for research? Anyway, a lot of the information about the characters and world would come from the dialogue between the characters as they're on missions, but a lot of the dialogue would also be just random fluff; I want it to feel like you really are just playing as four friends in space.
This is my dream game, if only because I want more Star Fox 64-like games in my life.
But since I am not nearly at that skill level yet, I'm just going to have to be content focusing my efforts on my "Pong meets Gurren Lagann" action-RPG.
7098d0 No.8337
>>8326>"Pong meets Gurren Lagann" action-RPGthe free jazz odyssey of video games
abe14a No.8339
>>8301You ever played StarMade? Because you just explained a slightly juiced up StarMade. To a shocking level of accuracy, actually.
fc1ea6 No.8356
>>8302Oh man, I didn't hear that part. I just heard that they stopped in the aftermath of that big earthquake. That makes it make much more sense. It's a shame that even the new company that formed from the ashes of the video game portion are just making playstation Home stuff.
88ba47 No.8358
>>8339Yeah, but I already have minecraft for my autistic block slapping needs.
abe14a No.8359
>>8358Just because you aren't using voxels doesn't mean it isn't the same game. Yours is just prettier.
88ba47 No.8360
>>8359Mechanically, maybe. But I'm not a computer.
b95b21 No.8372
119869 No.8400
>>8110No, actually it seems pretty cool.
e6a547 No.8401
I really want to make a roguelite fps where you dual wield magic spells.
I want there to be really good potential for character development. Each spell would have unique effects and styles, like hit scan air spells for long range characters, fire spells with damage over time for crowd control, heavy-hitting, close range earth spells for melee characters, shield spells for tanks, stuff like that. Each individual spell would have upgrades that add special effects like debuffs, passive healing, etc.
I'd also like to include spells that give special movement abilities, like dodges, slide attacks, double jumps, wall running, levitation, rocket boosting that damages enemies under you, etc. I want it to be really fast paced, like Quake.
I don't know what the plot would be. Probably some thing simple, like "Get to the 25th floor to kill ANON, lover of cock."
I've been thinking of this idea for about a year, and I really want to make it a reality, but I can barely program, and I don't even know how I'd handle the art assets. How do you guys find the motivation to start learning?
4a3aa4 No.8404
>>8401I had a similar idea once, where you slowly get more spells. There would be a very small amount of spells, but each one could be combined with another spell for unique effects.
I got motivated when I learned how easy HTML5 games are to make. And it interests me because anyone can go to a website and boom, you're in the game before you even realized that you opened it.
8882be No.8409
How do you cost which idea to use first? I have many ideas but I worry about which one I should do. Which do I have the skills for, which do I think people will actually find interesting, etc. It doesn't help that I have a serious case of maladaptive perfectionism (which means I worry about doing I it perfectly so much that I psyche myself out and do nothing instead). I just want to actually finish something for once, you know?
077f1e No.8412
>>8409Choose the simplest game on your list if you have never made a game before.
2f62d8 No.8414
>>8409If it's your first game, you don't necessarily have the luxury of asking which people will find interesting. That doesn't mean you shouldn't try to make what you ARE able to make engaging, but just know that if it's your first game and you're inexperienced with game design that you need to be okay with it being one of those games that people look at and decide "Eh, I'll play it later".
268892 No.8458
Would it be possible to make a chill and relaxed action platformer? Gameplay similar to Cave Story or Broforce, but with the relaxed/comfy vibes of Fez?
106bcd No.8468
>>8458Cave Story was pretty damn comfy, so I think the answer is yes. Fez was also pretty comfy, but for different reasons. Broforce is a blast, but it didn't really tickle my comfy bone, so I won't talk about it much.
Cave Story had this simplistic air about it that drew you in--the visuals, the music, the simple mechanics, the way the enemy movements pushed you forward and back, it all added up to this nice rhythm that was just maximum cozy.
Fez on the other hand was entirely without threats, and the comfy was derived from the feeling of control of your environment, of consistency, and that beautiful feeling that anything in that world could be conquered if you just sat back and thought for a little while. It was a slow, slow game, and it at times would make you bring out pencil and paper to sole puzzles, which is a whole nother brand of comfy.
So what's the commonality here? That isn't rhetorical, I actually want an answer.
I think enemy/puzzle design is important, and the difficulty has to be juuust right: the player can never feel cheated, all deaths/failures have to be entirely their fault, and they have to be able to learn from that mistake and do better next time.
Strong visuals also seem to be a factor, and getting a comfy visual thing going on can be challenging.
In short, just look at the mechanics of these games and ask yourself why they make you feel the way they do. You're the first audience, so make it comfy for you. The comfiness of others will follow.
68478f No.8525
>>8301So like Kerbal Space Program and star citizen?
b9c1b4 No.8526
>>8468In my personal experience, the "comfy" effect largely comes from sparse design. The garden in Super Mario 64 was incredibly memorable just because it was empty and had no sounds aside from your footsteps and the environmental ambient sounds.
b9c1b4 No.8527
>>8526Following that train of thought, both cave story and fez have a lot of empty areas that are nonetheless accessible to you. It adds to the verisimilitude of the game world and keeps things from feeling like they were completely scripted or specifically designed for you as a player. This allows you to have a feeling of real discovery.
268892 No.8539
>tfw come in here to steal ideas
feels good
6ab4cb No.8540
>>8539Do you ever wish you had a big text file of game ideas to prototype for practice? I imagine one of these idea guys has one lying around.
e7e2a9 No.8544
>>8540I have so many ideas that sometimes it takes a while before I find it from all the folders and text files
c3ecd1 No.8547
>>8539Ha, joke's on you, all of my ideas are terrible!
2f62d8 No.8549
>>8539Good luck, Scrooge McDuck! With my ideas at least, I'd be okay if they were stolen because it's not about the credit or money or anything, so long as the game exists for me to enjoy!
08e9e6 No.8560
>>8052I was jumping around in TF2 with the sticky jumper and I thought, why not base a whole game around it?
Then I thought, why not make it 0 g, so the only way you CAN move is through sticky jumping.
Mite b kul
f8d3d3 No.8571
You and another player/CPU spawn on a 2D plane on a single room, similar to Nidhogg but with more platforms. The goal is to kill the other player, but the catch is that you can't touch them yourself. You have no attack to kill the other player.
Instead, you pull levels, flip switches, or throw mines to trap your opponent and lead them into their deaths. It's pretty much "competitive mind games". Characters do have differences, but nothing as OP as an extra jump or an attack or something.
f8d3d3 No.8572
>>8571>pull levels*levers, my bad.
6ab4cb No.8573
>>8572Would a third party with the ability to pull the level around a bit be OP?
f8d3d3 No.8574
>>8573>Setting is a Vegas-style, over-the-top, flashy gorefest>When players execute smart moves or do specific things, the audience gets excited and begins betting on them>Crooked judges lean the match in their favor and slightly change the stage to be in their favorYou could be on to something.
6ab4cb No.8576
>>8574I was just thinking something along the lines of being able to ragdoll players here and there, but environmental manipulation from a spectator perspective seems pretty neat. Makes me think of being a decker in Dystopia.
6f4263 No.8577
>>8571that's a great idea, and very attainable. you could easily make it in gamemaker even.
f8d3d3 No.8580
>>8577Fuck, now I want to make a game when I have no experience and plenty of other things to do instead. e042ab No.8676
>>8110You seen the film Moon?
Use the twist from that 119869 No.9004
>>8301Banjo Kazooie: Star Citizen
10c83c No.9025
>>8326
>"Pong meets Gurren Lagann" action-RPG.plz explain anonymous
a3a8df No.9026
A turn based rhythm RPG.
You play as a rock band trying to make it big.
At the beginning of the game you get to customize yourself, bandmates and name.
For example
>party consist of 5 members
>you can be guitarist/drummer/bassist/pianist even organ player etc.
>customize sound from alternative/hard/metal/screamo/psychedelic etc.
>status ailments can be drug addictions/band drama/stds
>enemies are rival bands
I don't really know anything else.
I just thought of this yesterday.
I think the RPG mechanics are unnecessary but, I like turnbased RPGs.
498267 No.9059
>>9026Somehow it sounds like Scott Pilgrim.
3a2777 No.9068
>>9059Damn I'm glad it wasn't just me.
>>9026I think the RPG elements definitely make sense. Also, I'm getting a weird sort of Earthbound-y feeling from what I'm visualizing in my head. Maybe play that, take some inspiration from it.
I think the idea holds a lot of potential as long as you don't take it too seriously. Just relax and let the game be funny or ridiculous or whatever happens.
d9bbb3 No.9088
>>8404I had this idea once as well, guess it was more common than I thought. A friend of mine had a similar idea except based around chemistry/alchemy instead of spellcasting
180d1e No.9111
>>9026I actually had an idea of a game like this last year.
>turn-based music/ryhtym combat>takes place at a school>different instruments/genres make up different houses in the school>house determines which instrument you play>get bonuses for having friends/party members with different instruments>sort of like Persona mixed with Harry Potter with a rhythm based Paper Mario combat system 6fc708 No.9161
>open world action RPG with stamina based combat
>with a sacrifice mechanic
>the only magic avaliable requires that you sacrifice your own HP in order for magic to happen the more HP you sacrifice the stronger your spell
>however the more you use blood sacrifices the more impure you become
>Impure blood is not ggod enough leading two paths before you one is to purify yourself the other is to go into some other dude's world kill him and sacrifice him to the Blood god
>also sacrificing your own blood makes certain parts of the game unavaliable but opens others,and spawns the harder enemies,and also reduces your max HP if done too much
>essentialy you can also sacrifice blood from your mobs in order to gain special buffs by killing them with the cerimonial dagger
>you can also sacrifice money to the fortune god which nets you nice rewards like exclusive gear and some nice temporary buffs
>beware though if you start giving the fortune god too much he'll start demanding certain quantities of money regulary and if you don't pay he'll send his bodyguards to fuck you up
That's pretty much all i have im still elaborating on those tho.
7098d0 No.9180
>>9161Frankly nothing beyond
>the only magic avaliable requires that you sacrifice your own HP in order for magic to happen the more HP you sacrifice the stronger your spellsounds fun at all
6fc708 No.9188
>>9180Im still not very good at creating Risk/reward,Give/take situations but im glad at least the sacrifical magic thing is a good idea
2f62d8 No.9190
>>9025YOU are Paul, an elderly recluse who lives on a remote asteroid with only his wife for company, living primarily off your retirement fund and whatever your wife brings in from her job as a nurse. It's a simple life...or at least, it WAS a simple life, until the United Interplanetary Alliance's military arm comes knocking and tries to evict you off your asteroid and put you in "temporary housing" (read: some shithole seniors community on Tau Ceti II).
Infuriated, you set off and start making your way to the UIA main outpost to complain about the injustice. Unfortunately for you, things have changed since you exiled yourself from society, and now the only way for you to get anyone to listen to you is for you to get one of those newfangled Portable O/N Gauntlets that everyone seems to engross themselves in. You, being the cheapskate that you are, buy the most basic model you can find: the thing can only generate a single block rectangle object, and all THAT is capable of is reflecting other objects back at it.
Undeterred, you spend your adventure using this old hunk of junk combating the newer, smarter and flashier gauntlets that generate everything from dragons to giant machines, all the while shocking everyone who fights against you because, well, who would expect such a basic model to actually accomplish anything of value, much less defeat their own much better hardware?
You finally end up at the HQ, only to be turned away due to more "important matters at hand". Sick of their shit, you end up busting in and raining hell on the soldiers trying to block you until you end up in Section 13, a top-secret sector housing a very special and important weapon, the Omega Drive. Unfortunately some dickbag lieutenant decides to battle you in the top-secret sector right then and there to disable you and take you into custody. Naturally, when you beat his sorry ass, several shots deflected back at him ended up hitting the Omega Drive, damaging it to a near unusable state. In fact, the Omega Drive (which just happens to run off the same technology as the Portable O/N Gauntlets) can only use the most basic system functions, and no soldier trained there is even capable of using such an outdated system. Of course, YOU can, and after some resistance on your end, the military agrees to let you keep your asteroid and home in exchange for using the Omega Drive for its intended purpose: to defeat the oncoming alien threat of the Antimatter Abominations. So the final battle has you using a giant pong paddle reflecting fucking antimatter spheres the size of small planetoids back at nightmare entities from beyond.And you just wanted to be left alone. 3a2777 No.9191
>>919010/10, would play the fuck out of. I expect flashy explosive over the top graphix and tons of juice. This is brilliant, anon. Brilliant.
6870d2 No.9245
YouTube embed. Click thumbnail to play.
Ultimate zombie game with a small to medium feature bloat.
> Everything is dynamic through "ecosystems" of data flow; no reliance on scripts; only hacks or bugs would break immersion
> No text on the screen, e.g. you have to experiment putting ammo into rifles. Look up Wikipedia vs. existing knowledge = same as real life anyway
> Permadeath (other solutions break the game's effect etc.) The only non-realism is no traps that could instantly kill you. It would just be devastating to lose everything for no reason
> Player has full control, everything is a physics object, makes his/her own Safe House etc., this can be done with intelligent programmers
> NPCs with full psychological "modelling" i.e. every aspect is accounted for, making them seem real and thoughtful and complex, not like modern games' behaviour trees AI.
> hunt, gather food water and fuel, hide in forest environments, plan journeys for yourself and others, deal with NPC/player trust issues. Main focus: scary single player
> High quality game in general, intuitive, intelligent design, and most importantly the delivery of a lasting replayable experience which doesn't degrade into shoot/run like every other game
> master weaponry and climbing and trekking; various other life skills, to be an effective survivor. One Skyrim mod added stats like dying from having been wet in the cold (hypothermia)
> make your own weapons and armour out of physics meshes and hammer/nails/metalwork tools, not some LEGO configuration or upgrade system that doesn't even make sense
> be able to fully do things like kill NPCs suddenly and pretend to their friends you are shocked, very simple but convincing typed/worded conversation
> start building a society again once you have killed most of the zombies?
> All aspects like being able to plan what should be build where in an overhead view, and sending other ally NPC groups to do it (why don't other games have this already?)
> have someone drive you around while you shoot from out the window. Ask someone to fly a helicopter w/ rope ladder, and so on
> ASK NPCs FOR DIRECTIONS and other info that gets players stuck, which is something so basic, and yet frustratingly no modern game has this.
> players can change all aspects of the game, i.e. the game content is separate from "rule files" meaning that modders can improve the game behaviour with text files for AI and stuff.
> no random spawning or spawning enemies right by you (Dead Space, Dead Island, State of Decay). This is all these games can do because there is no fun left in the game without constant combat/missions.
> no GTA missions at all. Instead there is, as above, an actual understanding NPCs rely on, about the world, which relates to useful=valuable items, tasks they need help with, and things like radio communication that would add their trust. All of this being dynamic adds unexplainable value and depth and realism to the game, since it's never been truly attempted before.
> fuel/gas/petrol runs out after 2-6 ingame months, because it goes bad/decays and becomes unusable. Things like this, things like the smell of rotting food, psychological aspects also.
> horror elements can be added everywhere. Things like still zombies you don't even notice until they move their head to look at you, in the shopping malls.
> Some people just want a game where they can explore with friends, like DayZ, but that's far too simple for me to attempt and be excited about. DayZ has amazing maps but that's it. The gameplay is what has a lasting effect on you.
> procedural generation of cities and towns
> different types/personalities of people, and dealing with their social problems and trust issues in the group, and mental breakdown and motivation/morale, etc., you could make a dramatic game as well as a horror game.
> wild animals like bears would be still roaming around (city contrasted to -> forest, my idea was complete free-roam, riding trains, everything, massive detail. There's no limit for data today)
> hire very good writers to create bits of paper, journals, notes that spook out some players. Realism. TV footage created, like in some zombie films. I recommend Rammbock (rated 6.4/10 on IMDB) for an example of the dynamic realism I think I can create eventually.
> The game presents to you the same challenges as in real life. What games do wrong today is they needlessly simplify everything and there's no intelligent game. Well, things like smart guesses and learning how to use a compass or a set of bedsheets for escaping out of a window (game start scenario?) is what really excites me.
> endless mechanics easily supported in code like oil for lamps, making bullets with powder, simple heat/burn physics, making your own vehicles, engineering lifts, destroying buildings
a58f68 No.10643
abb37e No.10677
Tamagotchi/Sims game with monstergirls who you can fuck.
bab4f7 No.10682
>>9245I would pay handsomly for this game. hopefully cataclysm 2 will be somewhere in this general direction
d4167e No.10688
>>8302What are you even talking about??
4810fb No.10701
A game where you play as a bird. Just a bird. I have no idea what the point of the game would be, I was just imagining earlier today what it would be like to see the world the way a bird does, to see majestic views and be able to simply pinpoint moments to swoop down to take a closer look.
Ideally it would be one of those "sit back and relax" games, but I don't know. I like the idea but I wouldn't want it to become super pretentious or a "non-game".
328ef5 No.10702
>>10701Doesn't have to be a non-game, you just have to add game elements to it.
>be a bird>have to build a nest>collect worms for offspring>don't get caught by cats 993ea8 No.10708
>>9245you mean a goat simulator-ish game for people to shit on peoples heads and fly away with their ice cream or an ultimate stoner game to replace Flower?
d4167e No.10711
>>10701Don't worry about being pretentious. A lot of games come out looking that way when the dev doesn't deserve.
Create some goals with lose conditions to avoid making Flower. Make it about a bird that wants to climb higher and higher places and make it a bit of a challenge to fly. Lose so much altitude or get hit by something and you lose. You don't have to make it too hard so many can get the sensation you want them to of being free like a bird, but at least make it losable or the player will feel like they didn't even earn the goals (much like Flower or Journey...).
d4167e No.10712
>>9244Dude, sick. Going to go ahead with a project? If you make a thread, I'll follow it.
ad4493 No.10870
>>8052Hell, I'd do the art for it.
b72039 No.10880
>>8052You could probably mod Democracy 3 for something like this.
ec975e No.10915
genocide simulator
>1. target a race (pretend to be wip game, atm you can only pick white countries)pick racially homogenous nation/country off a map
[with real ethnography stats, history, happiness levels, list of petty problems, religion, etc. all barometers of your success and progress]
>2a. nuke. con: radiation. failure
>2b. war.con: resources/risk. failure
>2c. cultural marxism >2ci. open borders/ immigration.risk: too much too fast, people revolt. violence occurs, possible +victim card, one of your ministers gives inspiring speech against immigration, use +media control/spin-doctors or fire him at risk of taking away controlled opposition and creating a 'radical' nationalist movement in your country
>policies: +diversity k-12 'education'/holidays, +multiculturalism propaganda
+something about benefiting the economy
+emotional blackmail/guilt trip/sob story documentaries about where they came from, and how taking tens and thousands of the most educated and skilled of them away from poor and/or warstruck countries helps the millions of their own they abandoned
+take away race statistics by making it taboo to mix science with race, +push for soft sciences to question the validity of race existing at all,+name all criminals white [show actual government mugshots and all classed as white]
funfact: one happening atm, see:"Sinicization of Tibet"
perhaps show a HEADLINE: of them ironically reporting on tibet, but not realizing it's happening to themselves
>2cii. breed them outendorse interracial relationships.
+subtle: diversity in kids-adult entertainment, happy smiling idealized 'diverse' actors in all advertisements/commercials, especially dating sites
-forced aka sarkosy mode:
https://www.youtube.com/watch?v=I8yaiN6ew_gfunfact: race is real. [info and shit]
funfact: breeding out another race was attempted against african americans, australian aboriginals, [other native people] etc. some races now only exist as mixed people, some cultures near extinction
HEADLINE: racial dating preference? racist! [show actual headlines about this shit]
>2ciii. lower their birthratesdegeneracy:
++weaken their religion (+pedophile scandals, +atheist movement, +promote immigrant religions with more and more mosques, temples, sacrilegious entertainment, etc)
+devalue marriage and tried-and-true traditional family unit, (entertainment: bumbling idiot father, insufferable children, wife who could've done better, monster in-laws,etc) TV: "homer ramono griffin!" +lafftrack
+normalize dysfunctional lifestyles (fast-processed foods, drugs, gambling, casual sex, high internet speeds) through impressionable youth's entertainment
-possible resistance from groups (religious, fitness [DYEL?!],etc), +do a feel good speech, throw in the word 'freedoms' and +put tiny 'in moderation/be responsible' words in ads, but change no policies
+dismantle beauty standards (modern art, fat acceptance movement, stupid body augmentations, +promote foreign beauty +promote mixed raced beauty)
+dismantle male-female relations (feminism: +bonus, destroys gender roles, making men no longer men, and females no longer females, HEADLINES: why are the no more good men?! [fontwrapped around angry bulldyke in a wedding veil)
+raise fuel prices to pressure household costs (-affects immigrants too)
+promote adopting foreign children, instead of having their own children "HEADLINE: jewywood's hottest couple won't have masterrace children! instead they'll adopt a kid from every race aside of their own!"
comment: what a waste of good genes!
reply to comment: RACIST BIGOT MEANIE ! MUH DIVERSITY! STARVING CHILDREN!
comment 3,4,56,7,8,8, likes this shit
>2iv. useful idiotstake advantage of the people's lack of identity, lack of values, lack of education, lack of government statistics on race makeup , love of immigrants and cultures and hatred of their own, to have them promote their own genocide.
PROFILE: i'm a proud white muslim and hyper tolerant feminist humanist egalitarian pro-immigration pro-diversity twerking whale
credits roll, showing photos of real headlines, real feminist protests, real politicians' speeches, real
the final words
"congratulations
you just committed genocide!"
c6289b No.10928
I want a pikmin esque game with metal gear solid: peace walker elements
RTS is usually shitty to me, but for some reason pikmin is so fun that I never think about it being strategic. I need to figure out how to unlock that fun first of course. Also I just want be able to fulton heavy enemies out and break them down into smaller troops. Also no tanks or mechs of any kind, just a leader, an army, and some bomb rocks maybe.
14808a No.10967
>>8110That sounds incredible actually. Make the graphics well, and we'll see.
Love the mental stability mechanic, but remember that the game is going to be bashed for silly stuff like eating to regain stability if you add that.
I love stuff like hallucinations and shit in-game, can you have options to interact with the hallucinations and to leave them alone, like in A Beautiful Mind?
The asteroids thing only sounds cool if you can develop and upgrade new stuff with rarer materials from certain asteroids you can find. Also, the mining mechanic should be somewhat difficult in places due to landing the ship on the asteroid.
One story ending I think would be nice is
finding out the reason Earth sent you and your dead clones (did I mention that artificial birth is a thing in this game) out to space was not because of pollution, but because the aliens finally decided to send a message back. You are the messenger from Earth. Whether you want to add the aliens into the ending or no is your own decision.The idea is fucking awesome.
ec975e No.10987
ec975e No.10992
survival game
you're a bird
injured and can't fly (much)
finding your way between people's various backyards (from concrete, to animal hell, to gardens of eden with bird baths and feeders)
ccd3eb No.10997
>>10915This could be made as some form of clicker.
Add this:
>When a certain group becomes too alienated they become separatists if they are too unified ec975e No.11170
>>10987could someone bump that thread
i caught the banned
have a redpill tumblr about white nationalism
someofmybestfriendsarewhite.tumblr.com/faq
59a442 No.11195
>>8110>>10967>Hallucinations>Ignore them and they eventually go away>See them and try to interact with them>They become more prevalent 5f01a6 No.11203
>top down 2d shooter/stealth game
>kinda like deus ex, you can avoid enemies, stun them or just kill them
>the player has many augmentations like thermal vision and sound radar, also a stun gun built into his hand
>the player has limited electricity so he has to be careful with energy usage
>he has a defibrillator built in too, so he can reanimate himself when he loses all his health, but it costs a lot of energy
ec975e No.11208
Housewife simulator.
goes through the decades, remarking on technological advances, lifestyle changes, and wartime challenges. perhaps even cultural differences.
e88c32 No.11350
What do you think?
Any suggestions (powers, mechanics, general design and aesthetics, etc.)?
106bcd No.11354
>>11350What was in the spoiler?
e88c32 No.11356
>>11354It was "I'm aiming too high, aren't I?"So on that note, suggestions?
d4167e No.11360
>>11350It's too much exactly X-men.
e88c32 No.11361
>>11360That's what I was going for.
d4167e No.11362
>>11361I'm not one to really entertain the fantasy lampshade explanations Marvel foists onto their character's biology. So you can dismiss my opinions if you want, but if you do listen to anything I have to say outside the story it should be: type up at least 5 pages in a game design document detailing what you want the play experience to be like. 'Gameplay' is more of what matters, especially if you're on the same budget most people are on here.
e88c32 No.11363
>>11362That's a good idea. I'll get on it. I already have an idea of how it'll work.
Plot really isn't that important to me.
82cf33 No.11364
A game using engine similar to Thrust / Solar Jetman, only replace space with underwater and a level-based design with a massive metroidvania world
c6345d No.11430
An open-world, highly moddable roguelike with Animu JRPG aesthetic.
I know about Elona, but it's written in aborted offspring of BASIC and i'm not touching that shit.
50e012 No.11435
>>8059Sounds cool, but try to minimize RNG
0dd051 No.11465
I want someone to make a first person shooter where a random dimension is chosen and you fight against creatures/things from the dimension until a doorway opens up that lets you go to the next area. When the door finally opens, there's so many enemies spawning that it's very easy to die. As you fight you'll unlock weapons which are different depending on your class
dimensions you fight in:
>a lava filled realm of lava where you fend off imps and devils and all sorts of demons, when it's near time for the door to open you have to deal with pit lords and arch devils who are huge and extremely strong
>a green hilly world with few trees where there are castles and ruins, armies of goblins, orcs, ogres, trolls and drakes/wyverns roam the land, eventually giants, dragons, and then powerful elemental giants arrive
>a world where everything is dead, like a desert but the sky is black and there is dirt instead of sand, dead trees everywhere, the place is filled with zombies and skeletons and skeletal warriors, ghouls and wraiths and huge constructs of flesh and bone swarm the place
>a world akin to ww2 where you're fighting in russia against the red army, the soldiers get stronger over time and there are tanks and planes and eventually mechs
>a realm made of flesh and meat that's filled with eldritch abominations and other crazy shit
>a dimension where you're in a city and you're fighting off an alien invasion, there's typical gray ayyylmaos who use telekinesis and are very powerful, but most of the time you'll be fighting muscular reptillian shock troops, eventually UFOs and spider mechs
>a space station completely made of metal where robots and cyborgs akin to the strogg from quake would be engineered and sent after you, genetic experiments and mutants would also join the fray
more would be added over time
It should have the following characters for people to play as:
>a space marine who looks similar to the default from Freedoom who uses guns, highest health but lowest speed, mostly uses automatic ranged weapons. can melee enemies with right click, hitting them with the butt of his gun, which does high knockback and decent damage
>a blond long haired warrior with a full faced horned helmet like the fighter from Hexen and a suit of chainmail, uses swords/axes/hammers/etc, uses melee only but has higher speed + health and does tremendous damage, can block attacks with right mouse to take less damage but makes him move slower
>a hooded wizard with a concealed face who uses staves and powerful spells, good for clearing groups of enemies from a distance but has low health, right click teleports wizard to location if fully charged
>a qt female elf rogue who uses bows, crossbows and bombs, low fire rate but high damage, right click will make her backflip to avoid enemies, good for sniping enemies, fast but frail
>a female cyborg with a respirator, attractive and has a revealing outfit, has a cybergoth/cyberpunk-look and highly futuristic (tron-level), uses lasers/plasma-sort of weapons mainly, right click will activate a shockwave that knocks back all nearby enemies but does little damage and takes time to charge
>an alien warrior with energy blades who can use other weapons as well, unlike the cyborg he is devoted to close combat but more for speed rather than defense like the warrior. has a powerful voice like the zealots from starcraft and a strong urge to die in battle. appearance is inspired by protoss zealots from Starcraft, right mouse will give him a burst of speed forward but takes time to recharge
more characters could be added but this is what I can think of atm
pls someone make this game
106bcd No.11466
>>11465But where's the gameplay? You have a lot of neat world stuff there, and some potentially fun characters, but your gameplay at the moment is literally, "Kill stuff, move forward." Give it an actually interesting twist that isn't the same shit we've all played with a new skin.
3bd5d7 No.11520
>>8326I'm gonna steal ur idea nigga hahaha! :D
15963c No.11634
I've had a lot of game ideas over the years, and I love sharing them with complete strangers like I'm a dumbass who wants my ideas to be stolen.
Here's a couple, in order from worst to best(?).
>Pregnant anime girl JRPG
That's... literally it. I had a dream just a couple hours ago about a Nippon Ichi style tile based JRPG where all the main characters were pregnant anime girls and their brothers who got them pregnant.
>Tower Defense Tycoon
The planet is currently under attack from four different enemy groups at once: zombies are rising, robots are rebelling, insects are mutating and growing, and aliens are invading. The human strongholds are defended tower defense style, and you run a company that manufactures the gun towers.
Gameplay is split between manufacturing and researching gun types, with each enemy faction having different weaknesses and resistances (insects resist fire and electricity but are weak to ice and armor piercing, shit like that), and field-testing your own product by protecting your factory when it gets attacked. You can adjust not only what kind of bullets the guns dispense, but also their range, their rate of fire, even the format they deliver their damage, from rapid-fire bullets to splash-damage explosions. You can also lower production quality to cut costs, but if a gun fails while defending a human stronghold, you'll lose business. Because the humans will be dead. You can also buy new factories in other countries, to increase manufacture and avoid paying for overseas shipping, but you'll need to defend those factories too.
The enemy factions not only have different weaknesses, but also different methods of attack, and of determining where they will attack next, so another aspect is figuring out what will attack where, by watching news reports or consulting your experts, and then making sure those countries get the weapons they need. In the third act of the game, it's possible for two enemy forces to merge, such as the robots upgrading with alien technology or zombies infecting the insect hive mind.
The goal of the end game is to be the last turret provider on earth, and drive the competition into bankruptcy. Saving humanity is an afterthought.
>Murderous Hotel Simulator
Set in the nightmarish future of exactly one year from now (now being whenever your computer's date is set to), you're charged as the proud owner of a six-star hotel, so deluxe it only appeals to the uber-rich. It's already fancy, but it's up to you to make it even fancier, until it's a place for only the best of the best. But the rich have changed since your late grandpappy owned the hotel - namely, they've learned how to legally get away with not paying anyone ever. It's as easy as writing a legal IOU, to be paid from their bank account upon death, and then going home to their cryogenic chambers for 100 years.
With this corruption in mind, you have only one choice to stay in your position: kill the rich. Tempt them with niceties until they give you the highest "donations", and then have them put into "accidents" without anyone else noticing. Trapdoors, rooms with squishing walls, hidden snipers, or even just a plate of peanut chicken for poor allergic Sir Richmond von Cashington, Esq. There's also the rare mad philanthropist who pays in real money; they're absurdly accident-prone, so make sure they don't die.
It's largely inspired by that one part of The Martian Chronicles with the Edgar Allen Poe themed house that murdered people and replaced them with robots.
>Meat Slime puzzle roguelike
The playable character is a living meat moss, the kind that covers the walls in Dead Space. In a tile-based isometric view, you don't move so much as you grow across the stage, towards the exit. Your goal is to escape the lab facility you're trapped inside, eating anyone in your way.
Eating people gives you biomass points, which you use to perform special abilities, like spitting acid, hardening parts of yourself into solid walls, forming meat zombies, stuff like that. The scientists fight back with chemicals and flamethrowers that corrode your body, and if they reach your core they can kill you quickly. But along with everything else, you can also travel through air vents to catch them by surprise, and take advantage of bottled gases that are toxic or flammable.
The funny thing is, I didn't even know about Space Station 13 or its slime mode before I came up with this.
>cont'd
15963c No.11636
>>11634>The Pizza RepublicAn open-world adventure game, set in a modern day/near future setting, inside a dictatorship country that grew from a Chuck E Cheese type establishment. The economy is based on a token-ticket system, so playing arcade games is required to afford food, pizza is a required part of your everyday meal with healthier foods being considered illegal contraband, and the goofy animatronics also work as the thought police.
Your player character is a young child, part of the first generation to be born in the pizza government. After your older brother is taken away, leaving you alone in the world, you have to start living on your own, and learn how to survive in this world. What you do is completely up to you.
Unlike certain other AAA titles I could name, your choices drastically affect the path of the story. You can find the secret rebellion and help them out, or expose them. Being a model citizen can get you better housing, raising you from the Bottom Crust to the Toppings, but this could also be part of your own plot. Join an arcade gaming tournament, make new friends, try and find your brother, learn about the secrets of the black market or the sentient animatronic sanctuary. Or find a close friend and try to escape the country, or send a message to the outside.
>Multiplayer FPS with Insanity ElementsThe multiplayer is Quake style, where the guns are scattered across large maps and err on the extreme side, not like COD and their realistic machine guns. At the same time, each map is also scattered with strange eldritch relics and sounds that lower your sanity meter. You can regain sanity as well as health by finding pills, or by getting shot with a certain weapon, but losing sanity also grants you special powers. You start seeing things, things that help you, your arms turn into tentacles or claws or something, and when it's all gone, you turn into a big monster. As insanity drops, so does your max HP, and a fully insane monster can be killed with a single rifle shot, but looking at a player doing insane things lowers your sanity as well. When you die, you respawn with full sanity, and the cycle continues.
Levels are based off of parody of Lovecraft (Innsnose, Porkham, the sunken city of O R'LYEH) and other insane writers (including one map containing elements from all of Poe's stories). There's regular deathmatches, team deathmatches (although going full monster makes you unable to tell the difference between teams), King of the Hill, Capture the Flag, and a variant on Capture the Flag where you grab the other team's sacrificial spear, drive it into an enemy, and carry them all the way to your team's altar to sacrifice them.
3f8dd9 No.11652
a short game where you're sent on a suicide mission with the task of entering the house of and killing the leader of a mafia and making it out alive.
The game starts with you sitting in a car near the house, but far away enough to avoid suspicion, with the mob sending you showing insincere support and giving you information on how to approach the mission.
When you die you can start again from across the street. when you succeed you go back to the car (unrealistic, but the only way I can think of making this work without making the game open world or having the game end when you manage to successfully escape) and are taken to an abandoned building where the game ends with your inevitable death which you can attempt to fight off.
Never going to be made considering the realism set and required budget for such a small, unprofitable game.
45b670 No.11662
Reposting this screencap from a /v/ thread in the same vein
541e98 No.11675
Exploration-based VN/Walking Simulator set in the Dreamworlds of various different people, such as a social outcast, a Morphine addict, a professor, a studier of the occult, and an amateur writer. The game changes significantly depending on the current status of the dreamer. You can do minor things to change their status, such as give them recurring nightmares. The minds of the dreamers are unique, the writers dreams tend to be stressful, where as the social outcast's dreams tend to be quiet, and so on.
4bd7ba No.12636
>Game name - Eldritch: Story of an Abomination
YOU are a tiny nameless thing that crashed to Earth on a meteor. You are just a baby, but a baby of unknowable and horrible entities from beyond space and time, and therefore you possess great and terrible potential. A potential you are going to inflict on the hapless inhabitants of the lakeside town you crashed near.
a 2D...puzzle game, I guess, where you navigate your creature to various access points in the town, including a great many homes, town intersections and other public areas like the park and the lake. You start the game with just one option at your disposal: Eldritch Power. This button, when used on certain stimuli, fulfill a meter that when charged enough the the same stimuli, will give you new powers. So for example, if you use it on a fish, you start the meter towards "Waterbreathing". Do it to enough fish, and you get the skill, which allows you to explore the depths of the lake. Each skill you acquire modifies what you look like: getting the Waterbreathing skill makes you look like a monstrous fish, etc.
The other major skill that is constant is the Anchor skill, which is used to tether your creature to whatever environment or plane of reality it's currently existing in. This cuts the requirements for some goals significantly, but completely blocks other goals. So, for instance, you can Anchor yourself to the lake, and doing so makes it so that you can't leave, but makes the goals specific to the lake easier to fulfill.
You can have a maximum of three skills: one major, two minor (I know, limiting an eldritch creature seems counterintuitive, but sacrifices must be made if this game is going to resemble anything playable), after which you must work towards a end goal that you choose for yourself (you can work towards the goal after getting just one skill, but three is your maximum. In addition, these skills are not permanent: you can still use Eldritch Power to gain new skills, you just have to replace an existing skill, which is NOT recommended once you're fairly well in to fulfilling a goal). The skills you acquire will unlock and lock potential end goals. For instance, if you take on the "Dreamwalker" skill, which allows you to exist in dreams, you have the option of becoming a nightmare creature by giving a large number of individuals nightmares, thus cementing yourself as the Horror of Dreams. The end goals are not all necessarily bad; another example is the "Child Vision" skill, which makes you invisible to everything except children. By doing this, you can become their "imaginary friend" and help children you link to become better people by helping them with issues they present you with, from rescuing their kite from a tree to dealing with a bully (depending on the child). Some goals don't even involve the people! When you get the Waterbreathing skill, if you Anchor yourself to the lake, make your way to the bottom and sit there for a few minutes, eventually a "goal meter" shows up and starts to fill. Keep sitting there and eventually you become The Sleeper In The Lake.
The challenge comes as you pursue goals. Each goal will become harder to fulfill as time progresses. The nightmare creature example earlier, for instance, gets harder as the townsfolk start taking mandatory pills issued by a new pharmacy, which is actually a front for a government organization that is out to investigate and capture paranormal entities. On top of the nightmares taking much longer to pull off, you run the risk of alerting nearby inhabitants to your presence when your victim starts showing signs of having a nightmare, which soon alerts the government to your position and, if you don't bail, leads to them capturing you. Capture by the government is one of two ways you can lose the game, the other being death by doing something dumb like drowning in the lake.
44210e No.12638
Right now I'm trying to work on my first game designed for short casual play sessions. I'm considering an RPG where you spin a Slots wheel for your attacks (Wheels of Fate strikes me as an interesting name). Resource types on the wheel would be sword (attack), coin (money), orb (experience), chest (loot), spikes (damage self), potion (health), and tome (mana). You get the effects of each one that comes up, it the same vein as Puzzle Quest. Getting three in a row is an upgraded version (critical hits, full heals, an entire level, etc). You get to customize your wheels to some extent and spells would be things like freezing a wheel for a turn, opening new bid lines (top, bottom, diagonal, etc), direct damage to the enemy, or stuff like that.
28be47 No.12651
- A mech game with actual mechanics, per-part damage, a pilot fused into the cockpit like a fetus, bio-genetic parts, a black-market, and not just a mech skin with ice-skating strafing slapped on top of a generic FPS/TPS game.
- A racing game like Blur and Mario Kart, but instead of it just being certain characters, its all characters from as many different games as possible (irrelevant of franchise).
Eg. quake guy, and he can rocket jump his kart over the top of players.
922378 No.12654
>>12651Had a working mech roguelike prototype for a while. Heavily component based. Abandoned it because it wasn't fun popping out of your mech to fix a corroded o ring in the middle of a battle. Sounded like it'd be exciting, but it wasn't.
c01de4 No.12660
I'm beginning to work on (read: procrastinate about) a "Hyborian Age" inspired 4x game.
The basic idea is sword & sorcery style civilisation over-world, with a turn-based combat engine more like, say, Age of Wonders.
The thing I really want to experiment with, however, is the idea that, rather than playing from a series of disparate, fledgling nations/races at the beginning, there is (an) existing kingdom(s) of some form, and you are a political house/clan within them. You might start the game an army general with a small force, a master of coin to an Earl with little influence, etc. You then command what you directly deal with, but have to way up how much you push back on your superiors.
As the leader of the guard watching a distance province, you might upset the king if you venture your armies into his capital. But raiding and subjugating townships beyond your Kingdoms borders may allow you to amass influence & wealth enough to overthrow your Earl, before immediately pledging fealty (for now) & providing tribute to the King, of course.
I also like the idea of a sort of 'competitive' town builder. Nothing as complex as Sim City, but perhaps a simplified version of such a thing, but you have to compete with other interests for a plot of land to build on, or for control of the tax revenue from a section of town, or whatever.
7ad79b No.12715
>shilling
>is this allowed?
Hey i just made /ideaguy/ its a board for discussing game design and ideas. Its less production and more idea crafting,mechanics,story,etc
Make some posts get some useful feedback
dd2363 No.12728
>>12715>is this allowed?If ideaguys are routinely flamed and told to gtfo, then yeah why not? As long as you are actually in support of ideas threads, not just trying to get rid of them by making a shitty containment board.
Anyway if indeed "ideas guys" are not welcome here, then pls send them to this guys board, or 2d games ideas are welcome on my board
>>>/2dv/ 7ad79b No.12793
b9c1b4 No.12837
A new-vegas/stalker/deus ex inspired FPSRPG, with the skiing and jetpack mechanics from Tribes to make the overworld more engaging as you move from place to place. Indoor areas would still be dungeon-esque like the vaults of fallout or stalker's labs.
It would be set in a sci-fi world on a lush planet where some valuable resource was discovered, leading many different factions to start setting up colonies. Many already had attempted colonization in the past, but were driven off by the dinosaur-like wildlife, leaving behind dilapidated, overgrown facilities to explore and scavenge from.
f0fdc8 No.13200
>>8409your first game WILL be shit. the next one will be less like diarrhea. accept this fact. the third one might be worth playing, depending on how much you manage to lern from the first ones. make the simplest games you can imagine for your first two, and use them to learn to be not shit.
you might be able to do it.
8ea32f No.13236
>>13200Unless you somehow strike it lucky and make a game which is played by a popular youtube guy.
f0fdc8 No.13253
>>13236the chance of this fucktuples in size if you send them a copy of your game. even so, the game first game anyone makes will still be shit, no matter how popular it is.
9b9b28 No.13765
This one's probably a bit out there, but...
Ogre Battle. And not like Tactics Ogre, I mean Ogre Battle and OB 64, tactical real-time mass combat on a wide scale with unit-based combat. Squeenix clearly has no intent to make any more Ogre games, and it's a game near and dear to my heart. A while ago I started tinkering with a minis-based tabletop, even worked out some basic mechanics and class stuff, but eventually decided it was too complex... for a tabletop. But as an actual video game...
Sadly, I've got no game dev experience save some tinkering around in old RPG Maker 2000 way, way back in the day. This is obviously too complex for a "first" game, but I figure I could work up to it one step at a time; calculator, simple 1 v 1 battler, map navigating, etc.
Thoughts?
9af3f4 No.13775
I want to make an actual comedy RPG, with zero memes in it, in a scottish/pict/celt mythology setting.
I am gittin good at art before I even think about the rest though.
c3eb2a No.13802
>>13765I'm making a tactics game, though it may not be what you'd expect. I'll put it on Indiegogo with a 85K goal. I'll put a thread up here when I feel it's ready.
5ea27a No.13820
I promise I'm not /ideaguy/ but this isn't really applicable to my game. Y'know how openworlders tend to not really be open world because only one part of the world is at your difficulty? Fuck that. At spawn everything is balanced for your level so you can go where ever the fuck you want, BUT, whenever you kill something it's power is distributed amongst the rest of the mobs so the game scales naturally.
34674b No.13844
1e4780 No.13845
>>13844Not exactly. In Oblivion an area's enemies are set to your level when you enter it for the first time (if I remember correctly), while in this case killing enemies in one area makes the other areas harder. This means that if you gain experience from non-battle methods and kill as little as possible, you'll have an edge over the enemies you do have to kill. Could tie into a 2deep4u plot about pacifism.
Still better than Skyrim where everything besides bosses just is your level.
8f30f4 No.13857
>>11465Apart from what the other guy said, about focussing on gameplay, here's an even bigger problem:
>a hundred different character models>dozens of different maps>built out of hundreds of assetsYou really need to start thinking economically. Actually look at some small-medium budget games and count how many characters and levels they have and how varied the objects in those levels are. You'll be surprised how little there actually is to most games. This project of yours would be a blockbuster.
194274 No.13867
http://8ch.net/alien/res/5.htmlWell my unfeasible idea is a dream about creating an entire franchise out of my game. Itbwould be mostly FPS. I guess there is room for RTS somewhere. It would contain 5 campaigns and custom map making. The 5 campaigns are actually different games in their entirety.
It's based on crossovering Atrox with Aliens. Along with other sci fi horror franchises like Lovecraft.
The first campaign is a story driven one based loosely on the story of Atrox. You fight solo or with your large squad on the organic webbing planet, go in an underwater city, jump on the intellion buildings, fight createse/intellion hybrids and giger-esque monsters. There are alien villains, loads of them actually. There would be mini campaigns where you play as them. The goal aside from survival is... destroying the entirety of the alien races.
The second campaign is a defense survival economics game. Every round you go scavenge for resources in a series of different missions and then return to base to fend off the invading aliens.
Human personell are valuable to fill positions like rocket engineer, medics, scientists, they can all fight, if you have a enough weapons and vehicles. Luckily all your killed men get taken as hostages and can be saved(all killed men only if enabled in gameplay options).
The waves get harder and you can build a spaceship to colonize a different region/planet if your current base gets overrun, and you may return to liberate your older bases. You may attempt to attack the alien hive, but it will make the invasion happen right away and stronger if you fail.
You may also attempt to create your own stupid alien research laboratory for higher income of money and better medicine, drugs, shield plating. Of course the chances of the aliens escaping are very high, so only attempt it if you have 2 bases or more.
In space you also need to manage your ship and deal with enemy alien ships and assassin aliens. Yes you may visit special mission planets like LV-426. Part 2 with the space expeditions already becomes an adventure game, you use a large enough class ship to survive in space.
It's a sandbox conquest survival defense game.
Then there's the mini campaigns and one-shot custom missions.
Mini campaign 1: Contra Warfare. Like Contra and Battlefield: World War 2, but with aliens and crazy action similar to Serious Sam. The alien bases are huge and illuminated. No more stupid darkness for atmosphere on this campaign.
Mini Campaign: Alien: The Thing. A reimagining of the first movie. You continue to inspect the planet looking for clues like a detective trying to figure out what bursted out of the jockey's chest and what was the jockey doing on LV-426. One of your crewmate is secretly infected and starts infecting the others. In the end you find out the thing which came out of the space jockey ended up becoming a gigantic yellow-white alien engraved on the planet's surface for hundreds of millions of years. It's as big as the Nostromo. It was hibernating really efficiently. You of course escape and blow up the whole planet with it somehow.
Continued...
http://pastebin.com/9EKP3Yrc 8f30f4 No.13868
>>12837That's awesome! But you should simplify it:
>many different factionsNah, make three or four genuinely interesting, unique factions, tops. Anything more and you're just wasting your time, no player will bother familiarizing himself with more than four factions. Three are enough imo. Enough to tell the player that it's not "good vs. bad".
cb1b09 No.13939
>>9244>door volumesi would rather make room volumes for cameras, this way you don't need to make 2 volumes for leaving and entering everytime, also you helpfully visualize the space in which the camera operates by making volumes according to each room/camera room. other than that, pretty nice.
ecb935 No.13953
>>9244>>9245This is pretty cool. Are the character controls like a car, dependent on where the character is looking? I'm asking because in games with static camera angles character movement always annoys me and making character movement like the steering of a car is the only solution I see.
>start building a society again once you have killed most of the zombies?Get that question mark out of my face, you are doing this! Having a positive goal to strive for would be so motivational where the dreeriness of other survival games eventually puts me off. No matter how well I do I'm just slightly postponing my character's death so what's the point? Establishing a community of survivors is a good first goal but then you need a win state for that aswell (again, post-poning loss is not a win state) and it's "rebuilding society". Fuck. Yes.
>my idea was complete free-roam, riding trains, everything, massive detail. There's no limit for data todayBut there is for work hours. Don't spread yourself too thinly. Don't kill these beautiful design ideas by over-extending them or you'll end up making a Spore or more likely just cancelling the project when you run into money problems.
> endless mechanics easily supported in code like oil for lamps, making bullets with powder, simple heat/burn physics, making your own vehicles, engineering lifts, destroying buildings>destroying buildingsThis is a good example: If destroying buildings were so easy wouldn't we see it in tons of existing games? There must be a reason we only see it in scripted cutscenes.
Focus your design so it becomes feasible within a realistic number of years of production time. I really want to see this game being made but you sound like those artists who need a manager breathing down their necks to actually ship something. Maybe hire someone to breath down your neck.
996e65 No.14020
I've figure out a way of adding DoTs together in a nice way, I'll try to explain with an example:
Fire DoTs (of all source) work in the same way: A fire DoT with a magnitude of 50 means it'll do 50 total damage over it's duration.
Each tick the fire causes damage equal to 1% it's remaining damage plus 0.2 , which then gets subtracted from the remaining damage.
The pic related shows examples how this works for different values. Any number of dots can be added together, their current total damage gets summed, the calculation follows as above.
The drawback is the loss of fixed, clean duration values, but it yields a clean and understandable result for damage caused and many instances can stack without cluttering up the display.
It also won't work great in games with heavy stat inflation, but that wasn't my target context anyway.
34a9f9 No.14025
6b27a3 No.14073
I've decided to essentially make shovelware with Unreal Engine 4 to sell on Steam.
I really do have fond memories of bargain bin PS2 and Wii titles back in the day, sure they were trash but they were honest to goodness console titles (not P2W) and were enjoyable excuses not to do homework.
Having forgotten my C++, I think Blueprints is enough to create a simple single-player third-person action-adventure-platformer game. The features (or lack thereof) will be as follows:
- only two types of attack
- no RPG stat progression, instead pickups will increase the healthbar by longer segments
- cutscenes will just be static 2D
- I get to reuse all the old models I have from my old projects, plus toss in generic asset store junk as well.
- I can model practically all the levels using the built-in Unreal tools, while slapping all the free textures I downloaded from Turbosquid.
Now my question to you anons, is what should I do so that I can charge $2.99 and provide enough entertainment so that when a player reviews it, he'll just say "Well obviously it's a crap budget title, but it was cheap and it was actually quite fun and well worth playing." Hopefully mechanics/features that can be implemented with barely any coding nor additional animations.
fc9ba7 No.14074
>>14073>what should I do so that I can charge $2.99 and [yadda yadda yadda]I'm not sure I understand your question. You mean how much content is needed so users aren't disappointed?
6b27a3 No.14075
>>14074I meant what are some cheap-to-implement additional mechanics that can be done to avoid disappointment?
Gameplay length would be easy enough just by making more varied levels.
fc9ba7 No.14076
>>14075Sounds like you're looking for highscore modes. Time trials (supporting speedruns out of the box and letting you save a name for your record like old arcade machines) or collectible shit (to get the OCD kids riled up, think Lego video games). Don't do a combination of these though, one objective at a time. Either go for time and only have to complete gameplay, or go for collectibles and don't worry about time.
6b27a3 No.14077
>>14076Ah, totally forgot about Trophies/Achievements, now thinking along those lines, thank you!
fc9ba7 No.14079
>>14077But anon, I want to stress again, please do these as separate "modes" accessible from the main menu. I fucking hate when games harass me with collection counters or timers while I'm playing a game for the first time. If I get bored with the main game I will look for other modes in the menu so that's where such extra stuff should be. You could also make a little "info" screen that pops up after the user completes the main game, reminding him that there are other modes available.
e978c0 No.14091
>>13868I only had about 3 in mind for actual interaction. The rest are background decoration for the abandoned facilities/dungeons.
4df7d1 No.14643
>>13820So, basically... there's no leveling?
4a8ccf No.14796
Been thinking about making a simpler version of Hearts of Iron 3 with more politics and slightly more freeform stuff instead of historical accuracy.
>Production would be based on a percentage of a nation's IC, like 1 tank division would take up 50% of Poland's IC while only taking up 8% of Germany's.
>Population Ethnic groups determine how much IC and money you make. More and larger numbers of non accepted groups will slow down the growth of accepted groups, increase revolt chances and lower income, IC, and resource production in the region.
>Can implement Gulags and Internment camps to eliminate these problematic groups in exchange for infamy, increased money, IC, resources, and revolt risk.
>Supply lines and resources would be collected in centralized depos with routes being set by the player or AI in a similar fashion to Cities Skyline's metro system works.
>Naval Providences in range of your ports or patrolling navies/naval bombers would erect "Sea walls" that cause enemy fleets and aircraft passing through to take attrition damage, making naval warfare a bit less of a matter of researching enough range on transports to go from west coast to Japanese home islands.
And that's about all I got so far.
f9e64f No.14822
I had an idea for a first person space raider game. All I ever wrote down was
>"Travel the solar system stealing shit. Like Space Engineers with more dick-ass thievery. Ship2ship raids with space physics. Melee and laser combat mostly. rocket propelled hammers in zero-g, can buy six shooter charger laser from Texan Space Federation."
and I was gonna call it COSMORAUDERS in all caps like that
746877 No.14826
>>8052One I've been chewing on my a while, finally downloaded UE4 today to get started on making it a reality:
>realistic multiplayer tank simulatorThink of something like Artemis meets Silent Hunter, where you and some friends are manning the different roles in a tank, and every knob and switch in the tank is functional
746877 No.14827
>>14826That said, since War Thunder and World of Tanks have made tank sims kind of a crowded market (and apparently Obsidian is working on a WoT knockoff) I might do the same idea but with submarines
c51271 No.14864
>>8052I really would like to make a game based on Ragnarok, the End of the World.
My vision for the tutorial is that you'd play as Balder, just walking around, learning the basic game mechanics, which would be abruptly interrupted by the Mistletoe spear popping through his chest like a Xenomorph. So begins Ragnarok.
Not sure if I would want it to be where you could select any character you'd like from the pantheon, or focus it on just one character(prolly Thor).
If it was just focussed on say, Thor, there would be a twist where he doesn't get poisoned by Jorumgandr, and this, of course, throws Ragnarok totally out of whack and Thor goes about destroying shit cuz he is Thor. Essentially, a character action game similar to Devil May Cry, God of War and Bayonetta.
The multiple character selection option would prolly end up becoming something similar to the "Warriors" games, running around, blowing tons of of little faceless weaklings about, occasionally encountering another Aesir or baddy, who knows?
I dunno, I think either would be a ton of fun, honestly.
52a409 No.14865
>>14822I'm making an Unreal 4 game very similar to that.. Has space combat as well as boarding, but it's about Space Pirates.
Basically has fleet combat and then once you take down defenses you can fly in.
The thing I'm having trouble deciding, while ive been making the space portion, is whether the boarding portion should be FPS, or if it should be Xcom Style turn based combat
235748 No.14866
>>14865This sounds nice. I prefer Xcom/Valkyria Chronicles style turn-based with cover.
8f70bf No.14899
I'm about to start working on completely shit-looking space game.
>low poly
>inside ship first person
>must online
>several players per ship or you're useless
>driver
>gunman
>engineer
>ship consisted of base and modules
>every module has to be implemented via custom script (can't start the ship if you don't make one)
>there are only a few [limited] script discs
>if the module gets broken script trying to affect it returns an error and everything in that script stops working
>putting a laser and engine code in the same script results in imobility if the laser module is destroyed
>no ship is the same
Basiaclly comfy drive with your buds through the space, and specialize in what you feel like you're best in without game forcing you to do so.
208429 No.14922
YouTube embed. Click thumbnail to play.
I have lots of ideas that I'm planning to work on, and naturally I'm needlessly paranoid that someone will steal my terrible ideas. So instead I'll just describe them vaguely:
You are a player in a very high-stakes gambling competition (think Kaiji). It is somewhat similar to Russian-roulette, but instead of being totally random you can make schemes, agreements, and backstab the other competitors.
Initially I thought it would just be single-player, with AI opponents. But recently I've thought that it would be especially good if we could get online multiplayer. The longer you survive playing against other humans, the more points you accumulate, then of course there are leader-boards for the day and for the all-time highest accumulated scores. It might even be cool to have it set up so that if you die in a competition, you cannot play multiplayer for an hour or even 24 hours. The idea is that it should be tense, and there should be some kind of consequences for dying.
f9e64f No.14926
>>14865If you want
and I really hope you do because what a great name you can call it Cosmorauders, cuz like, I'm never gonna make it.
30b930 No.14963
>Action Platformer/beat em up type game where you play as 1 of five elementals fighting these cosmic beings that want to destroy earth
>They all play radically different from eachother and matches their element types
>Wind can do a triple jump and if it attacks enemies in midair it can perform more jumps
>Water is very slippy and flowy and basically slides around her levels
>Fire is the most basic character in terms of platforming but is good in beat em up sections in chaining combos and fighting
>Earth is large and slow but can do a charge that basically makes him an unstoppable force
>Lightning is the strangest. My idea is that he can "strike" enemies from a distance and "link" from enemy to enemy using them as as his main means of getting around.
It's a very rough idea and sadly I'm not great at describing my ideas.
00f990 No.15119
know what would be cool? A Pacific Rim RTS.
You can make buildings and build Jaeger factories along with military bases to build regular units such as jets, soldiers, tanks, etc and you fight against Kaiju forces like the Category 1-X big Kaiju but also smaller weaker Kaijus.
You can customize certain Jaegers you build to specialize in armor, agility, guns, swords, etc, and once you build one you airdrop it into the front lines, acting as Hero units.
665656 No.15387
I had an idea on a fighting game with each of the characters being villain archetypes, from a manipulative strategist, to a sadistic assassin, to a businessman, and even an SJW
8b9a00 No.15404
>>15387The SJW is the weakest shit-tier fighter, because she has to stop after every three attacks to write about the patriarchy and female representation in games on Tumblr. She'd be a grab character, and most of her grabs would just involve just grabbing the other player and screaming famous quotes like "CIS-GENDERED FUCK!" Her projectile is throwing her laptop, which she has to pick back up. 6590b5 No.15501
Help me ideaguys, I need your power
I want to make a simple multiplayer web game where everyone plays the same game. It can be any genre and any kind of game as long as it's 2D and simple.
I only have 1 idea: a game where everyone plays the same character. Everyone takes turns doing 1 action at a time (e.g. turn around, move forward, jump, etc), and they must accomplish some task this way.
de73a3 No.15547
>>15501Anon plays pong
The game can support up to 200 simultaneous players and teams are automatically balanced to have 1 to 100 players on a paddle. It will be hectic because everyone will try to overcorrect eachother's overcorrections
47e9c1 No.15552
>>15547How would that even work?
Everyone has their own paddle or everyone controls the same one? The latter might work, you could even put some kind of graphical cue to indicate how many people are trying to move it which way.
9f2a81 No.15560
I made this the other day when I was bored
Been trying to learn game maker recently but I still have to lern how to make a turn based system, I dont know how well this would balance
981547 No.15619
>>15560So it's Pokemon Mystery Dungeon but with 1-shot player death.
65e7fa No.15858
>>11208inspired by this
>you are an alien that can immitate the state of any organism, but will always look young>you immitate a housewife in the 50s>eventually, you must move on because you never age and people will get suspicious e9e389 No.15926
I'm working on series of RPGs, starting in prehistory, and ending in 21XX AD.
Lay me your ideas, I might add them if I like them.
79861b No.15928
>>15926how about you finish or even start 1 of them before working about eon-spanning series
If you don't have the assets for even one of them you won't get to all of them. Simplify
6819be No.15945
>Roguelite game is set on a world covered in a poisonous gas called miasma due to an incident. (Like FFCC). Most of the world is dark, dead and dangerous.
>There are magic crystals that repel this gas.
>You control a group of people who travel through the remains of the world with one such crystal
>You find survivors along the way thatt will join you and scavenge the ruins of the world.
>From the miasma come corrupted monsters that are inmune to the crystal.
>To power the crystal you need souls, obtained by killing those monsters and people You may need to kill one of your guys to power it if you are running low on power to survive
>You may find other groups of people traveling through the miasma some may be other players. You can trade with them, rob them or avoid them. They might be hostile.
>Simple plot: revolves around finding the souls of X bosses to power a huge crystal to clear the miasma from the world. The work of previous dead expeditions in this regard carries over You might find your old group turned into miasma monsters
I have worked some in this but it can't be called a game yet.
aab7d9 No.15989
Multiplayer first person shooter that makes heavy use of stealth mechanics.
You are all at an airport after security check and need to take out a VIP while the security chief needs to stop it from happening. Core gameplay would consist of three assasins running around and purchasing items in shops to make weapons while the chief of security orders guards around to stop it. It is based on this guy's research: http://www.terminalcornucopia.com/
(his weapon designs are at the bottom of the page)
83847e No.16009
>>15989
I wonder if I'm on some sort of watchlist after viewing that website
e978c0 No.16017
>>16009
We all are just because the link was posted here.
46697c No.16059
I want to make a game with a real ecosystem. I've always wanted this, where there's a food chain, animals need to eat, drink, sleep and shit, etc. The AI would be based on real animalistic urges and instincts.
A way to implement this would be in a hypothetical game I've dubbed Dweller. It can be played single- or multi- player, and essentially takes place in an infinite underground, filled with tunnels caves ranging from underground ponds to giant caverns. There would be a huge ecosystem of bats, glowing fungi, bugs, salamanders, algae, and a whole mess of other mundane and fantastic creatures. It'd also be in-depth to an autistic Dwarf Fortress level. A typical game would play out like this:
>first person
>get on with friends
>you guys choose different races, either dwarf, goblin, mushroom man, kobold or deep-dwelling slime thing
>also choose skills
>choose spawning location or the game will spread you guys randomly/based on race
>dig basic shelter
>farm 'shrooms and small slimy creatures
>each one of you fills a different role, and your skills adjust to fit it
>you explore more
>build bigger fortresses
>fight elementals, slimes, ogres, etc.
>explore ruins
>hunt and domesticate strange cave creatures
>find ancient tomes and magic items
>build civilization
>have fun
Like it?
50d0f9 No.16060
>>16059
Games built on natural systems (genetic, ecological, economic) don't pan out. The problem is, it's fun to imagine these complex interacting systems, but it leaves no room for player agency. The question always becomes, what does the player actually do?
If the player is powerful enough to modify the system alone, it inherently makes the system meaningless. If the player is part of the system and can not modify it alone, then the player is powerless.
These types of systems create coherence without any agency required. That's why they are what they are, they do not require any agency. That makes them bad candidates for games.
50d0f9 No.16061
>>15945
I like this. But what if you went a step further. The only monsters at all are other players that were taken by the miasma. And there were no NPCs, only other players.
Imagine how cool it would be to work with another player. But then as each of your crystals starts getting low, the tension between the players rises. Each player needs the others soul to keep going. How long would the trust and cooperation last?
46697c No.16068
>>16060
I never really meant I wanted a game based on these systems, but a game that has those system. Just one feature, not the whole point. It could be in my game, or a more generic fantasy game, or even a sci-fi game.
33a61c No.16073
>>16059
It's too similar to minecraft, and way more complex
You wouldn't have much of an audience, and since it relies on teamwork it'll die pretty quick.
It's a cool idea, but very complex without much payoff.
6a1700 No.16102
Pokemon-esque game with VN elements.
>moves used in and out of battle use stamina.
>mons have a chance to die when the faint or run out of stamina.
>reduce chance of death by keeping its stamina up.
>increase stats through minigames and story events.
>only 30 mons with three different evolution paths. so 30*3+90 mons.
>paths are determined by what ninigames you played with your pokemon and how many times they have fainted in battle.
>no poke balls. every mon has to be captured with different equipment based on its species.
basically a less autistic version of nuzloke cross SMT. I hated going through the process of leveling up pokemon and I want to make it more involved and lass repetetive. I also disliked how boring nuzloke runs are to a competent player so having a chance of your mon dying as apposed to a 100% is more interesting to me. No invisible number bullshit or IV stat shit. I dont want to dumb it down but I want to make it feel like your actually raising an animal. Depending on what species it is, it might disobey you but you can prevent that by feeding it treats playing with it or trying to talk to it. I haven,t thought of a story but I will figure that out later.
b1aa0d No.16104
I have a few ideas for a JRPG. The story takes place in a subterranean world inhabited by many bizarre creatures, The protagonist is a young man named Sichou who comes from a Desman village. (Desmans being the equivalent of humans in this world) after a series of cave ins near the village sichou and a few other villagers leave to find a safer place to call home. a few weeks after setting out a fissure opens dropping sichou and the villagers into the lower caverns where the adventure begins on his journey to find his friends and family sichou finds the last surviving member of an ancient race of silicon based life named narcissus who plans to eradicate all carbon based life in the caverns and create new life all in his image.
The gameplay is standard JRPG stuff. The overworlds are like in mother 3 but the battles are more alike to older final fantasy games or bravely default with a timed hits gimmick like the Mario RPGs. at some point in the game the villagers also find a place to set up the new village and the player can contribute to that with items they find on their quest and find people around the world to move there.
I'd love to hear some opinions on my uncreative idea, I've also got a party of characters planned if anyone's interested in that
ac8e3f No.16105
http://gameideagenerat.org/
>It's like Candy Crush Saga™ but with an Oculus Rift
e39564 No.16180
Watch this video, and maybe the first one too if you like it:
https://vimeo.com/125508172
And then picture a fighting game with these sorts of characters, duking it out to rocking tracks, with extended combos and bonus damage if you launch your attacks on the beat.
>characters could be built for various tempos
>fast tempo characters emphasize offense
>slow tempo characters go for defence
>oddball characters could get a bonus for going on offbeats
>each match is three rounds, first to two wins
>round one is fast tempo, to get the blood pumping
>round two is slower, more of a defending round
>round three has a track that switches tempo, making it a chaotic round where you have to really pay attention to the music
Basically, "It's like a fighting game, but also a rhythm game."
67382e No.16183
>>16180
That's a fucking excellent video, damn. Unique characters like that would be amazing in a rhythm fighting game.
I'm making something kinda similar once I can release my current project. A fast-paced beat 'em up with rhythm aspects, like longer combo strings and damage boosts for on-beat attacks. Nothing too "out of scope".
106bcd No.16189
>>16183
Right? I need more inspiring shit like that in my life.
And that sounds great, man. Rhythm mechanics go really unappreciated these days.
Just good luck keeping the music and the logic synced. That and art are literally the only reasons I'm not working on the Rhythm Fighter at this very moment.
67382e No.16191
>>16189
I made a prototype the other day to make sure my framework could deal with a rhythm game and it works great. I'm still figuring out what the best offset is for human reaction time, but yeah it's going well.
I'll likely just be using placeholder art until I can manage to snag an artist
0cb1a7 No.16248
>you're a swordsman in an army.
>you're a fucking great swordsman.
>1v1 someone and you'd fucking wreck the cunt
>3v1? You still wreck the cunts
>10v1!? You fucking destroy those cunts
>you can choose to be a lonewolf or a general leading your army bros into battle and fight alongside them giving off orders
>level up your bros to be as good as you, or keep all the exp to yourself
>hell, you could come across scenarios where it's your army versus one really fucking great swordsman
Basically it's just a hack n slash.
But you use a graphics tablet to do the hackin' and the slashin'
Sound good?
I should probably add a function to use something other than a GT shouldn't I?
ac8e3f No.16300
>>16248
That is pretty much Mount and Blade, and I am pretty sure there are mods that enphasize on what you are saying.
0cb1a7 No.16302
>>16300
>That is pretty much Mount and Blade
Fuck, can't have all original ideas.
How about something like:
>three games
>all have the same story and connect to each other through online multiplayer
>like Pokémon
>except Pokémon Red in this scenario would be a FPS
>Pokémon Blue would be a 3rd person Hack n Slash
>Pokémon Green would be an Action-Stealth sort of thing
>each team online would vary depending on what version each member has
>you could have a team of FPS vs a team of Action-Stealth and Hack n Slash
>it could be FPS, Action-Stealth vs Hack n Slash, FPS
>online possibilities are endless
So how high am I aiming here?
Or am I just high?
dcb122 No.16317
>all these complicated ideas
Game has to be simple and has clear goal otherwise you are confusing players and making game for your own 2deep4you ego.
dcb122 No.16318
>>16248
sounds retarded. First thing if you are that powerful, what's the point of levelling your army?
Second thing how do you control your bros of army if it's hack and slash fast action?
Might as well another tales game series. Game ideas too vague and not solid piece. It's just another teenage wet dream.
ae86ec No.16358
>>16302
It seems interesting but I'd like to know more tbh. Also, remember that you don't need original ideas. You just need a new execution to an old idea.
a81b13 No.16359
>set in a flooded city
>three main factions:
>industrial, their boats are made of whatever they could find, is just a mechanical mess with bits of tractor, combine harvester and smoke stacks sticking out
>office buildings, basically the Crimson Permanent Assurance
>residential, isn’t mobile like the others, just spreads like the plague from building to building via hastily made grappling hooks which make it hard for the other factions to travel through
>you choose a faction and travel from hexagon to hexagon taking property and collecting scrap to upgrade your crew/ship
>combat similar to ftl
>when combat is engaged you are given two choices: run, or fight
>if you run and the enemy is stronger than you they will pursue, making a slightly different battlefield with obstacles to avoid while still battling the enemy, can use them to your advantage to escape/fight
>encounters will occur with diplomacy coming into play
I don’t know what the end game would be, probably just taking out the other two factions leaders
f8a668 No.16382
Imagine Oregon Trail mixed with Fantasy Elements. at the start of your journey you create a party of six characters. Two of these characters just have miscellaneous skills like cooking or identifying wildlife But the other four fall under classic rpg classes, in the beginning only a few are available but others are unlocked throughout the game. The caravan occasionally stops by towns where you can purchase rations, weapons, Armour and magical supplies as needed. Instead of traditional diseases the members of your caravan can be afflicted with mythical illnesses and vampirism. I've got a working title for it Caravan Quest
I'd love to hear some opinions or any criticisms anyone may have
ac8e3f No.16384
>>16382
What is the objective?
f8a668 No.16398
>>16384
Well the idea is that in the west adventurers had done all the quests slain all the monsters and bested every dungeon so they start heading east in search of adventure
106bcd No.16403
>>16398
That's great. Just enough of a backstory, and explains why the challenges will only become greater as you head east.
Make it, bruh.
e54672 No.16417
>RPG
>Health and stamina are the same bar
I think F-Zero did it with boost in one game, but this seems like an interesting concept for an RPG:
You would have to balance between doing damage and having health.
Different upgrades to support different play styles.
More health for slower play, shorter delay and faster recharge for faster play.
What do you think aggy? Is there anything that could prevent this from being fun?
b31e9f No.16520
Viva Pinata type habitat simulator.
b31e9f No.16521
65e0ae No.16524
>>16521
F-Zero GX uses this mechanic too and nobody complains about it. Is it just a case of 'It's okay when Nintendo does it' or is there a difference between the ways F-Zero and Pulse Race implement that mechanic?
65e0ae No.16544
>>16524
>>16417
I've put some more thought into it. If every single attack drains health, you would fight in short bursts and then stand around being bored the rest of the time.
So you should have some decent fighting capability without draining health and you should have buffs and special abilities that drain it and increase risk. Kind of like Power Within in Dark Souls.
A problem this would cause is casual faggots that are afraid to lose health or want to keep risk+reward as low as possible. What would you do?
4cfab5 No.16565
simple idea
You're a photographer in a warzone. You work for a sensationalist newspaper. You must take photos that will sell. Take photos of people dying and other things that would get a lot of attention. And don't get shot yourself.
Would probably need some battle generator to make it interesting. Same scripted battle over and over would be ass.
8170a6 No.16571
File: 1430595061371.jpg (116.02 KB, 850x541, 850:541, sample-2baf1c51c0f630e4bd5….jpg)

>Fire Emblem combat
>Yggdra Union mid battle visuals
>Sengoku Rance style map
>Anno economy system
>Branching stories with actual choices and consequences
Thrown in a bit of Princess Maker as well
I know it's a pipe dream, but that won't stop me from wallowing in my misery while I do those ball tutorials for Unity to learn the basics of programming.
54d4a9 No.16588
>>16565
>Pokemon Snap: /pol/ Edition
a1c1c5 No.16592
>>16571
Fucking hell, are you me? Besides the Anno economy system since I've never played those games that is pretty much my dream game. I'm hoping to have a support/marriage system where who you pair up affects the unit/classes you have access to, as well as the story.
We have to keep working at it anon!
106bcd No.16600
>>16543
Or, perhaps killing an enemy refills your health/stamina bar. Maybe have the amount of fill be proportional to the length of the combo, or have it refill on every X number of hits in a combo. Encourage skilled play with the mechanic, keep them from standing around too much, and increase the hype, all at once.
913e19 No.16610
>>16592
>Awakening Support / Marriage system
I honestly hate that, it just seems so fucking immersion breaking on paper.
" Let's ride this unit and this unit together so that they can become besties and get married later on! Ignore the fact one is a Knight that leads the Vanguard and the other is a mage!"
I do want to do something similar though, such as say you get a uni stuck between numerous enemies at low HP, have someone ride in to save their ass and they get a reputation bonus with said character [Which can be detrimental to your route because you only "Control" the story of the Protagonist and it's filled to the shit with medieval intrigue and crap.]
And good luck anon!
3e3b3c No.17322
I want to bring back SSX.
I've always been a fan of the trick based score attack games and ever since booting up SSX 3. It's been hard to find a game like it with unrealistic tricks and jumps that would make peoples knees implode on landing.
I realize it'd be too similar but I'd like to make aesthetic changes as well. For one I'd make the tracks you ride on a lot more fantasy and futuristic than the previous ones. So you'd be going through snow filled tombs, city skyscrapers, chemical plant or foundry with unique hazards as well as the regular mountainous tracks. So if a rider were to trigger an emergency lock down in the skyscraper, security doors slam shut and players would have to use a different route via rail lines or side passages.
For races instead of like speedboost, and trickboost power-ups I was thinking more of ones for going on the offensive. A group of riders in front of you and in the landing zone of a huge jump? A power-up that works as a small area of affect stomp and stuns them. Or maybe a consumable that makes a section of the track icy and hard to maneuver on?
Anyway that's my idea dump.
4c28de No.17382
>deus ex in third person with a plot revolving around overthrowing a socialist government
5f57fd No.17394
>>17382
I'd play. That's a step in the right direction from the shitty anti corporation schtick that has become popular these days.
2a4768 No.17426
>>17394
no shit. Anons act like business is the Devil. Who ever got a job from a noble homeless person?
72ce76 No.17534
> RPG
Make game with 2 to 4 worlds and they affect each other.
Link to the Past style view on one world with other world fps like Borderlands.
More time will be spent in the fps worlds but intercepted by the Zelda style world.
Randomize the fps worlds each time you go there.
No clue on the engine to use for it.
> subtly hides the whole plot
> begging for ideas on the engine
> knows java but can learn whatever, just wants the game to be good
e51e66 No.17544
X-COM but on Wargame scale and /k/-ness.
>Alien invasion all over the world
>You have to defend Earth, manage regions, build bases, all the standard X-COM stuff
>Wargame scale
>Real world equipment with lots of military porn
>Infantry, tanks, jets, helicopters, navy
>Heavy support like carpet bombings, MOABs, and tactical nukes
>New tech will stay within semi-realistic scifi (upgrading your Leopard gun to a railgun, for example), magical hovershit would be rare
Needless to say I need to git a lot more gud before I attempt this (but most of all it would be a lot of work).
d6c1b3 No.17987
>>8401
Over half a year I filled a small book with notes on the perfect arena FPS before my will to actually create it grew enough for me to sit through boring Unity tutorials. I started copy pasting other people's scripts, mixed and matched elements of them to approximate my vision for movement initially. I'm past that, I've actually written some genuine original lines of code that work. I've also started building a test map and I've done one (1) animation in Unity's own animation system (no external programs, just simple key-framing).
I think what I needed to get me started was a concrete vision and the understanding that it is realistically possible, albeit a long-term committment, to create a game all by yourself. Just depends on the game concept being feasible for one person. You can't make an MMO or any kind of "cinematic" game, that's for sure. Then again those genres are cancer without exception so good riddance :)
d6c1b3 No.17988
>>8401
P.S. Your idea of a singleplayer arena magic FPS sounds nice, I'd play it.
fa98de No.17993
>>8401
Did you play Ziggurat? It's a roguelite FPS with spells...
7ac577 No.18004
>>17382
But why third person though? That completely changes the level design. Imagine walking through all those narrow doors in DX or HR in third person. Or are you talking about one of those "second person" shoulder cameras? Then it's even more pointless tbh.
e53b4b No.18012
File: 1433250748363.png (230.26 KB, 657x448, 657:448, celianna_farmnature_watert….png)

>>16060
It's fine to make this type of game, I'm planning on making it work. Basically /v/ inspired me by making me get frustrated with the lack of discussion about this:
https://archive.is/fr3ee
>>16059
I will add this sandbox open world / open-ended element to a game that's basically just Skyrim esque small town troubles/quests sorta thing. No spawning, enemies must actually live somewhere (Witcher 3 enemies don't make sense if they don't feed enough).
Every NPC will need to eat = trade routes, higher prices in isolated areas, realistic army presence. Every item/object can be manipulated. My first and probably most important step has been to decide on the graphics/engine first (ripped rpg maker sprites). I have a solid plan THIS TIME.
It always annoyed me how games have faked rigged prices and stopped me from being an outlaw and killing anyone I want (Oblivion/Skyrim). This is basically my ultimate game idea that I will finally be able to play for several months without getting bored.
Oh and I read that the soundtrack is a really important early game design decision to make.
e53b4b No.18013
>>16059
I did also consider doing rpg maker but with voxel blocks underneath somehow like Terraria does. But maybe that's too ambitious. I think full 3d is too ambitious too because I struggle with even basic 3d scenes as it is.
My vision is much easier content wise, and the main focus is convincing NPC AI which I have a plan for.
ebe8d5 No.18031
Here's one I came up with a few months back, when Gamergate was just about at its peak.
>Text-based CYOA game
>You play as a games journalist who just got a job writing for Polytaku
>Throughout the game, you go through various trials and tribulations involving your readers, as well as other people within the industry
>You have two primary attributes: Fame, which is how large your following is, and Integrity, which is how much people trust you and your writing
>Getting scoops on juicy game information early builds up your fame, while delivering hard-hitting pieces builds up your integrity
>Getting caught in the act of doing unethical bullshit, however, will sink your integrity
>The game's ending primarily depends on how much fame and integrity you have at the end of the game, with other factors thrown in as well
For bonus irony, the game could be written in Twine.
e98a37 No.20514
>tfw you get that million dollar idea
>unique and creative
>simple and easy enough to make
>no serious plot or setting so it's possible to improvise along the way
>seems like it would be very fun
Now I'm just going to wrap it up and place it among the other ones that I'll never actually do.
08fb3e No.20523
So here's an idea I've had for a while:
>game with both large-scale global strategic gameplay and small-scale tactical RTS combat, similar to X-COM but with RTS instead of turn-based combat for the battles
>you play as either an international terrorist organization or an organization set up to combat terrorism and maintain the current world order
>setting would be sort of like a retro-80's future, with lo-fi computer visualizations, over-industrialized cityscapes and much of the natural environment decimated by resource consumption and pollution
>global strategic gameplay would have the player research new weapons and technologies, construct and train new units, push troops around and set up attacks or defenses, build bases, etc
>unit design would be slightly procedural; the player would order up new unit designs with some specifications in mind. For example, let's say, a light recon vehicle, that uses tracks, is armed with such and such weapons, and has this level of armor thickness, etc. The result would have some variation in terms of the exact stats, the actual sprite/model, and there may be some variation in terms of design aspects, like turret placement on the vehicle or exactly what kind of secondary equipment it may carry
>maps would also be procedural, to keep the battles from seeming repetitive, though there would likely be a handful of premade maps for specific locations like famous real-world cities or locations
>tactical combat would be more in depth than most RTS's, with units having an inventory, vehicles having armor facings, wound and damage locations for humans and vehicles respectively, units being capable of different movement actions like sneaking or running, items like smoke grenades or distraction holograms, etc
The main question for me is whether it should be 2D or 3D. On one hand, I think 2D isometric games just look better, and it'd be a much easier game to develop and to optimize. However 3D would be better able to take advantage of the procedural generation aspect for the units, as well as for things like armor facings, line of sight and units taking cover, and it would also make the interface somewhat easier since you'd be able to zoom in and out more elegantly.
Pictures are what I think the game would look like if it were 2D, basically a combination of those grungy late-90's RTS games like Tiberian Sun and Starcraft.
What do you think, /agdg/?
08fb3e No.20524
>>20523
As an aside, this is something I'd be at least capable of doing, at least in terms of the art assets (I'm not a programmer, but I did make all the renders in pic related).
I guess I should also ask what the best engine for this sort of thing would be. I have a little bit of experience in Unity, but I've heard it's not too hot for making RTS's and strategy games in general.
868b93 No.20609
>>11652
I really like that. Maybe it could be done with graphic similar to Hotline Miami or similar retro shit? It wouldn't be as good but still.
And a small suggestion, how about after you succeed in the first mission, you are then sent on another similar mission, maybe to the stronghold of a foreign gang encroaching such as the Russians or Chinese before you return to 'your' mafia whereby they kill you under the guise that you were some maniac vigilante going after criminal organisations, absolving themselves from your actions. Or maybe that's exactly what you were all along?
0bee38 No.20621
>>15560
That's really easy to make anon, you can to it with ascii graphics with literally a few weeks of learning to program (C/ncurses) inb4 C++, he needs to understand what he's doing quickly, not stumble around finding cake but without understanding the shape of the room
a5b74f No.20713
>>20523
>>20524
In theory I've been trying to make a tank RTS in Unity fitting this grungy retro-80s future cyberpunk aesthetic, except with modular units similar to the game Warzone 2100. My idea is different in that you don't create any units, you must find enemy units and repurpose them so you can't just zerg rush your way to victory, you have to think about unit loadout and tactics. I don't think I'd every be able to create procedural maps though, I wanted to simply create large scale maps. I'm drawing inspiration from NeoTokyo from Akira.
Unfortunately I suck at c# so I can't get my unit to hug terrain just yet. I've just been bolting features on and making the music.
e541f1 No.20737
>>20713
That sounds pretty cool. How exactly would finding units on the map work, though? Do you mean like your own units have the potential to capture enemy vehicles instead of outright destroying them?
Also do you have any screenshots of the game so far?
a5b74f No.20744
>>20737
I currently don't have a game, just a tank that moves and not much else because I cannot into programming.
Your units are people that can enter and exit vehicles. If you destroy an enemy vehicle, you get 3 choices with it, you can salvage the propulsion, the body or the turret. Then you use your engineer units to bolt the propulsion or turret onto a vehicle you have (cars and buses and shit) or just use the body to haul units.
To get more people as units, you recruit civilians or a mega-corporation sends some to you in return for performing illicit jobs for them in a building on the map.
Having units switch between being pedestrians and garrisoned in a vehicle or building, and having turrets that change their models and stats are shit I have no idea how to implement because c# documentation and tutorials don't exist. I made it difficult on myself. So I'm stuck making low poly assets for now. Or at least I'm supposed to be.
795cb9 No.20747
>>9026
Mechanics for a Battle of the Bands-esque battle system:
>You select a song
>The opponent selects a song
>You take turns playing stretches of your song and their song
>While your song is playing, hitting notes causes damage to the enemy
>While their song is playing, hitting notes blocks damage
795cb9 No.20748
Space game where you wake up on a ruined station a la System Shock 2.
There's bio-mutated weird shit on the station, just like SS2, but the catch is that the air scrubbers are broken and your only light source is a lighter (which slowly depletes the oxygen in the room). You can also set enemies on fire, which kills them faster, but consumes more oxygen. Some doors are covered in weird plant shit, burn it to open shortcuts--but you'll use more oxygen.
Twist ending: The mutated flesh things are actually plant life--plant life that turns CO2 to oxygen. You've burned out the last chance you had at surviving long enough to fix the air scrubber.
e45608 No.20757
A GNU/Linux terminal package plug-in designed to turn your computer hardware into a starship.
The idea behind the idea is the intergration of the latent development potential inherrent within the open source nature of the Linux kernel with a set of barebone libraries to provide an environment in which one can build a 'starship' which directly equates to their machine's programmable potential through the use of only a terminal.
>No GUI
>Can Be Played On Any Machine
>The Player Programs how they play.
The game relies on realizing two principles:
A) A player's ability to optimize a flow of data at all levels of computational abstraction
B) A player's ability for critical thought at a meta-functional level in decision making
The purpose of which: the compeititon of two or more players and their respective machines in a battle of their total available resources. The apex of this being that victory is a self-determined sum: within reason, a player should be able to overcome their own limited disadvantages as a direct result of their own personal ability to do so.
>Player's make their own ships
>Ships are the total sum of self-made software
>Players can battle these ships
>The ships are limited only in scale to their available hardware
>Multiple players may constitute a ship by role delegation
>These players are free to design their system of delegation at a social and functional level
The only requirement is conformity to standardized protocols whithin the plug-in which negatively define the rules of the game by establishing basic parametres; the plug-in provides the playing field and the neccessary terminal commands to do so, on which both players compete - it does not in any way define a player's software implementation and should only establish ship conformity at an interactional level between two players.
I have no fucking clue about how to make a start on this. All I know is that the software each player writes will be implicitly defined in form, as the 'data' it has to pass will be a continuous stream of large encryption / decryption algorithims generated by a starship's "Engine".
I.e A starship's engineer / engine encrypts a continuously generated stream of data, sends it to, say, the starship's "Tactical" department, where it is then decrypted, sorted, passed through user-made software, and then used for say a weapon, or shields.
0bee38 No.20761
>>20757
>GNU/Linux
Why not plain POSIX and ncurses?
I don't see the advantage in being dependant on GNU or Linux.
>Can Be Played On Any Machine
In that case don't write it for any OS, just make it a booter. It's really not very hard for a simple console-based game, and there's a huge amount of help out there. http://wiki.osdev.org/Main_Page
Personally I think that's overkill and POSIX support is enough.
>the software each player writes will be implicitly defined in form, as the 'data' it has to pass will be a continuous stream of large encryption / decryption algorithims
wat.
You'll enjoy corewars, it's a far simpler version of this idea.
e45608 No.20764
>>20761
The amount of driver support the most popular linux distributions recieve sort of renders the task of making it a booter inert.
Not going to lie, the explanation I've found for corewar is confusing as fuck http://vyznev.net/corewar/guide.html and I'm going to look up more on it later, but I think the two might be different. Corewar's focus appears to deal with program design and its optimization; the starship game would involve this, but its' ultimate focus would concern models of processing and hardware efficiency.
>the software each player writes will be implicitly defined in form, as the 'data' it has to pass will be a continuous stream of large encryption / decryption algorithims
>wat.
The idea being that data acts as a power source which is distributed at a high quantity around the ship, as a way to emulate the concept of limited resources. Encrypting the data serves a practical means to limiting the quantity of data output, so as to make the resource limitation meaningful.
0bee38 No.20766
>>20764
>The amount of driver support the most popular linux distributions recieve sort of renders the task of making it a booter inert.
How could driver support for Linux possibly make developing a booter pointless when your stated goal is to work on any machine?
If you want to achieve that goal you simply have to make it a booter, unless you expect people to install a new OS as part of the install process.
You don't even need those drivers anyway, a piss-easy VGA and filesystem driver is all you'll need.
>corewars
That guide is pretty clear. You write programs that try to kill other programs by corrupting them in memory. Two programs execute at the same time with limited resources (cpu time/space) and fight. The big downside is that the simplistic environment makes complex strategies impractical.
>models of processing and hardware efficiency
Could you explain further, because unless your game involves designing CPUs, or programming FPGAs both of which would be fucking awesome I can't see how you'll do that.
>data emulates limited resources
What resources?
If you want to limit CPU time or memory that's trivial to actually do.
If you mean electricity, again that's not so hard to do if you did mean designing CPUs programming FPGAs that'd be a little difficult but not hard to estimate.
If you mean ammunition, food, etc. Why not just actually limit it?
>Encrypting the data [...] limit[s] the quantity of data output
How?
Don't misunderstand, this sounds like a lot of fun.
e45608 No.20767
>>20766
By booter I thought you meant self-dependant software as an OS unto itself - fuck developing that.
It's the opposite of that - just a binary executed on the OS it's installed on, which encourages the player to interact with, at the very least, the machine's kernel processes. At its most extreme it would involve assembly configuration to the extent one wishes. If you took it upon yourself to write your own FPGA with a specific dedicated runtime purpose, then yes that'd be an end of the game. An alternative end on a completely different scale, to contrast, would be encouraging personal server configuration to handle network permissions.
The idea of the game is to provide the player's the neccessary format to interact with each other either as a team or against each other with each unto their own. Specifying what this means: the player defines how they play - the game merely establishes specific rules. If you wanted your own PCB which handled a single function for your ship, which you could then just stick onto your network, then that's the idea. If you wanted to superglue your botnet together to distribute the processing load, then that's the idea. The player's ship scales with its available potential.
The idea of data as a resource is simply a way of realizing the idea of the machine as a ship. The data comes in a particular format, say a non-random assortment of ASCII characters generated as a continuous stream, to be sent to the ship's software - either on the computer itself, or on the network which constitutes the ship. The ASCII characters are encrypted before they are sent with a particular hash length to make the generation of the stream of data resource intensive (the better the ship's set up - i.e. the better the physical hardware configuration) the faster the data stream and encryption occurs: the more power you can send per second to the rest of the ship (It's also entirely feasable that the game could implicitly reward different hash lengths - the longest meaning a better 'power' conversion rate, while the smallest offering something like a faster decryption rate, so a smaller, but faster 'power' rate). The ASCII get's decrypted. The data gets sorted. Recognized data patterns are converted by some function into 'useable power', which drives the software (say a ship's targetting scanner, or the weapons themselves). A call function is made to repeat the process. In this sense, data literally powers the ship.
This form of data-as-power means complete interdependancy within the ship, as a machine dedicated to say anything tactical can't scale its own capacity to produce power to its requirement where more than one computer is involved.
Data is literally a resource.
0bee38 No.20768
>>20767
The two options I'm not sure about are as follows, is it:
1) A virtual spaceship that you write software for and configure down to a very low level
or
2) A standard or library for writing software for real computers that runs on real computers and interact with other real computers that belong to you (other ships) and your opponent(s) (their ships).
3) Something else
fa4555 No.20770
utter noob programmer who only knows java. I sort of have a text-based strategy games skeleton laid out, but I don't have any idea how to actually make it entertaining. Obviously since it's my first real attempt at making something good it will be shit, but here is the basic idea.
>Be new glorious leader of x country
>take decisions each turn that impact your country's key stats
>Popularity
>Military
>Political stability
>These can go down do to random events and cause events if they get too low
>You can also take decisions to do shit with other countries, like alliances that can help out if your military is shit.
>Wars could have various effects depending on several factors, even if you win if the country is large enough and relations were very poor it can cause your political stability to skyrocket if you annex the country
I have the basic framework of the game laid out and programmed. By basic I mean you can make the 3 main numbers go up and down and sometimes events happen.
0bee38 No.20771
>>20770
Make a list of all game mechanics and features
Work out if they play nicely together, ideally get an autist munchkin to minmax your system if you know one
Start implementing them, don't add more to the list, save those ideas for later
Finish the list
Fix bugs
Finish extra features
Fix bugs
Playtest with real people
f00ee1 No.20772
I wish this was a real thing. It could be fun to play with /v/.
http://8ch.net/v/res/5407439.html
fa4555 No.20773
>>20771
Thank you for the advice. I know plenty of autists so it shouldn't be a problem to playtest with them.
0075d7 No.20796
Turn-based RPG battle system. Every combatant has an action bar that fills at different rates depending on their speed stat (this is strictly turn-based though, not real time or pseudo-real-time in any way like the ATB in Final Fantasy). The first combatant to have their bar fill all the way gets to take their turn. Different attacks and skills drain different amounts of the action bar. The player can end the turn of characters they control at any time. This means that they could either go all out and completely expend the action bar, or use only a few moves that expend a portion of it, allowing that combatant to take another turn sooner.
This could possibly be combined with a system similar to Press-Turn/One More from the Megaten games. When a combatant hits an enemy weakness, that enemy's action bar is completely diminished, and the combatant's action bar refills with however much the enemy lost.
0bee38 No.20807
>>20767
>>20768
Plz respond, this sounds like a good idea.
e45608 No.20820
>>20807
>>20768
>>20807
A mixture of all three.
The spaceship would be virtual, and you would be writing its configuration down to a very low level.
The configuraton for the ship would be written however the player likes through whichever means (so long as the software they've written can interact with a basic library of required functions which allow 'physical' computers to interact it's a valid method).
With regards to only these two aspects: the ship is a sum of its parts, and dealt with only as a complete entity to the extent it is required. By treating the ship as it is - as a configuration of independant, interoperable pieces of code - the game would implicitly support the sort of mechanics spaceship games today attempt to emulate; an enemies health bar would no longer be a meaningless sum of in-game perks, but relate to the amount of damage the ship could take before becoming non-functional.
The library which allows this to happen is just a mediating framework. If someone was dedicated enough, they could implement some form of environment for the ships where universe-logic could be implemented into the ship structure (say: introducing purely hypothetical laws for the physics of the universe - ones which introduce a broader scope for designing your own ship software).
34f821 No.20858
>tfw can't code for shit
>tfw suck at pixelart
>Mildly well-versed in the use of RPG Maker, but can't find any good tilesets and the official pack I'd need costs 20 shekels.
My idea is nothing spectacular, it's a story-driven game taking place in a dystopian, cyberpunk-ish environment, think of a mix between Human Revolution and Metal Gear Solid.
The plot is a fairly standard whodunit which may lead to the reveal of some huge conspiracy, but the focus lies more on the world (or rather how much it sucks if you're not rich) and the daily life of the main character and how it's affected by his investigation, which would take up a good part of the game.
Maybe I should just git gud at making my own Tilesets
0bee38 No.20861
>>20858
>but the focus lies more on the world and the daily life of the main character
This sounds fucking amazing. I hope you're a good writer.
If you make it then you're going to need to hire an artist anyway, whether you use a tilepack or not in the meantime.
So just make it with placeholder graphics for now, and once you have something worthwhile try to either recruit an artist or hire one.
34f821 No.20862
>>20861
>This sounds fucking amazing. I hope you're a good writer.
I was told I write amazing dialogue and I have enough autism in the right places to write very fleshed out, consistent settings. Actual plotlines are not my strongest suit, though, that's why I wanted to shift the focus to those other things.
I was actually considering buying the Tilesets I need, but 20 bucks isn't money I can shell out easily, and I have a really nasty habit of dropping projects halfway through, so blowing 20 buck on potentially nothing may not be the best idea.
34f821 No.20863
>>20862
>>20861
Followup: Right now, I'm actually thinking of making a prototype with no gameplay using Twine. Probably should just go for it, but I would miss a key component:
Throughout the game, you'd have the option of upgrading your body using various cybernetic enhancements, which would have an effect on how people react to you, similar to Restricted Area if anyone remembers that.
34f821 No.20864
>>20862
>>20863
Another one because I'm having fun here:
The plot is that you're a police officer investigating a murder case in a megacorp. Usually, these are handled by private security firms working for the big corporations, but due to someone fucking up the bureaucracy, the police gets involved. During your investigation, you dig up a lot of dirt, maybe even enough to bring them down.
Since said megacorp owns pretty much everyone in the city, they use their leverage to destroy your private life, tunr your friends against you etc. At any point in the game, you have the option to just quit your investigation and resign and not in a bullshit Spec Ops cop-out way were you could just have shut off the game :^).
If you decide not to drop out you will eventually dig up enough dirt to get a lot of people in jail, but nothing will ever come of it because the police and the court are in the megacorps pocket. Depending on how well you did, you get an alibi promotion, reassigned or assassinated. It's the future and it fucking sucks, bitch.
233d7d No.20908
>>20864
noice, make a bonus ending where you come back and kill everybody then anhero
86de38 No.20914
I have an idea about Shooter/xcom that takes place in syria . you play with isis and recruit children than make them do different type of training to gain different and then you can use them and go to war against any other country and in a shooter . I have a story line for it too . I am asking how long do you think it would take me . all the soundtrack is going to be nasheeds of course and I don't really care that much about graphic
(i'll be using unreal engine )
e45608 No.20918
>>20914
Check Greenlight.
Hope nobody has the idea.
Go make it.
Maximum shill: Mobile development with pay-to-complete progression.
List it under satire.
$$$
26b157 No.20922
I wish there was a way to get a proper critique for an idea. I can handle everything except for writing, and I know my scripting and planning is a fucking cringe-worthy nightmare. It'd be easier to just make someone else's idea, I guess.
>Each person that ranks in the 1% in combat and academics becomes a representative of their village
>Gets a monster for arena-style combat
>Get completely fucked over and get a fat useless kawaii animal while everyone else gets dinosaurs and shit
>Climb up the ranks through wrecking giant monsters with said useless shit
>Game is split between monster raising and customizing mechanics and tournaments with obstacle courses and huge ass bosses
>NPCs will have simple interactions, like reputation, sociability, possibly a time cycle like Deadly Premonition if I make a 3D town market
I'm basically banking on my art skills here, my writing won't win over anyone and any attempt would come out like Gone Home.
436e24 No.21014
>Papers Please spoof
>Starts with the exact same tune and a logo crawling up like in PP
>But it's the Black Lives Matter fat bitch's face surrounded by a roman wreath with repentant Bernie Sanders replacing the leaves
>you're a desperate asian immigrant shop keeper at a ghetto liquor store
>try to survive with dindus constantly shooting up the place, stealing etc.
>every single hood/trash customer tries to rip you opff somehow and you look for discrepancies.
>get in trouble with the media when someone dies and they confuse you for a cracker
>when they notice you're not white they just keep running with it and just brighten your photos
>now the whole hood is gunning at you
>every jewish "self"-hating white character has a tiny yarmulka
>you need to turn on a setting in the menu to make them visible
1e4780 No.21022
bcc436 No.21078
>>20922
Sounds like a animu game. I'd avoid it like the plague but some people play that.
I could see it work if raising your useless shit is really involving, personal relationship level like it's a pokemon or some shit, and be sure to always be baiting for rule 34 to really hook the autists. Like Idolmaster.
I have no idea what that 1% stuff is but it'd make the autists feel special definitely
08be39 No.21094
Help me ideaguy general
I want to make a smut game and have a willing artbro to help me out but I don't know where to start
1e4780 No.21095
>>21094
Look for smut artists on art websites and/or tumblr, ask them if they're interested in making a smut game with you. That is, if you're capable of making games yourself aside from the art.
08be39 No.21099
>>21095
Sorry, I meant that I already have the artbro.
What I'm looking for is a porn game idea that isnt just a VN.
e98a37 No.21100
>>21099
dating simulator WITH GUNS
IN SPACE
MMO
with NEURAL NETWORKS
ca7a27 No.21107
>>21099
Space invaders with the enemies being seaman demons leaking love juices onto you, and you being a dick trying to impregnate them.
Seriously that's like shitty porn game 101. How did you miss this?
50c327 No.21111
>>21099
Why not a VN? They're a popular choice for porn because they can be hands-free.
f5d585 No.21112
>>21094
what's the point of making a smut game?
am i supposed to play a game or masturbate?
can i play with just my left hand?
720215 No.21115
>>21099
My suggestion is to make an erotic harem RPG where the healers heal through providing tit juice, items turn into women and you need to fill the <3 gauge, stats are erotic and heroes fuck and conquer goddesses, faries, monster girls and make them part of their harem army.
Watching animus such as densetsu no yuusha no densetsu helped me have plenty of ideas for a normal RPG (but that's because I'm interested on RPG/adventure games).
02bfca No.21134
i'd like to make a visual novel in a fantasy setting with a simple rpg system, no leveling up, no grinding, no number based health system, no astronomical damage numbers, it should be as organic as possible, the strength depends on the quality of the equipments, the true skill is knowledge, the more you're experienced in battle the easiest you can kill enemies, you can't be effective against different enemy types, you need to be strategic and hit at the right moment for certain enemies to actually finish them, the battle would be in a story format with choices depending on the situation (you got surprised by an enemy/the enemy exposed the weak point...), some fights can have consequences (revenge, random events...), the world building is done by character dialog and fights, possibly multiple POV when you finish the story with a character (with twists of course), a crafting/enchanting system.
i have a thing for games like Kamidori Alchemy Meister, but the grinding and fighting seems like a repetitive boring task so i wanted an organic system that keeps the interest of the player.
i've been tinkering with Renpy for pretty long but i still don't know how i will approach the battle system, timed choices would make sense in this setting but it'll feel like a QTE thrown at your face when often readers doesn't expect that.
246cc2 No.22459
It's feasible, I know that much
>combo/speed based 2D platformer
>the goal isn't to just reach the end, but to reach it over a certain point threshold
>time limit, faster you reach the end the more points you get
>in order to get points you'll need to bounce on enemies heads, grind rails, walljump and spin in the air
>chain your combo for longer to build your combo multiplier, it ends when you hit the ground
So it's a lot more skill/reaction based than a conventional platformer
503eb6 No.22487
>>21112
I second this post, I want to understand too.
8e3dab No.22543
>>21112
>can I play with just my left hand?
>not right
pleb.
d26bb9 No.22553
Remake Garry's Mod in the Unreal 4 engine
>without it being DLC to Valve's entire library
>having LUA scripts replaced with the built-in visual scripting system the engine comes with
>having a modern engine that comes with and supports high detail models\textures and characters
>having a game that doesn't crash all the time when just loading addons
>need a team that would create a couple thousand common high quality models for just about ANY kind common of prop
>would need an engine engineer and gameplay programmer to keep it from crashing too bad
Seriously, there's no other game like it on the market for the PC, except for all the Minecraft clones and the common complaint I keep hearing about that one is the lack of real vehicle support or lack of built in content (there's plenty of mods though)
https://youtu.be/8DcN5gFiLKw?list=PLaKYql_lKkqyBMVO9bpyQXuRY1p2yQME8&t=27
It would be so much goddamn better than this.
Is this a pipe dream?
b2f59a No.22582
>>22487
What's the name of this anime? I've heard it described as SAO but better, but I forgot what it was called.
Sage for off topic
ec975e No.22583
1b1592 No.22662
>>17534
The '4 worlds that affect each other' idea is great tbh, I'll be stealing it.
It will have like a zelda feel to it in which you will go and help people in one world to help people in another.
b4cdfd No.23065
Knights of Sidonia + Elite: Dangerous
In case anyone here doesn't know what Sidonia is, basically, humanity had to escape from Earth because big ugly aliens attacked. Now they have to travel space, making a huge ass ship their new home, they survive by gathering resources from dwarf planets and asteroids. But every once in a while one of those aliens attack, they're incredibly OP so usually the best course of action is to just get out of their trajectory (since they're so big and traveling at high speed it takes them a while to change direction).
Elite: Dangerous is a space sim. You can travel the galaxy, become a bounty hunter, trader, miner, etc. You can also upgrade your ships and all that.
Basically I want a mix of both.
8e3dab No.23113
>>23065
elite dangerous is euro truck simulator in space. I've never played such a hollow, pointless game before. No one should mix it with anything.
93a0e2 No.23169
A terrorist simulator.
>have to decide the reason you fight for
>have to decide how to recruit member
>have to decide who is your target
>have to infiltrate the community with your cell
>have to decide what weapon to use and where
>more difficult task mean more revenue more adept and more risk
>the more dangerous you become as a terrorist, the more nation will start to fight you and the game get more difficult
>is with a stealth mini game when trying to place the bomb/virus/gas
>you will never "start again" because even a new game will load your old save and adapt history so you player start again as a new cell but your world doesn't. Different wold power, different reason, different targets
I'm learning how to use unity, but have no time between my job and family, but is getting there anon
will you play it?
a1cd3a No.23170
>>9245
>zombie survival
Awww shit nigga what are you doing
>read the actual post
Pic related
504118 No.23172
>>9245
Problem with this is it's more than an idea. It's a complex dream that would require budgets never seen before.
712b0a No.23176
I had an idea but I wasn't quite sure how to construct it in source
basically
>you're are on a flying vehicle
>like, a really big one
>it has a limited amount of fuel and other resources
>players try to keep it airworthy, safe, and stocked for as long as possible
>this is accomplished by using arms that are on the craft, side-mounted a la an AC-130
>players can leave the craft to scavenge for fuel/ammo/health items in the world below
>but it's dangerous and full of enemies
>but they SHOULD have what is essentially AC-130 gunship support if the other players around are doing their jobs
>but there's AI enemies that try to attack the craft itself, including both air assets and ground-based AAA/SAMs
I wanted to take it forward and do some experimental shit building towards it through gmod gamemode stuff but then I learned that Guns of Icarus is already a thing so I stopped because I know that everyone would rather just play Guns of Icarus.
e37a8e No.23191
Minecraft-like, except Powder Toy type physics and interactions
I think if this is ever made and released it would knock Minecraft deep into the dirt.
770713 No.23192
I wanted to make something like Dwarf Fortress, But with much more focus in adventure mode.
0d7df6 No.23342
Question: I had an idea to make a game that's essentially Harvest Moon, but instead of a village full of people you're living out in the wilderness by yourself, and as you explore you come across cute monster girls who you can befriend. As you gain reputation with the monster girls, they start selling you stuff that helps you improve your own farm, and you can marry any one of the monster girls, your wife ends up moving in with you and helping around the farm.
Is this a decent idea or should I quit while I'm ahead?
44a8b8 No.23351
>>23342
make a prototype where there is plants that you grow and all that and then add in your monster girls if its any fun
c75248 No.23377
>>23176
Do you mean source as in the source engine? From half-life 2? Because I don't think that engine can handle that scale.
>>23169
I love the idea of a persistent worlds.
234e0d No.23383
ok here is my idea:
I always wanted to make a good harem manga.
Over the time I played with the idea and got his setting:
>New spaceship arrives to a planet
>there's a crash
>only a group of lolis (from each culture/race IRL) survives
>one shota also survive
>they must survive the attack of monsters
>Gameplay is basically gnomoria but the male is the only soldier and his semen can recover the females from K.O.
>if the male dies, it's game over, the females just get K.O.
5eab92 No.23403
>>23383
>if the male dies, it's game over, the females just get K.O.
>not a fight to the finish as the game progressively gets more difficult and your girls fall one by one
what is wrong with you
5eab92 No.23404
>>21112
In Japan, there was a period of time where avant garde directors entered the porn industry due to the lax requirements of porn producers. Basically, if it had something like 3 sex scenes, they'd sell it.
So you'd have all these really crazy films with little AAA values, by directors given complete freedom to explore the medium, except every now and then you'd get a random 10 minute sex scene
The same might be claimed for video games, but then adding on top that the "avant garde" of video game amounts to megaman and super mario reproducers ("indie developers), and thus the smut game hasn't actually amounted to anything at all.
Ofc, you still get a few crazy games like sengoku rance and that one popular VN from the 80's about time traveling that I can't remember the name of
but in general, no one really attempts to do anything new in video games.
ab42f1 No.23415
where is the line drawn between spiritual successor and clone?
>no one else will do it so i have to
>but it has to be different enough so it's not immediately recognizable as a clone
5eab92 No.23417
>>23415
There is no actual line. It's the same thing, just depending on whether you want to praise it or criticize it.
Theoretically, there is though
Spiritual Successor implies you took the good parts, dropped the bad, and added a hint of your own shit (to the game's benefit)
Clone implies you took it entirely, slapped on a new face, and sold it
The main difference being whether you "curated" the various parts of the game, or just took it wholesale and blindly. Of course, the vast majority of "art" is in your ability to select the good amongst the bad, and make use of it.
234e0d No.23418
>>23403
I don't endorse violence against waifus.
234e0d No.23420
>>23403
I don't endorse violence against waifus.
5eab92 No.23422
>>23418
sexism is not ok anon, its fucking 2015
if you gonna kill someone, you gotta kill everyone
234e0d No.23441
cae362 No.23443
I kinda want to make an FPS in which you have psychic powers. Throw people around, make enemies fight each other etc. I think it could be fun without getting too complicated.
Level design would be centered around peaceful social hubs, with all the levels being connected to a hub directly, so you just walk from the gun store or wherever down the road until you get to gang territory or something similar.
Basically like VTM:B level design, or some of the levels in Deus Ex HR. I liked that i could walk into the "game" areas directly.
Enemies would mostly be humans and maybe some bug people with a few psychic foes as boss fights and maybe one hub where you are in an alien dimension fighting dream creatures.
I wonder if there's an easy way to make FPS games, like how people use RPG maker to make shitty JRPGs.
5eab92 No.23452
>>23441
yes, sexism goes both ways
if you gonna kill someone, you gotta kill everyone
70a89a No.23457
>>23452
Denyimg that psychological and cultural differences exist between the sexes does not make you a good person.
234e0d No.23462
>>23452
Only edgelords, edgy metal teenagers and poltards want to see gore or violence in wymen tbh.
f8f157 No.23871
>>21099
this is my idea, donut steel
7cc4c6 No.24124
>>14073
Just emulate games who did the things you talk about well like Jax and Daxter.
7cc4c6 No.24125
>>24124
I mean emulate figuratively not literally
ab7951 No.24554
Street Fighter III style game starring personifications of 8chan's most iconic boards.
is MUGEN any good?
593664 No.24729
08fb23 No.25024
>>8116
>Quake 2
Why resurrect the second worst entry in the Quake series? The entire game was BROWN. Also, you wouldn't need different weapons to use better physics. You'd have to set up the maps for destructibility and you could just use all the same weapons. Static maps are the problem, not weapon concepts.
>>23441
>It's a trope from culture
>linking to tvSJWs
Either bait or low IQ. Brother, men being "expendable" isn't a meme, it's deeply rooted in our instincts. The men go out into the world, risk their lives etc. while the women stay back home. This is basic human programming, not "culture". There's no successful culture that doesn't view men as more expendable than women. If you view women as expendable you'll run out of people as your birth rates go down. If almost all your men die but the enemy is defeated you still win. You need just enough men to keep your civilization running (women alone cannot run a society, men can) and to discipline future boys. If you don't have enough experienced men left to continue your traditions THAT'S when you've crossed the line and are fucked.
ad2f4e No.25834
>3-D Isometric turn-based dungeon crawling roguelike.
>Special focus on action events like unlocking doors, disarming/dodging traps, sneaking around blatantly overpowered foes, etc. Which all rely on individual party members areas of expertise
>Central hub town with all the facilities that supply the character
>Create weapons and armour using found/dropped/farmed materials in a 3-D grid that would act as the crafting menu. Upgrade a facilities capacity to work better materials either through quests or finding rare equipment that can upgrade shops (Automated bellows allow for more metal to be claimed from ore, and stuff like that)
>Combat system like a cross between Nethack, Disgaea, and Valkyrie Chronicles (minus the action point system). Full actions like certain basic attacks, skills, etc take up a whole turn while half actions like moving, certain attacks, etc take up half a turn, allowing one more half action, but not a full one. Focus on items and equipment that break after a certain amount of uses, and can either be repaired, at a chance of losing a little to a significant amount of power and salvageable material, or salvaged right then and there for a return on most of the materials that made up the item.
>Game is centered around a procedually-generated tower that regenerates everytime you enter it, save for certain floors and circumstances. Some floors are claustrophobically tight corridors, and some are expansive rooms that appear to be entire worlds.
>No real idea for story yet, but playing with the idea of professional delvers hired to explore and return with samples for the research team, which would unlock its use in the various facilities provided (smith, armorer, apothecary, etc). Also liking the idea of randomly generating hunting requests that target procedurally-generated monsters with more tricks up their sleeves then their apperance may hint at.
>No main character, the story is told organically as your hired party lives in town, explores the tower, and probably dies awfully sooner or later. Death is permenant, but characters have bleed-out time, in which they can be healed, neglect and further violence could kill them instantly.
Im a true Nodev, learning Unreal 4 (and C++) at the moment, but I'm willing to learn what it takes to make this idea.