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/ideaguy/ - For Idea Guys by Idea Guys

Discuss your game ideas, mechanics, stories, and characters. Give and receive feedback. Improve.

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File: 1438853660354.png (113.62 KB, 238x231, 34:33, sad.png)

 No.214[Reply]

>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

16 posts and 3 image replies omitted. Click reply to view.

 No.386

>>214

I'm in pursuit of a translation degree which means if I learn to be a coder it'll be sometime in the future.

Am I supposed to post here? It seems most people here do want to be devs




File: 1432188877967.png (96.54 KB, 310x397, 310:397, pota.PNG)

 No.155[Reply]

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.

9 posts omitted. Click reply to view.
Post last edited at

 No.357

tbh I don't think that doing monthly things will ever work with a userbase this small

hell, /mu/ barely has enough manpower to release an ARF album each day

imo, it's better if this would've been changed to something like a bi-annual/semi-annual/(twice-a-year) thing




File: 1424320776531.jpg (Spoiler Image, 28.75 KB, 285x324, 95:108, 1424113536306.jpg)

 No.2[Reply]

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
Post last edited at


File: 1424300086681.jpg (25.05 KB, 499x372, 499:372, idea-man.jpg)

 No.1[Reply]

/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
Post last edited at


YouTube embed. Click thumbnail to play.

 No.385[Reply]

A theme park building simulator, except the main goal is to kill as many of your attendees as possible. It's no longer just something you can do to amuse yourself on the side, it's now the main goal of the game.

As the proprieter of an evil theme park it is your task to attract as many park-goers as possible and send them to their doom. Your reasons for doing this may vary, maybe you're trying to summon an elder god through blood sacrifice or something. You are under the influence of an anomalous force and it demands bloodshed via carnival attractions.



File: 1429359186621.gif (1.81 KB, 130x100, 13:10, cat.gif)

 No.115[Reply]

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

Post very simple game ideas here
10 posts omitted. Click reply to view.

 No.323

How 'bout a sports-type game where you have to cheat to win?


 No.343

Take any genre and add rhythm to it.


 No.344

A sports field where you have to streak nude and evade security.

Pretty straight-forward. Add some fun silly stuff to it, like spawning piles of poop as oil slicks, etc.


 No.382

File: ed6d839aa40f209⋯.jpg (233.97 KB, 1200x1600, 3:4, 34528_eightbit.jpg)

Fire building 3D physics puzzler. Ever made a campfire irl? Knowing when and where to place what size sticks to get the fire started is satisfying. Whomever creates an app that does this will earn 1 million dollars.


 No.384

As a lad I went to neopets.com a bunch. They had lots of simple flash games you could clone. I remember personally getting really into one game where alien fuzz monsters appear on random positions on the screen small and get bigger/closer. You click to shoot them before they reach you and get points from killing them. Spending those points on armor, shields, and stronger weapons between levels was way more of a draw than it should have been for me.




File: 1453444815486.gif (8.54 KB, 300x150, 2:1, shill.gif)

 No.302[Reply]

>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 aPost too long. Click here to view the full text.

 No.367

>>302

I've had similar ideas.

You know what you can do to extend the time players spend on it, create collectible cards that are simply screenshots of 100% real shill articles. (example–paraphrasing: "Cuckolding is the intellectual fetish for us enlightened people") Use photoshop to render the caps more cartoonish.

The ability to take assignments from both sides of an issue should be skill based and difficult.

I'll keep this tab open for 24 hours or so, if you want we can ideaguy more for this game -but I'm already taken dev wise. Working on two unfinished games and a finished site with tens of thousands of users.


 No.368

>>302

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

Don't do this, it's outdated and will severely limit your playerbase. I had to install it the other day and I just did it temporarily to do a specific task.

This kind of decisionmaking game is perfect for html and javascript.


 No.369

>>367

> create collectible cards that are simply screenshots

This could also be turned into a game mechanic. For example, they're legendary shill ops you can put effort into carrying out (best writers, good budget) and will have unpredictable but probably good rewards. Sort of like finding a rare map in an RPG that allows you 1 use of Epic Zone.


 No.383

>>367

>>368

>>369

nice ideas

I can do the dev stuff myself, but I'd like someone who can do graphics for me or help point me in the right direction at least




File: 1427488200911.jpg (52.63 KB, 197x190, 197:190, Comfy_guy.jpg)

 No.72[Reply]

Come up with the comfiest ideas you can think of. Optionally I'd like it to be for an mmo game.
4 posts omitted. Click reply to view.

 No.350

File: 8bf5182b0b96095⋯.jpg (526.48 KB, 2000x2000, 1:1, feel.jpg)

>>78

>>122

I was reading your posts and I suddenly remembered reading them before, years ago. Now I remember these elaborate worlds I had dreamed of, all based on your ideas. My mind seemed to have been much more imaginative back then than it is today. I wonder what happened.

Also kind of feels bad (and strange) that you probably won't be here to see this post. It's been so long.


 No.352

>>137

>>Lawless ghettos packed with street thugs.

Just call'em niggas


 No.353

>>352

>Just call'em niggas

Just call'em chocolate mans


 No.354

>>353

kek, well cucked my friend


 No.377

You play as an Old man who lives near the sea. You fish and swim and explore the water. 10000% based on the book the Old man and the Sea




File: 1466540253239.jpg (17.73 KB, 255x255, 1:1, 1466133098478.jpg)

 No.335[Reply]

I have something to ask you, Idea Guys.

How do I write interesting, non-cliche characters? Any tips?

 No.346

File: d96bcfbc5844209⋯.webm (3.79 MB, 480x336, 10:7, south africa.webm)

Model them after real life


 No.373

>>335

Look for characters in clouds.




File: dfd630da26d8fe6⋯.jpg (142.6 KB, 1024x768, 4:3, the_one_that_started_this_….jpg)

 No.359[Reply]

Why isn't anyone making this game

 No.360

File: 37613c83ccd8d07⋯.jpg (3.5 MB, 1400x5250, 4:15, 376.jpg)


 No.361

>>359

Because it looks "skyrim but with animals" tier.

If you can't make it a simple 2D game, it's too ambitious for an indie. And if it isn't a linear aimy shooty where black people are stronger and smarter than whites, then it's too ambitious for AAA studios.


 No.362

>>361

>there's a word filter for "F P S"

for what purpose


 No.363

>>362

because aimy shooty is an oversaturated market


 No.371

Poorly developed idea, as in, that's an amazing idea that should be developed more. The whole tiny world idea is brilliant. But as a series I think it would be best. Like the same gameplay mechanics but with different items and quests on different maps that are always being developed and released so that you're giving more designers a chance to be involved. Give developers more of a chance if you want by instead of releasing new installs, add on to the maps.

Release the game as MUD perhaps? Instead of trying to be a fancy indie developer for bragging rights and not wanting to interact with anyone else, build a team and put more work into making it a game instead of a comic with an overall video game theme.




File: 1428150465059.jpg (1.49 MB, 1500x1000, 3:2, 45064818.jpg)

 No.81[Reply]

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
6 posts and 1 image reply omitted. Click reply to view.

 No.339

>>84

>>85

More ideas I've had. I got extremely intrigued by sandbox concepts and immersive features during some MMO threads in /v/, so here's some.

The game has no in-game map or minimap at all. Instead, you can draw and trade maps in-game. You can also duplicate your own maps, so you can actually make money selling them. You can see the coordinates of any location by hovering mouse over it, and you can find your current in-world coordinates by using a sextant item or something. Making an accurate map is difficult and time consuming, but as a result it can actually turn into a profession. There's also some very simplistic maps sold by NPCs, but they only show the rough location of major cities and stuff.

You can also overlay multiple maps on top of each other, so you could for example mark points of interest over someone else's map, or buy an "add-on" to another popular map, showing additional info.

You can write custom books and notes and trade them. When signed, it has a title and your name on it.

There's a library in which you can submit books to, and anyone can read your books from there. You can also buy the book in order to take it with you. You can collect the profits made by your books any time. In order to browse books, you must search the bookshelf in the correct category. It's essentially like a real world library where each bookshelf is a digital list and spits out the book when you select it.

You can also insert custom written notes in any bookshelf, although if someone takes it it'll be gone for good. In order to find it, someone has to search the exact spot where you placed it.

You can insert items into any crate/shelf/container in the world, and it'll stay there forever. You can also bury items into the ground, and whoever digs on that spot will obtain that item.

Some buildings in cities may be bought by guilds, and guild members can custoPost too long. Click here to view the full text.


 No.340

>>339

The game has mounts, but they're actual in-world characters. If you dismount it, the mount will not disappear, it will stay there until taken elsewhere. The only way to make it "disappear" is to bring it to some kind of stable for keeping. Mounts left unattended for a long time will be confiscated, or may even be killed by mobs. They're not super duper specially rare because they have the ability to die, although they're still fairly difficult to obtain. You can also make your mount run away, and it'll end up in a confiscated state. This is so you won't lose it if you end up stuck in a far away quest or something.

They can also hold at least 1 another player, so you could even offer a taxi service. There's no easy/cheap way to teleport between locations, except maybe between the most major of major cities.

There's an auction house that works like IRL auction houses. Items are sold one at a time, and people can bid higher prices. You can only sell "non-stackable" items though, and there's an entry fee, to prevent people from selling pointless junk in it. There's a list of upcoming items so you don't have to sit in there all day to see everything.

Each skill has a "training" level. It's separate from the skill level itself, and will degrade over time. The lower it is, the lower efficiency you have with that skill, and some items cannot be crafted with insufficient training level. It takes about a week to maximize the training, and about a month(?) for it to fall to 0. The point is to make people focus on a specific profession and trade with other people, without removing the joy of levelups and character progression or forcing you to re-levelup if you want to do something.

There's two ways to store items; banks and stashes, both have advantages and disadvantages. Banks are a global storage, you can insert and retrieve items from any bank anywhere, but there's some kind of a downside to using it (tax depending on how much you store?). Stashes are limited storage locations, you can put anything in it for free, but the space is limited, and you can only retrieve items from the same stash you put them in. PlayePost too long. Click here to view the full text.


 No.364

>>81

Vanilla+TBC WoW but no bosses or dungeons requiring more than two people. The best items are actually gotten by grinding and insanely hard achievements. A lot of Thief elements/quests (sneaking).


 No.365

>>364

And maybe it's a flaw to everyone but me, but I would rather have WoW vanilla era 3d graphics, tri counts and all, than modern realistic ones.


 No.366

>>365

>>364

And Path of Exile skill gems. Fuck yeah.




File: 1424372237740.jpg (136.4 KB, 400x300, 4:3, petergriffincowgoesmooofco….jpg)

 No.3[Reply]

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?
12 posts omitted. Click reply to view.

 No.159

>>157

Yeah thats the general idea of an idea guy, but not what we're going for here,reread previous posts or the sticky if you're confused


 No.161

So, say I have ideas and I can go to meticiouls length to describe them (not talking about the story, but just design in general and all the little things down to how many milliseconds a process lasts and what sound should play when you press 'start') along with some very shitty concept art (can't really draw though).

Am I an autist or can I be of use to anyone? I had a programmer friend and helped with ideas and tweaking/testing on a game a couple people made for mobile, but at the moment I don't have anyone to communicate with.

Am I out of luck? I personally think that, sadly, game designers or whatever are not needed nowadays. However, both the artist and programmer always said that they aren't really good with coming up with stuff and detailing it and rather have my feedback and just execute it.


 No.162

>>161

someone's gotta translate "mage casts fireball" into: single target x base damage, x cooldown, with x effect on y with z mana cost,3 second startup animation i frames,etc

As i see it an "ideaguy" becomes useful when they can not only come up with ideas that sound good, but also mechanics and numbers, that takes the guess work out of "what does massive fireball really mean"

There's also balancing, pacing, "fun testing",system design etc,etc I'd say thats the role of the ideaguy, You've gotta be able to design on both a macro vague level and a micro fine detailed level


 No.205

File: 1437958602263.jpg (11.57 KB, 208x229, 208:229, 1436456235357.jpg)

nothing makes my dick harder than idea guys trying to justify their existence


 No.358

>>5

>flame them for having an idea

No they usually get flamed for having a shitty half baked idea and then never making that idea come to fruition because they just want to be an ideas guy. If someone had made a full plan for a game i dont think anyone would flame them.




File: 36a7bd4a87f398d⋯.jpg (136.32 KB, 1011x671, 1011:671, concept01.jpg)

 No.355[Reply]

WE both know how popular these two games are, what would their hybrid look like ? Personally I would prefer to use this power to make a soccer moba that does not have a totally decadent metagame and isntead try to allign it with real life making it more of a teaching tool. No reason it couldn't be both.

 No.356

I think a car moba might be more viable.




File: 5579e2a0031e5a9⋯.jpg (29.58 KB, 300x300, 1:1, kamiya-san 2.jpg)

 No.348[Reply]

Alright, fags, yesdev here.

I'm wanting to create a 3D action adventure game with minimal RPG elements.

If you got any shitty or okay ideas like this you're itching to see go ahead and spit it out here.

>Can be story driven, but not story focused.

>Cutscenes are just gonna be boiled down to dialogue between the player and NPCs

>I'll be using Unity so physics won't be a problem

>Preferably no generic medieval land

>No full on open world shit. It's hard to pull off both technically and creatively. I CAN, however, pull off seamless, medium-sized worlds you can explore in (Like Twilight Princess)

 No.349

>>348

oh and once the game is done I'm just gonna upload it Anon on Mega and dump the link on /v/ so don't worry about me making money or fame.




File: 4ca2764c03c5235⋯.jpg (1.82 MB, 2007x1338, 3:2, chickun-wadermelun.jpg)

 No.345[Reply]

So I want to make a Globalism game. Pretty straight-forward, but with comical twists to keep it fun like Postal 2, not bland garbage like Hatred.

Race wars, immigrant terrorists, shadow governments, lugenpresse, all that juicy stuff.

My question for you guys is, what genre do you think would fit this kind of thing? Consider the following:

- Brawler, top-down / isometric. Will allow for special moves, alternate forms, tag-team, etc. Maybe chuck in some boss battles or something (eg. the creator of the race war, slimy reptilian minions, etc).

- Simulator, top-down. Similar comedic value, but more real-time and has to focus on keeping the wheel spinning in terms of trickling down your master plan through the media, hiring fake agitators/mobs, etc.

Any other genres come to mind?

I plan on sticking with 2D, but making it look tacky on purpose. The kind of look that resembles fake trading cards (using pixel shaders to make things look super vibrant or shiny). I want it to look like it's made in MSPaint, but with a bit of spit polish. The idea is that if normies played it, it would look like the equivalent of shitposters making a video game (in a good way).

Also please spam this thread with comedic stereotypes, bad thoughts, poo poo pee pee, etc. Thanks.

 No.347

File: b8026425377941d⋯.jpg (125.41 KB, 362x450, 181:225, Dxcover.jpg)

We've already had a game on Globalism




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