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Catalog (/ideaguy/)

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R: 10 / I: 2 / P: 1

ITT: Why are you a Nodev

>Be out of high school for 3 years

>No money for college

>Working 3, soon to be 4 jobs just to pay rent at uncle's house, insurance, and bills

>In massive debt to grandmother after parents kicked me out with 0 warning and no job or money so she had to put me up in a motel for 3 months

>Massive medical bill debt from asthma related complications brought on by family that insists on getting several dogs and cats and smoking in the house despite my allergies.

>No time or energy after 3 jobs to sit down and learn to make things

>tfw mother spent $150 on this: https://www.schoolofinteractivedesign.com/training/ to surprise me a year ago

>A year ago it said "LEARN HOW TO DESIGN GAMES WITHOUT HAVING TO LEARN CODE"

>Literally all of the videos were shit you could watch for free on youtube but she tried and that's all that matters.

>tfw I never had/will never have any time to devote to learning and my year's access is almost up

I'm hoping my voice acting career takes off soon so I can at least move out of my uncle's house and support myself without having to work a 90 hour workweek.

ITT: share your sad excuses reasons for not being a gamedev

R: 9 / I: 0 / P: 1

Idea Off

Rules:

1 entry per anon, 3 person max on a team idea

stick to the theme

have fun

Reward: $20 or equivalent purchase

Deadline: December 20th(open to change based on response)

Theme: Parasites

Mechanics: hostage & chisel

Requirements:

Word Count: 1500 min

Winners will be judged on 3 things on a 1-5 point scale:

Completeness: how fleshed out your idea is, try to avoid vague generalizations

Originality: :^)

Theme adherence: Did they successfully communicate the Theme and mechanics in an active role.

Send Lemonsquare@8chan.co an email with a name if you're planning on participating, so i can get a count. Then send another email with your idea when finished. Ideas can be edited until the deadline. Ideas will be posted publicly in the thread by me.

Slots for judges will open up down the line. There will be a community vote and judge vote.

R: 0 / I: 0 / P: 1

Idea Guideline

A quick guideline to help organize your post,optional but may be helpful

>Type:

sword n spell, aimy shooty, tps, moba, strategy, adventure, racing, point n click, etc
>Feel/Inspirations:
Buzzwords and comparisons to other vidya “it’s like COD meets Assassins Creed but with tomato guns instead”

>Description:

My idea is for a aimy shooty with tomato based weaponry in arena style maps, 8 v 8 team death match style
Core features: Bare essentials you’d need for the idea to be complete
>In-depth:
more deets, things you’d like, direction, what you’ve come up with so far, mechanics, etc
>Permanents:
things you’re not gonna budge on
>Help & brainstorming:
Parts of the design that you’d like more help with or idea generation
R: 0 / I: 0 / P: 1

General Board Info

/ideaguy/ is a board for discussing game design in any shape.

Come here to talk about a new mechanic your designing,a new character you've thought up or a new story your working on.

Give and receive positive feedback to help your fellow Idea Guys improve and shape their ideas.

Have an idea for the next best AAA mmoaimy shootysword n spell hack n slash shooter with real time geothermal mapping to track players in real time? Come share it and get help scaling it down to something manageable,get potential player feedback on what might not work and why.

All in all this is a space to bounce ideas off of your fellow Idea Guys.

Suggestions,Help,Concerns?
LemonSquare @ 8chan.co

Rules: https://8ch.net/ideaguy/rules.html
R: 14 / I: 5 / P: 1

Strategy RPG

Pic unrelated.

>Type:

Fantasy Strategy Adventure with anthros (I made a thread on /agdg/)

>Feel/Inspirations:

Mainly Final Fantasy Tactics and Ogre Battle.

>Description:

You play through a story campaign to defeat the corrupt bad guys with your rebel forces. You fight in a grid-based battlefield with 6-7 troops at a time. Recruit, train and customize your way to victory.

Core features: A job/class system, a skill slot system, some story dialogue options, a transformation mechanic.

>In-depth:

This game will use a custom engine, a demo/video is in the works, the game needs to be funded before it can be made.

>Permanents:

The core features and the art style. It is anthro to avoid becoming FFT 2.0.

>Help & brainstorming:

I need ideas suggestions for Stretch Goals and Backer Rewards please. Other marketing tips are good too.

Thank you fellow Idea Guys!
R: 8 / I: 7 / P: 1

==The Knights of Joe==

Just gonna dump this here for feedback, and also to force myself to work on it.

It's supposed to be a shitty RPG maker/GameMaker game using stock assets and random shit off of internet with no regard for keeping a consistent visual style. Or copyright. Fuckin whatever, if I ever get to make this shit it would be a reward in itself. I don't want to make it the latest meme game or make money off of it.

R: 15 / I: 0 / P: 1

an RPG perhaps

not really sure where to start. I have this concept I've been sitting on for several years. tried reaching out to a couple people way back to try and get it started, but nothing so far. unfortunately as well, the only thing I could really contribute to development besides the idea, if anything, is to do the music.

anyway, here's what I got.

>Type:

story-driven RPG

>Feel/Inspirations:

mainly inspired by Final Fantasy X. would probably feel pretty similar. as well, Skies of Arcadia, the Tales series.

>Description:

story-based RPG. active battle system, maybe similar to Tales of–, but with combos? maybe someone could help flesh that part out.

>In-depth:

I dunno. ask me stuff.

>Permanents:

each (playable) character has 3 different weapon styles (some form of hand-to-hand, plus two actual weapons), with several enemies being stronger/weaker to specific ones. dimensional travel. again, ask me stuff.

>Help & brainstorming:

basically everything aside from he music. I have the story more or less figured out, but could probably use help coming up with the smaller parts of it. minor characters, etc.

I'll be honest, this is a huge shot in the dark, and I'd need a lot of help with it.

R: 1 / I: 0 / P: 1

What do you prefer?

I'm trying create a videogame with a friend, but we don't agree wich idea is better.

1) He wants create a game mixing "The forest" and "the walking dead" (and decisions like LiS), with a gameplay similar to Resident Evil 5 and/or Kingdom Hearts. You have some companions, but they can die if you didn't choose the correct answer or lost their lives in a battle. Only 1 level of difficulty and he want to split it into 3 "seasons" (chapters). Basically action + survive with a lot of decisions.

2) My idea was create a horror game like the 3 first Silent Hills, set in Japan (90's) where the monsters are legendary japanese creatures. You have to survive and complete the story, you can choose 3-4 different levels of difficulty and secret characters with their own plots, once you beat up the main story. You don't have any sidekicks, and some actions determinate how the game ends (not the last decision of the game, like LiS, more like 1 and 2 Silent Hills).

Which game would be better?

R: 0 / I: 0 / P: 1

Mechieval

>Type:

Third Person Action RPG

>Feel/Inspirations:

Kingdom Hearts and Dungeon Seige's combat with a bit more weight and a hint of Titanfall set in a medieval post-apocalypse kingdom.

>Description:

Action RPG with Kingdom Hearts's basic combo system, but with a bit more weight to the combat, similar to how Dark Souls did it, just without the stamina bar, and Dungeon Siege's squad based combat. Weapons consist of swords, spears, axes, guns, and cool shit you salvage from the old world and repair. Main mode of travel in the world is a mech that you can upgrade and repair as you go on your journey to do stuff.

>In-depth:

Story consists of you being the apprentice of a legendary mechanic, who knows a lot about technology before the bombs fell and everything devolved back into the feudal system. One day, he just disappears out of nowhere, leaving you to go look for him. The radiation has mutated the land so that the mutations resemble fantasy creatures like elves, fairies, mermaids, dwarfs and shit.

You can play as either the master or the apprentice, each with their own combat style. The master's style is more heavy, using a huge wrench that doubles as a warhammer, while the apprentice is more based on agility and stealth, along with the utilization of gadgets.

Elves are for the most part disfigured, with long and thin limbs in proportion, along with their distinctive ears. They're especially adept at tree climbing and dwell in the forests, in a network of houses in the trees with bridges and walkways strewn about. Their skills are with long ranged weaponry, due to their advanced, albeit somewhat sensitive eyes.

Dwarfs are natural tunnelers, and due to their small stature, and tendency to reproduce about a dozen at a time, they often do well together and learn to cooperate and dig/crawl from a very young age. Whenever a dwarf is in your party, there will be at least 3, with a leader dwarf commanding the others. Their skills are specialties with mining, and operating a downsized mech that they can pilot themselves.

Trolls are a mutation that sprouts from moss that grows in dark, damp areas, usually with a source of water nearby. These conditions are usually found under bridges, where trolls grow on the underside before sprouting off. They have no parents or sense of comradarie with other trolls, and are loners from the outset. They possess incredible strength and agility, but lack intelligence and direction, leading them to either wander alone, or join up with whatever will pay them in food.

>Permanents:

The two main characters, the mech stuff, and the setting

>Help & brainstorming:

Suggestions for monsters/races, the plot, feedback in general

R: 1 / I: 0 / P: 1

thread

i have been making this in my free time at work.

can some ideafags suggest what i do with it next: right now i can randomly generate "maps" like pic related and a blue square that can move on them

thing is it has to be turned based, and graphics are pretty much out of the question (all i have to work with is the default python libraries - this is a tkinter canvas - cause i can't install anything on these pc)

pls feasible

R: 0 / I: 0 / P: 1

Doors

After playing around with the lockpicking mechanic of Fallout 2, it made me think about doors. How do you code doors?

There are many kinds of doors and there is much that can be done.

•possible characteristics:

•can only swing into one side

•can swing into both sides

•slides open

•can be locked

•can be boarded up

•can be broken

•can walked into (weak force fields and bead curtains)

•transparent

•can be blown up

•can be shot through

•vulnerable to one thing

•can only be open from one side

•automatically closes

•automatically opens

•uses a mechanical lock

•uses an electronic lock

•uses a keypad

•is trapped

•can be slammed

•has a jammed lock

•has eye holes

•has a pet door

I wished that I could have just locked warehouse where Frog Morton hiding, create a fire, and force them to escape into the Wanamingo Mine where I can kill the victor of the impending battle.

R: 1 / I: 0 / P: 1

New Open World Combat Kung Fu System

>Type:

Third Person Simulation-Arcade (simcade) Fighting Sandbox

>Feel/Inspirations:

Martial Arts films, Mount and Blade Warband, Civilization 5, EA UFC, STALKER series, and Skate 3

>Core Features:

Analog stick/mouse based fighting system like EA UFC

>In-depth:

You use the right stick/mouse to fight. There are button modifiers for blocking and parrying, punching, kicking, and grappling. Fighting is based on how you move your mouse or right stick, like Skate 3. There are different fighting styles, each with their own strengths and weaknesses, taken from real life. The controls have to be responsive so that fights can be fast-paced and intense later in the game when the enemies are more skillful and you're more familiar with the system. Players can move around and side-step using directionals. Throwing punches and getting hit takes stamina, and there are chances for instant knockouts. The system uses a soft lock-on so that you can choose your targets while in the middle of fighting. Should you take down an enemy and grapple them on the ground UFC style, you can, but it's not recommended. Melee weapons use the same system and can be countered with parries and side-steps. If I choose to put in a sandbox, there's another control scheme for when you're not fist fighting.

The game's sandbox controls are seamless with the fighting system, and can instantaneously switch from fighting and running. Stealth is incorporated into the "sandbox controls" and features crouching and prone, fast take downs, and distractions. The cover system is soft-locked and detects when you're near a piece of cover placed by map designers. When you run, or move away from cover for half a second either at the edge or in the middle, you disconnect from cover. Efficient but stylish parkour is incorporated into the sandbox and parkour spots are detected with two actively scanning ray-traces. There is a dialogue system where players can court or condemn named NPCs either romantically, politically, or socially. This uses a 1-100 system where 1 is Despise and 100 is Love. Some NPCs have a limit depending on your gender or race. The crime system is realistic where NPCs have to see you to report a crime, and then have to report it to the authorities somehow.

>Not needed in the first iteration of the game

The named AI uses an online-offline planning system to go on throughout their day doing tasks assigned by designers and writers. This same AI system also supports territory control and faction relations. You can read up on the mod "Call of Chernobyl Warfare" to see where I'm going with this. Randomly generated NPCs use a simpler system, like the one in Hitman Absolution.

Players can join factions and do missions for them to help them take over territory. Missions include assassination, sabotage (frame or destroy), defend, negotiate, assault, and other relevant objective types. Missions can be failed and affects if the next territory your faction captures will stay in enemy hands. Miscellaneous quests by faction and non-faction NPCs are multi-stage and can include detective work, threaten, steal, escort, rescue, and other types of quests.

Faction relations are affected by the AI system, and the player. Faction relations are indicated by the number 1-5 where 1 is Despise and 5 is Good Allies. Should the player be a high ranking member of a faction and chooses to lead a small assault on a friendly faction's outpost, that faction will have less trust with your faction and your faction will punish you depending on your crimes.

Players can own property and make their own trade routes that affect the price of a product in a city or region if they own a marketplace. If the player doesn't analyze what products are favored in which region, the player's and the region's economy will suffer. Individual stores will have the player buy products from other marketplaces and try to expand their business.

If the player wishes to engage in politics, they may do so and form relations with individual members through legitimate politics and socialization (slower) or bribes (faster). This also uses a 1-5 relationship system for each person.

>Permanents:

The fighting system has to accommodate both controllers and keyboard and mouse users. A basic sandbox has to be incorporated at least.

>Help & brainstorming:

I just need some ideas to make the game fun. I really want a system for player dialogue and gameplay choices and consequences, but I'm not sure how to incorporate it in a meaningful way. I'm not sure if I should incorporate a health system or just keep stamina.

R: 0 / I: 0 / P: 1

Cucky McShill

>Type:

Management sim

>Feel/Inspirations:

There was a cool little flash game called Oligarchy (http://www.molleindustria.org/en/oiligarchy/) here you played as the CEO of a major oil company and basically fucked the world up post-WW2

>Description:

A management game where you manage a professional online shill company. You have to make it the no.1 shill/propaganda company in the world.

>In-depth

Basically shilling all the time. At first I was thinking of making something like a imageboard shilling sim but then I thought that would be too limited.

You start out as a company of two(?) people. As you shill online and work your way forward you have to expand your company and get contracts from different sectors (Video games, technology companies, pharma, politicians, pro/anti-gun, etc are the ones I've thought of till now)

>Permanents

The shilling part

>Help & brainstorming

I've not done anything concrete, I need help with the specifics of shilling.

I'm thinking of starting the game with shilling on forums and then taking the company to a full-fledged shill machine.

Do I keep the shilling strictly online or venture into other areas? And what should happen once the company does get big?

I'm still undecided between :

>using a Interactive Fiction Engine, writing my own thing from scratch

>making it browser-based or a standalone application

>I was inspired by Oligarchy, would using Flash be good idea?

The technical side is not that big of an issue, though. I'm more concerned with the mechancs of the game. What do you think, guize? I'm all ears.

p.s. if anyone wants to steal this idea you're welcome to

R: 0 / I: 0 / P: 1

Cold War Gone Hot Game

>Type:

Third Person Shooter RPG with stealth mechanics

>Feel/Inspirations:

MGS5 (for mechanics), Red Dawn/Tomorrow When The War Began/Freedom Fighters for feel.

>Description:

You're a survivor of the American Army during the 80s after the Cold War, behind enemy lines as the Russians and Chinese have invaded America. You manage to make contact with the army but extraction is impossible, so you're tasked with forming a resistance to fight them behind the lines. After liberating some fellow soldiers, you decide to demolish the now heavily guarded and entrenched port that the Reds are using deliver their soldiers. But it will take considerable manpower and resources to do that.

>Core features:

Open World (a city, two towns and a country side - all walled in with defensive positions by now).

Base Building System, building up hidden bases and outposts.

Stealth Mechanics. Sneaking through/around outposts, avoiding patrols, and sneak-killing you enemies.

>In-depth:

The combat will be short and tense. High impact, high chance of death after 2-3 hits. Ambush and relocation is preferable. Enemies can be dropped in 1-2 hits. You can take them hostage, or knock them out, hide them and have salvage teams take their equipment and then kill or ransom them. Cover Mechanics are to be emphasized.

The stealth systems should also include being required to disguise your weapons and walk around freely, limiting what you can carry around with you and in your backpack (which is your inventory, handled like the Attache Case from Resident Evil 4). If you want to go loud you can, or if you need bigger equipment for a mission you can have weapons caches located for you to pick up, or even have your resistance fighters sneak into the area and plant equipment/resupply caches for you.

Base Building would have everything from salvage teams, information gatherers, thief teams, training centers, recreation centers. You would have the ability to change the appearance of everything, kind of like Skyhold in Dragon Age Inquishition. How much you upgrade your base will impact your options for missions.

You will set equipment and quality standards for your resistance force. You will need to steal, scavenge and even salvage the material required to maintain standards and give them the equipment they need. You will have people who will steal equipment from the Russians to supplement them, but running side missions to capture supplies will be pushed. Every single round is accounted for.

You will be able to stealth every mission. Including 'boss' fights. You will also be able to do non-lethal runs, as shooting an enemy in the knee will drop them and you can kick their gun away once you've done that. Or you can shoot their gun away from them, if you're so inclined.

>Permanents:

The open world and the stealth system.

>Help & brainstorming:

Pretty much help required everywhere.

I can write, although I haven't been writing for long. And I can do basic 3d modelling, it's been a few years since I used 3d lightwave.

R: 5 / I: 1 / P: 2

Ideaguying MMOs

Everyone knows that a MMO is going to be too large and complicated to actually make and run properly. But it's still a sort of guilty pleasure to ideaguy one.

Post your MMO ideas/concepts here
R: 1 / I: 0 / P: 2

YOU NODEVS

DAILY REMINDER YOU ARE ONCE A NODEV YOU WILL ALWAYS BE A NODEV

YOU CAN'T GET OUT OF THIS ETERNAL IDEAGUY HELL

R: 2 / I: 0 / P: 2

2D Robot Platformer

>Type:

2D platformer, a la the early Vanias, only less claustrophobic.

>Feel/Inspirations:

It's like Mega Man meets Castlevania, with an industrial techno soundtrack. Inspirations are the early platformers I played, specifically Astyanax, 8Eyes, and (dare I mention it) Sonic 2 (The only one I had on Genesis back in the day.) Also a bunch of 80's-90's anime.

>Description:

My idea is for a platformer where you, the player, grow progressively more powerful as the game goes on. Every boss you defeat permanently modifies your abilities in some minor (or major) way. By the final level, you are akin to a Death God, slaughtering your way through the armies your foes have assembled.

>In-depth:

The setting I have in my head is a post-humanity future. You are an android who activates on top of a roof, surrounded by broken machinery. The game's final boss is flying over you. He says something about taking over the world, and flies away. He's arrayed his generals against you, 11 in all. He's designated Control Unit 13, they are Control Units 2-12. There are twelve levels in all, each one ends with a boss battle (1-11 generals, 12 big baddie himself). You start out with only a basic attack, a punch. The damage it does is low, and it is a slow attack. Each Control Unit you defeat gives you an upgrade (Some upgrades I am adamant about are in permanents)

The point of the game isn't a simple victory. As you progress, the upgrades change the playstyle drastically. Within a few levels, the most basic enemies can't even harm you unless you are very, very stupid. With each upgrade, you move farther and farther away from the basic humanoid form you started with, until in the final level you resemble nothing so much as a robotic angel of death, with rocket wings, a laser sword, and a glowing aura. You even gain an overclock mode, which grants you a temporary bullet time effect.

The world in which this game takes place is controlled by robots. To the player, it would resemble human society run amok. Each level has a theme, from a factory churning out enemies, to a foundry with liquid metal hazards, to a dark level of twisting pipes seemingly without end. Think 90's Cyberpunk. A lot of rain, everything seems like it's seen a great deal of wear and tear. The levels are all going to look like some kind of intense combat happened in these locations a while ago. A clear sky will never be seen, as you'll either be indoors, with skyscrapers blotting out the sky, or rain.

>Permanents:

The setting. Rocket Wings.

>Help & brainstorming:

I cannot into art. Honestly, I'd like questions, as that will allow me to be present without outside thoughts I'll have to come up with solutions for.

R: 2 / I: 0 / P: 2

Women vs Robowaifus

A dating sim / RPG game where you play as a woman, and must improve yourself enough for men to consider you over robot waifus.

You must improve stats such as beauty, loyality, charm, intelligence, health, and various skills like cooking and cleaning and other stuff that robowaifus do.

If you score yourself a man, you get to do things in their house and use some of their money. And of course, the better man you get, the better the house will be. But if you abuse their stuff, your "value" will lower and they may dump you for a robowaifu.

R: 9 / I: 1 / P: 2

MFUGEE: the happening

I NEED YOUR ENLIGHTENING INSIGHT!

calling all the edge masters!

i am bored of this casual shit that plauged the game industry… even manhunt & postal are shit!

agree? then what do? i want to design a retro-pixel-like game (cuz fuck you retro rockz lol), and to be named "most fucked game ever existed!" in short MFUGEE: the happening lol

requirements:

1.every given idea will be blended to the game, DUBS-ONLY ARE CONSIDERED.

1.2.if an idea gets three shout-outs, its also considered.

3. cocaine helps flurish the mind.

i am putting my whole life from this point on on creating this game… any edge master willing to help the cause?

pic showing how the art will be.

GO!

R: 0 / I: 0 / P: 2

Soviet Union Simulator

>type

Political simulator

>feel/inspiration

Democracy 3 and that ol' game Hidden Agenda

>description

Be the next Stalin.

>In depth

You would play a member of the Soviet Central Committee circa 1921 through 1952. You would play as a member of a faction - either Orthodox Marxist, Authoritarian, Syndicalist or Dem. Soc.

You would start at the committee and work your way up through bribes, (metaphorical) dick sucking and intimidation to the Politburo. This part would have a time limit of two in-game years.

At the Politburo stage you vie for influence and popularity among the populace by making proposals, making speeches, dirty tricks etc. and would have to appeal to various other sections of the government such as the Cheka with the ultimate goal of succeeding Lenin. Once Lenin dies there is a power struggle. If no faction has more than 50% popularity/strength then the power struggle continues. Eventually the favorite of the Cheka is installed.

From there the player must lead the country compromising to stay in power with the opposition factions, trying to build a dictatorship or democracy and trying not to be killed or overthrown.

Historical events would happen influenced by decisions you take. Supporting the German communists by providing arms etc. may create a civil war in Germany, World War II may break out, the Soviets may discover the Atomic bomb etc.

>permanent

It being largely a political game.

>Help & brainstorming

I am inept at computers because I am a bloody moron.

R: 2 / I: 1 / P: 2

American Road Trip Simulator

Type: Simulator, Racing, Sandbox?

Feels/Inspirations: My first idea for a game like this was when some finnish dude gained some slight publicity from his videos on his game My Summer Car, a game about rebuilding an old, shitty Lada and reselling it as a crappy racecar set in 1990's Finland. While I'll never be able to go to a European country, the sensation of driving an old shitbox is univeral to everybody, whether the person's driving a Toyota Crown, a third-generation Ford Taurus, or even a fucking Kia Sedona.

some fake quotes here

"Euro Truck Simulator 2 with civilian automobiles and in the United States''"

"rFactor but with old 1970's-2000's shitboxes installed by default."

R: 3 / I: 0 / P: 2

Pervy game

I'm working on a small text sex game in javascript.

I've done basic code, what really is stumping me are ideas for events and writing them.

I would love some suggestions of events from you idea guys. Already written events would be great too.

You're a 16 to 18 years old girl, that's the only guideline. Please no furry or futas.

You can go as wild as you want with special cases and various choices, I can probably code it.

Thanks guys

R: 0 / I: 0 / P: 2

3-Dimension

3-Dimension isn't a typical goal oriented game with monsters and items, but more of an art project. The player can, however interact with objects which will show a text description, There may be more features in the future, leaning towards a puzzle experience.

It is a completely 3D engine that takes you through various scenes or maps, all rendered in low-poly 3D, supporting sprites, texture and primitive lighting effects like those found in Quake 1, Deathtrap Dungeon, Silent Hill and numerous early PlayStation games. If you have played LSD: Dream Emulator, you will see where I am going with this. Music, sounds and effects will also play an important role in bringing the atmosphere to the front.

All these places are basically from my imagination and/or feels. Inspirations come from the Holders and Gideon Keys series, various old games, nostalgic feels of the 90's, shattered dreams etc

Maps names I have thought of so far – I am working on the details of each map. Not all of them have to be used, but there may be more.

"The Memorial Site"

"The Dead Girlfriend"

"Utter Darkness"

"The Sealed Fate"

"The Dreadful Feeling"

"The Occult Club"

"The Day"

"The Street"

"Aloner"

"3 Month Revolution"

"Ghost In The Shell"

"Illusion"

"Vanishing Point"

"Peace Of Mind"

"Cold and Wet"

"The Beach"

R: 1 / I: 0 / P: 2

Something's Following VR

If you saw It Follows, basically that.

A small neighbourhood level where something will follow you, and just walk to you until it catches up and kills you. In VR this would be pretty mortifying. Start a person off in a chair with something approaching and they gotta get themselves out.

Bonus: instead of just a short mini-game type thing it could be combined into a waifu-sim / GTA type thing with pedestrians where it'll change forms, randomly follow and not, you can run away to buy time, etc. And you have to try and get yourself laid so it'll move on.

eh? anyone wanna make this with me in UE4?

R: 10 / I: 0 / P: 2

Small game ideas

I'm tired of never making anything because my projects are too big.

Post very simple game ideas here
R: 0 / I: 0 / P: 2

3453534534

Have you taken the brown pill yet, mateys?

it's a tough pill to swallow! The brown pill was founded in 1999 by Sir Reginald Brownpill, who presents and narrates the attached video.

Forget red and blue pills, brown pills are the way of the future.

Video related. Please leave your questions, comments, and concerns below about this radical new paradigm of thinking!

Swallow the brown pill today! Red pills are for fedora fucking wearing faggots, blue pills are for the ignorant masses. Ignore the other le epin /pol/ maymays, this one is the readl deal.364

R: 8 / I: 0 / P: 2

Legos

Alright ideafags throw me all your suggestions and overall concepts of how to improve Minecraft and Roblox and any other sandbox adventure survival games like Terraria.
R: 2 / I: 0 / P: 2

survival on a spaceship game

>Type:
Survival IN SPESS

>Feel/Inspirations:

similar to every other survival game like rust and minecraft, only you're on a spaceship falling through the solar system. instead of using raw materials to build stuff, you're limited to what you have onboard.

>Description:

you're the only survivor of a catastrophic failure onboard your spaceship, everyone is dead and you're not going to be in a position to get help for at least another year when your ship finally makes its way back to earth after making several slingshot maneuvers around various planets in and around the solar system. you, the player, are stuck in a metal tube, the only human being for more than 600 million kilometers, and must keep your mortally damaged ship from falling apart for as long as it takes to return to earth. over time you learn and piece together what happened to the ship.

Core features:
the crafting system would be the most important. unlike other games you're not working with raw materials you have to mine and smelt; everything you need is already made and is lying there for you to use. as the player, anything and everything can be repurposed into some contraption to allow you to live another day. pic very, very related.

second to the craftion is the diagnostic side of the game. before you fix anything you first have to know what's broken. this can be a simple as following the loose debri floating towards the hull breach to it can require you hooking a multimeter up to it and comparing the range tolerances in the repair manual.


>In-depth:

i first got the idea for this game back when i played moonbase alpha for the first time. i thought "wouldn't this be great as a survival horror game?" and started brainstorming from there. my big limit was i just didn't know much about game design and thought i wasn't cut out for it, until i realized just the fuck today that my dumb ass has been playing around with blender for the longest time and this is actually a game engine, lol.


>Permanents:

the jury-rigging(crafting) system is central to the game.

the atmosphere is meant to explore the effects isolation, sleep deprivation, and high stress have on a person's mental state. ergo, the horror aspect of the game comes from being the only living person in 600 million km, in an aluminum can practically held together with duck tape and a prayer, with less than six inches of sheet metal, tin foil, and foam between you and vacuum, and the only noise on the radio are the creepy fucking sounds of space. naturally as the game progresses the player character starts hearing other, less natural sounds, as well, and the exact cause of the disaster is something that gets explored as part of the game.

as an aside, i want this game to give people a reason to learn about cool shit, like space and the tools used, i want to replicate their correct operation as much as practical. for example, i want the player to have access to a MIG welder, that he can control the voltage, polarity, and wire speed and diameter; all of which factor in to producing a good weld in real life. different objects require you to set the welder differently, all of which could be set to hotkeys so the player doesn't need to manually enter the settings every time he wants to weld.

another example of this; it should be easy as hell to replicate how electrical systems work to enough of a point where the multimeter can function similarly in the game as in real life. so the player ends up learning a bit about both welding and electrical systems.

>Help & brainstorming:

mostly i'm looking for help in realizing this stuff. like advice on coding and the like.
R: 0 / I: 0 / P: 2

Where to Start?

Hello /ideaguy/. I have an idea for a game and I pretty much know what I want to make but I'm having trouble deciding whether or not to use an engine like Game Maker or to lrn2code, not to mention if I should try doing my own spritework (I'm no artist).

The game is going to be a farming simulator a la Harvest Moon. I've always loved the Harvest Moon games but I often felt they were too shallow, so I really want to add a bit more depth to the game, especially to the farming. I thought maybe toying with an actual plot for a change might be cool too so I'm drafting up a mystery plot.

Long story short The Boy receives a letter in the mail addressed to him by his father, written seven years ago, which contains a copy of the deed to his farm. The Boy travels to Garner Village to take a look and quickly learns from the mayor that the farm is involved in a giant legal mess; nobody owns the land and merely stepping on the property is grounds for an immediate arrest. The Boy tries to explain the situation when The Snob shows up, announcing that his mother left him the farm in her will (no they're not long-lost brothers). County officials are called in and decide upon the Homestead Solution: whoever can prove they deserve the farm will get to keep it. In the meantime the farm is yours to use, but you have only three years to build it up or else you'll have to surrender the farm.

You can end the main plot in one of two ways. One, the Homestead Solution: make the farm great. The other way involves a mystery plot revealing that The Snob's mother coerced your father into marrying her late into his life so she could take the farm when he dies. The passing of ownership from husband to wife is deemed illegitimate and you can keep the farm.

In order to differentiate the game from Harvest Moon proper (perhaps I'll sell it somewhere down the road) I want the complexity and customizability of your farm to really stand out. Many of the later games offer a lot of content and customization but there's usually not enough depth to it. There's frequently not a lot of crops, and the only thing that can be grown year-round is usually grass. I don't believe there's ever been wheat, sugar cane, or anything like that (I know there was rice once). Moreover animals are usually as simple as talk, brush, milk/shear. I don't have the ideas fully fleshed out but certainly there's more to raising an animal than that! There's also never much encouragement to raise your animals to be sold (as grim as the implications may be). For this reason pigs have never really been featured much in-game.

Usually your only three diversions are chatting with townsfolk, fishing, and mining (maybe foraging if you count that). Never in any Harvest Moon game have you been able to hunt, and I think the ability to visit a hunting grounds and blow a deer's head off might be a nice change of pace.

Weather would also play a bigger part, with increased weather patterns as opposed to sun, rain, hellstorm. Different degrees of rain and windy weather would have an impact on your crops and on hunting, fishing, and mining.

Now all of that said, I have never developed a game and have no idea where to start. Obviously trying to do everything above on my own would be ridiculously ambitious, and probably way too much for a beginner simpleton like myself. Even if I were to legitimately start working on all of this I would be overwhelmed after like a month. I want to start small, like replicating Harvest Moon SNES, which I think is feasible; if I could start there I would at least have the confidence to get myself started proper and all I would really have to do is add to the game from there.

So, in short, if you were to attempt to recreate Spring from Harvest Moon on the SNES from scratch, what do you think would be the simplest way to do it?

R: 1 / I: 0 / P: 3

TERMINATOR GAME

>Terminator game that takes place in terminator 1 and 2 only.

>free roam

>physics engine like red faction guerrilla +beam ng cars

>time travel whenever player wants

>can create paradoxes

>can fight in future war too >intervene with storyline plot and see what happens

>free roam world where occasionally an enemy Terminator shows up trying to terminate you in ludicrous ways

>you can play as any type of terminator, arnold, air or ground type hunter killers, or john or kyle or sarah or fully customized persons/terminators.

>you can even mix and match and combine terminator parts, like a T-800 endoskeleton covered with liquid metal, extra difficult to terminate.

>also there is a separate mode just for aliens and predator individually or together against humans and or also terminator crossover modes. maybe a zombie mode thown in as well.

>these of course would be separate from the normal main game modes

R: 1 / I: 0 / P: 3

Full Metal Priestess

So a recent discussion brought up memories of a game I tried to make back in the 8th grade in Macromedia Flash.

>Name:

Full Metal Priestess

>Type:

Side Scrolling Arcade Shooter

>Feel/Inspirations:

Inspired by Metal Slug, mostly.

>Description:

Sister Coriander is the only survivor of the demon apocalypse. With Father Basil captured by the unholy spawn of Satan, Sister Coriander must rely upon her faith, and her quick trigger finger to drive back the demon scourge and save her congregation from eternal damnation.

>In-depth:

Fight through 5 exciting levels as you scrub the dark lord's taint from the waking world.

Town - soldiers fight the advancing demon army in the streets of Arugula village. Boss is a big fat demon guy that barf lava and throws little grunt guys as projectiles.

Forest - The forest leading out of the town, dark and corrupted with the taint of evil. Boss is a giant kraken tentacle monster guarding a waterfall, like a "Wall" boss that you gotta shoot parts coming out of the background.

Mines - A mountain cave that leads into a deep mine. Lave and steam vents abound. Big gold veins shine ambient light on abandoned machinery. A huge dragon guards the deepest chamber, and must be fought using an old mining exosuit to keep the nun from getting roasted.

Hell - The typical depiction of hell, fire and brimstone, crawling with demons. Boss is Cerberus who guards the gates to Satan Inc. and is fought on a multilevel platform area where you have to shoot at his 3 heads individually.

Satan Inc. - The Final level where Satan turns lost souls into his demon troopers. Like a 1950's sci-fi factory with cloning tanks and demon robots. Touching a prototype mecha converts it to christianity and allows you to use it to fight off swarms of demons and more of the fat guys from the first level. The final boss of this level is Satan Himself, who fights you in a business suit, shoots dark flames from his briefcase, and summons demon guards. After the first stage, the floor collapses and he falls into a big vat of goo, which turns him into Super Satan Himself, which is a huge muscled monster that fires death rays from his mouth and smashes parts of the stage creating lava pits you can fall into. your bullets do no damage to him in this form, so you have to survive until the holy mech suit falls from the sky, where you can knock Super Satan Himself off his feet with the cannons and weaken him making him susceptible to your boolets. Unload all your ammo into him and he'll revert to his smaller form, weakened, and blast you with a bright light. Then you talk to God and he congratulates you for beating Satan, and undoes all the damage that the red guy's armies caused. Yay. The world is saved.

You get 4 different weapons

Virtue - Sister Coriander's pistol and primary weapon, has unlimited ammo, and does decent damage.

Lightbringer - Father Basil's Shotgun that he left in the Mines. Fires a powerful blast that knocks demons off their feet and can hit multiple targets. Recoil knocks Sister Andy back, and can be used to increase the height of your jump if fired down while in midair.

Crusader - Heavy machine gun picked up from the outpost in the Forest and blessed with holy light. Rapidly sprays boolet. Firing for a sustained period increases the spread of boolet.

Beelzebomb - A purified demon grenade launcher picked up from the gates of hell. Explosives bounce before exploding, so they can be arced around obstacles for trick shots or whatever.

Crucifix - Sister Mary's Rosary, used as a melee weapon to exorcise demons with a single swing.

>Permanents:

Nothing really permanent since this is just a basic idea

>Help & brainstorming:

R: 3 / I: 3 / P: 3

New game

New game called triangle gird ladder (change the name later). Make a game where all players start on the bottom row (row 1). After the game has started players may enter where others are not on row 1, but still all players start on row 1. They go up 1 row whenever they press up arrow as soon as a bordering triangle is vacant. Likewise they can travel using the other arrows. The goal is to get to the highest row they can. A player can cause any player below them to go down by 1 row by clicking them. A player may also go down 1 row as soon as they receive as many clicks by players below them as the row they are on since they last moved rows. A player moved down from row 1 is in row 0 or death which means they died and are removed from the game as if they never played before. The number of rows changes with the number of players. There are as many rows as players in a game. An option later on could be to let players know which players clicked them, but not who else they clicked. Let us make this game guys! I attached a/some photo(s).

-/danielluke/

P.S.

I suggest making the vacant spots white, the player you are green, the players who recently clicked you red, and the other players black.

R: 3 / I: 0 / P: 3

RaiGear

The Armored Core game I've always wanted.

Old design doc:

https://docs.google.com/document/d/1rq7_a_ic6swT0mgJQ1cTS2SxOGp6BS9lb8rWV4GtdRg/edit

>Type

Giant Robot Customization 3rd Person Shooter

>Feel/Inspiration

A lot of Armored Core, Gundam, Code Geass, general Real Robot anime tropes. Great emphasis on customization, in the vein of Armored Core, set in a futuristic dystopian cyberpunk underground megacity.

>Description

Customize your RaiGear from over a gorillion different parts and join The Rebels to fight back against the oppressive Mega Corporations in their bid to take complete control of the City and it's people. Fight through the story, or battle with up to 4 players online in deathmatch style arena battles.

>in depth

Customization would be a huge part of the game, defining what your machine can do. Would have a wide variety of weapons and parts, with up to 20 different attachment points for weapons. Like have missile pods on your mecha's hips, or booster engines on the lower back, and laser cannons on the upper back. Carry around giant anti-mecha swords and lock blades in melee combat. Swap through your weapons with a control system similar to Another Century's Episode. RaiGear are able to glide through the air, wall kick off of buildings, and dash around with their thrusters. You can equip flight units that allow you to ascend and descend. Funnel like attack drones can be launched to fire on enemies behind cover. When your RG runs out of ammunition you can still get in close and punch them with your robot hands at the expense of damaging the arm part.

Having awesome music would also be an important part of development. the AC games are known for their soundtracks. I want RaiGear to follow suit.

>Permanents

(Pic related, not mine) I wanted to have crisp, low-poly models, sort of like Cosmic Break. Primarily because it would be easy to do, but also because I'm a nostalgic faggot for the old Armored Core and Gundam games on the PS1 and PS2.

>Help and Brainstorming

Anything, basically. Really just putting my idea out there. Any kind of criticism is welcome.

R: 1 / I: 0 / P: 3

Small Survival Horror game mechanic

>Type:
Survival Horror

>Feel/Inspirations:

Stuff games never made but should have at some point.

>Description:

Probably a zombie game, kind of not relevant when it comes to how the enemies came to be, the important aspect is the gameplay variables added.

>In-depth:

Locked doors can be forced open or properly oppened with the key or puzzle in question, but safe rooms and the like will become completely unsafe if you decide to indiscriminately break the locks and so on, enemies will be able to catch up or ambush you, this would mostly give different playthrough experiences by prioritizing speed vs convenience.

>Permanents:

Considering is just a gameplay concept there is no way the core idea would be tampered with, I accept suggestions.

>Help & brainstorming:

Right now, if anyone is working on it or likes it just let me know so I can either help or see how it develops.

pic unrelated
R: 9 / I: 3 / P: 3

20 ideas in 20 minutes.

Hey /ideaguy/s, here's a challenge. Post 20 ideas in 20 minutes. Try and have a sentence explaining what's going on in them.

Hard mode: No repeating ideas already in this thread.

Insane mode: Each idea is a separate genre. I'll do my post below, because I doubt anyone will respond within 20 minutes.

R: 1 / I: 0 / P: 3

game site

Anybody has use this site?

https://www.fgl.com/developer_home.php

>pic unralete

R: 1 / I: 0 / P: 3

Monster Girl Isometric ARPG

Do you think a Diablo clone with monster girls as the classes could work? Do you think that fanservice/moe would mesh well with that kind of gameplay?

R: 3 / I: 0 / P: 3

Furry fighter gme

http://8ch.net/furry/res/304046.html#q304046

This thread in /furry/ had me thinking a bit about a different business model.

Produce a basic product for free download.

>Barebones 2d smashbros clone.

>3 characters with unique moves

>Player can cycle through alt skins(if there are any, initially).

>1 map

Then, get funding to add more content

>Patreon/kickstarter with to fund additional content and features.

>Sell commissions to add in alt skins/animations to the existing cast of characters.(People could pay to add in their fursonas this way)

>Auction off remaining slots to make a person's fursona the default character with a new set of moves.

I could probably hammer something like this out in Unity given about 30 hours, but in terms of assets(Sprites, animations, background) I'd only be able to produce crude placeholders. As such I'd likely hire some artists to complete the core assets using crowdfunding money and take a 25% cut of alt skin commissions.

If this idea seems to resonate with folks, I will set up a timeframe to produce the core product and then see how the rest goes from there. The main selling point is the idea that the project would be more than half-way finished BEFORE anyone put money into it, and so I figure there's a better chance everyone will come out of the exchange happy.

Questions

>Do you think furries would pay to put their characters in a video game?

>Do you think artists would be willing to do asset commissions?

>Do you think crowdfunding would pay for improving an existing product?

R: 3 / I: 0 / P: 3

Making a game

I've been wanting to make a game for a long time but you know how it is, laziness and procrastination. However I've finally dove in and I have alot of experience as a programmer but not much creativity and no experience with making video games in particular. So shoot me with your idea guy stuff and I'll make a hodge-podge of innovation. Ima take a page out of unturned dev's book and just leave it up to the players and just do the programming.

tl;dr: I'm asking you guys to help me make a game we'd both like to play.
R: 1 / I: 0 / P: 3

Social/cooperative game

How do we make games actually focus on socializing and forming friends?

I think Puzzle Pirates and Guild Wars did some correct steps in the social-mmorpg game genre.

PP has an amazing flowing economy because you are forced to constantly buy new shit because your clothes and weapons degrade in 1 month.

You also have to buy rum, cannonballs, charts and a few other things for your ship.

R: 1 / I: 0 / P: 3

Meta? Improvement,Ideas

Taking any ideas and suggestions on ways to improve this community and help it grow. Complaints,etc???

Just added a custom spoiler image.

We've gotten a little active, a bigger community would help with brainstorming, but the slow pace is kind of nice, spread awareness,share your ideas, have fun, stay imagining.

R: 4 / I: 0 / P: 3

how to contain yourself

How do you contain yourself?

The situation is that I'm learning how to do stuff right now. I'm 1/3 away from art and just starting programming.

but I get so inspired by other stuff I just can't help but work on my ideas instead of practicing.

I know for a fact that I'll never go back on my ideas because they look like shit, probably think of something new but similar. I don't want that to happen, what do I do?

Also how do you know that you're good enough to start?

R: 16 / I: 1 / P: 3

subject

I'm up for this board in theory, but "ideas guy", really? We're using some bullshit stereotyped ultimately meaningless phrase to define the board and it's users?

How about video game conceptual development?
R: 0 / I: 0 / P: 3

Goo Create Brainstormer

So, I've found out about this HTML5 engine that works exclusively for browsers. It seems like a nice thing to use for small projects. An example of a Goo Create project is Mountains of Mouthness. Even though the idea is simple and unfortunately hijackable by unfunny dickheads, it works, the presentation is astounding, and it has some interactivity.

I would like to make something similar, but with a bit more emphasis on people interacting by utilizing in engine events rather than trying to communicate via a finnicky twitter system.

So, throw whatever ideas you have for a small scale "game" at me.

R: 1 / I: 0 / P: 4

Movie Idea

>Be guy named Moses in modern day Egypt

>Traveling with friends

>Get into some shit

>Have to escape

>Drive through war torn Gaza Strip

>lost in desert

>Do drugs

>epiphany.jpg

>make jews and arabs friends

what do you guys think?

R: 4 / I: 0 / P: 4

Comfy game

Come up with the comfiest ideas you can think of. Optionally I'd like it to be for an mmo game.
R: 2 / I: 0 / P: 4

Empire Building

>Type:

first/third person, open world

>Feel/Inspirations:

Rust-like in building, 'minecraft exploration', civ mechanics

>Description:

A game where players can found a small village which eventually can grow into a large empire

Core features: technology grows (bronze age to modern age), random AI villages/kingdoms can spawn

>In-depth:

players will have to collect resources to create things from houses to skyscrapers. Research is a must to create new buildings. Diplomacy with AI.

>Permanents:

Gathering Resources, Researching

>Help & brainstorming:

Engine to use. Wanted to use Unity because you keep all royalties. Voxel ones allows random world generation, but usually are limited to a square art style, which will label your game as a minecraft clone.

Artstyle: Was thinking low poly because I can't model for shit and have no budget. Pic related.

R: 2 / I: 1 / P: 4

Mecha Desertpunk Eroge

I'm a weeb dev, so I start with the waifus first, gameplay later.

Starting with one delicious brown girl, I don't want to add more characters until I know how I'm going to integrate waifu and gameplay.

>Type:

story-based, single-player mecha eroge.

>Feel/Inspirations:

It's like the old Mechwarrior 2 and Earthsiege in an expansive hot environment with the occasional oasis.

Mechas are more like Evangelion biomechs and they are decorated with tribal tatoos and headscarves and spears, like giant mechanical african tribesmen.

>Description:

The way the mechas are piloted is that your girl is held in a cocoon with probes stuck on her body feeding off her sexual energy.

The main mechanic of the game goes like this:

fuck waifu - get energy - power mecha - look for food to feed yourself and your waifu so you can fuck her some more - defeat enemies - rinse and repeat

> Core features / In-depth:


- fucking mechanic would be like those Idea Factory rubbing games
- combat mechanic can be semi-turn-based or real-time. This is a story-based game so combat can be more slow as long as it doesn't devolve into quicktime events.
- Would be ideal as a tablet game because of the rubbing and optimal one-handed operation. Perhaps even in Portrait mode.

>Permanents:

I'm really aiming for the ultimate waifu sim. Just you two against the world. Everyone is out to get you. You run, and you fight, and you make love. The ultimate romance.

>Help & brainstorming:

I need help figuring out the mecha aspect of it that would be fun for gamplay. Of course you're touching the girl all over to power up, but once the mecha is powered up, what next?

What's a good combat in single player environment? Mind you this was originally a dungeon crawler idea, but there are too many ecchi dungeon crawlers nowadays (although no mecha dungeon crawlers specifically)
R: 4 / I: 1 / P: 4

Level stages

Alright ideaguys. Let's see those drawn level designs you've been keeping in your heads for so long.
2D level design is the most basic stuff ever which you had access to since you were 4. Just pick up a crayon and paper and draw away.

Also somebody remove the fucking captcha.
R: 3 / I: 0 / P: 4

RPG Classes ideas

Okay people, I need a lot of ideas for unique classes. Setting is pretty loose, but it's a high fantasy one. Swords, magic, some makeshift guns/explosives are fine, but no modern stuff. I need a lot of classes, with about 20 skills each.
It's a turn-based RPG for the record.
Go wild. Copying ideas from other games is welcome, but please say if you do so, so I mix it up a little to avoid suspicion.
R: 9 / I: 0 / P: 4

Call Of Onichan

>tactical kneesocks

I wanna make this game but could use some game play ideas,etc

Should it be a straight up COD clone? or more silly/less serious? weapons?

I was thinking more character based "loadouts/classes" i.e tf2 than individual specific load outs like COD

Or instead of a aimy shooty an animu x-com like game?
R: 6 / I: 0 / P: 4

Ideaguy simulator

We need an intuitive game engine(or something) which could easily let us practice out our ideas and polish them out. We can finally become true game designers.

Any ideas?
R: 0 / I: 0 / P: 4

Completed design general

Dice rollRolled 18 (1d20)

Show me your game design documents, blueprints, mechanics, demos. Make sure it's encyclopedic depths of detail. Or simply share somebody else's.

Show me your creativity, ladies.
R: 1 / I: 0 / P: 4

Working Title: Online Relationship Simulator

>Type:
Alternative Text Based Game

>Feel/Inspirations:

Touching on the same kind of topics in games like Gone Home and The Static is my Friend

>Description:

The game takes place in the year 1995 as you play the role of Theodore, a neurotic and socially awkward individual who is having trouble with finding love in the real world, so he decides to start talking to a girl over the internet named Georgia and what ensues is a touching story about love, loss, regret, and feels.

>Core Features:

The game takes place over the course of 365 consecutive days with the core gameplay feature being in the perspective of an instant messaging system.

>In-depth:

This idea was based on an actual online long-distance relationship I had with a girl that lasted for about a year.

>Permanents:

I want to allow the player to grow an emotional attachment to Georgia, I want the player to be sad if Georgia rejects Theodore, I want the player to be heartbroken when Georgia tries to commit suicide, I want the player to tear up when Georgia and Theodore announce their love for each other, etc. The whole game is essentially a character piece which is supposed to engage the player as much as possible without showing any action whatsoever, sticking as close to reality as possible. The way I plan to engage the viewer is by utilizing either a multiple choice option for text, or a simple text base mechanic like in old RPG text adventures of the 80s and 90s. Using this mechanic will mean that there will probably be hundreds of alternate endings which I would happily utilize in order to enhance the story.

>Help and Brainstorming:

Do you think this would make a good game? Are there any programs which can help me make this sort of game?
R: 1 / I: 0 / P: 4

DnD farmville

Hey ideaguys, I need some feasible/practical ideas for a combat farming adventure game. Preferabily with online mode.

You should go in the woods looking for seeds, rather than buying them at the shop. The drops should be 50 times higher than what most normal mmos do.
Your farm should get attacked every so often if you enter it in the active night mode for monster hunting events. It yields higher results and special items, but you risk your farm getting destroyed if you're not prepared.
The economy should be based on what the farmers grow and make and each item should be in demand to keep the economy flowing. (In demand either by players or by the game's requirements when you need to pack supplies to go adventuring)
R: 1 / I: 0 / P: 4

Minecraft

Minecraft could use some ideas from Super Mario.

http://8ch.net/agdg/res/11769.html
R: 0 / I: 0 / P: 4

>requiring a subject

Glad someone made this board. Game ideas are usually worthless since they never pan out and everyone has them, but I like to spout them.

Ive been working on basic simulations of people npcs but am not sure what to make with them.

I figure these could be fun options
>Lewd game ala Artificial Academy with more drama/madness and slightly less emphasis on sex
>first option but instead of romancing them, you are a student in photo club who needs lewd photos. Like mgs meets pokemon snap in a lewd school.
>same as last idea but in a warzone and less lewd. Youre trying to get photo journalism and uncover the truth of a conflict
>violent deathmatch simulator. I noticed some dudes on /v/ keep making shitty random hunger game things so i figure a detailed one made just for watching/streaming could be really really rad.

Last idea in particular sounds neat to me, but not sure. What you guys think?
R: 7 / I: 0 / P: 4

Idea overflow

>tfw too many ideas
>tfw you'll never have enough time or patience to turn them all into reality
>tfw every time you try to take it easy, you get excited and it turns into something very complicated and big
How can you even control yourself?

I wanted to make a simple rpg game, but now I want to add space exploration and space-ship building and minecraft redstone-like "programming" mechanic and different planets that have levels equally complicated and large to the first one, and complex NPCs that you can order to do tasks, I also want to add musical instruments that you can play as a minigame, and have a survival system with hunger and thirst and temperature etc etc

It all makes sense the way it's laid out in my head, but there's no way I can type that out without seeming like the most huge weeb ideaguy on earth.
R: 5 / I: 1 / P: 4

Need plot ideas

I have an >idea for a game. I have a pretty solid grasp on what the mechanics will be, but I need some sort of plot outline, or just neat points I can work off of.

It is derivative, post-modern, memey hipster-shite though, so beware

The basic premise is that it is the Last Day of Summer, which is code word for "the very end times of world as we know it, right before shit irreversibly hits the fan". There are six main, playable characters who are inexplicably aware of the impending doom, but not of what it is exactly.

Roadkill Chevalier
The Bard, a rich kid who led a sheltered existence, became enamored with the romanticism of the old, ran away from wealth (Chris McCandless from Into the Wild style), lived in a car and played guitar. Searches for "inherent goodness in the hearts of man", i.e. whether his romanticism is justified.

Doom-Driven Soldier
Warrior, a one-man moving company guy who lives a spiritually unfulfilling life full of manual labour and escapism. He befriended a foreigner in an online videogame, and this guy went, fought, and died in a war for his ideals. Warrior feels guilty for not going overseas and fighting alongside his bro.

The Cursebearer
Monk, used to be a hardcore feminazi in college, got fucked over by her sisterhood friends and her relatives, and swung all the way around to MRA as a result. The sort of person who talks about gynocentrism and hates herself for being female. Think Diana Davidson from Feminism LOL, but with severe identity issues.

Starbound Knight
Wizard, an engineer who used to think that with enough time, effort, and resources he could achieve anything. Wanted to work on the space program since childhood, put his heart and soul to getting in this field, only to discover that it is severely downsizing, lost all relevance and public support, and there is nothing he can do about it. Is bitter and cynical, yearns for an ideal to believe in and work towards.

Gunpowder Saint
Rogue, an edgemaster twat. She is the punk rocker girl of yore, sans degeneracy. Decries dogma and ridicules everyone's beliefs. Meanwhile she herself is a rude, manner-less, socially retarded failure at life who works as a janitor. Doubts whether not having a concrete set of believes is the right thing to do.

The Firekeeper
Necromancer, the archetypical highschool sweetheart, a 50s-style housewife in training. Was coddled and cared for by a relative, until that relative died right before her eyes. Death is something she seldom thought of before that, so loss hit her like a truck. Is obsessed with the nature of death, and how it relates to the human condition (i.e. friends and family are made primarily for people to have somebody to remember them after they die, but the person they'll remember is not the person who they knew, etc.)

Also, sorry for shit drawing skills
R: 3 / I: 1 / P: 5

Fantastical Locations & Areas

What are some interesting fantasy locations/spots/areas that you've come up with or are rarely seen in games? What might happen at these locations?

Personally I've never seen a fountain of youth in a game,though zelda does come close.

Fountain of Youth:When found drops you a few levels/age but lets you keep your stats,allowing you double up. Located deep inside of a jungle or forest area.

Thoughts?
R: 17 / I: 3 / P: 5

GAME ABOUT ROCKS

I want to make a game about rocks, but lack ideas.

how bout some game like pokemon but with rocks?
R: 5 / I: 0 / P: 5

Amateur Video-game Development General

Friendly reminder that http://8ch.net/agdg/ exists
R: 1 / I: 0 / P: 5

shilling ideas?

hey guys, im trying to shill and i neeed idieas on how to do so