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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

9 posts and 2 image replies omitted. Click reply to view.

 No.313

im too lazy to finish pong tutorials




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.

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

 No.257

Seems like Idea guy can't even be idea guy.




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


File: 1457882446906.jpg (713.39 KB, 836x571, 836:571, chooseone.jpg)

 No.314[Reply]

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?



File: 1437343960856.jpg (248.56 KB, 1024x768, 4:3, SoA_041.jpg)

 No.202[Reply]

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.

9 posts omitted. Click reply to view.

 No.297

maybe I should start dumping everything I've come up with and wait for someone to be interested, instead


 No.300

Dude, were supposed to, what, throw ideas at your nondescript rpg?

Steven Seagal spoof as a hill giant, complete with a Flintstone caveman suit. He pretends to know martial arts like judo and shit, but all he does is snatch people by their extremities and fling them in random directions using his huge size in technique's stead.

Why would I come up with anything better, than that when I have no point of reference? You know that there are people with complete games figured out and that ideas themselves are cheap, right? I'm sorry, but I can't see a "I'm an ideaguy and I need ideaguys to come up with ideas for me" thread doing you any good. Like, there's no scenario, where this will result in you being closer to doing any games besides maybe gaining a contact (to someone with his own ideas).

>not really sure where to start.

Learn to code in some game engine, probably.


 No.306

is that the problem here? nobody reads?

>ask me stuff.

>again, ask me stuff.

I already have the idea. I have the main characters. I have the majority of the locations. I have the overall story. and now I have the general idea for the combat system.

should I really have just typed every damn thing out from the start, and end up with a thread I'm the only poster in that's too long for anyone to even want to read? would the format of this board even have allowed for that?

I have the idea. ask me questions, and I'll tell you about the idea. I didn't think I needed to spell that out.


 No.307

my goal here was to find people interested in helping make the damn thing, since I alone can't.

coz that's, like, the purpose of this board, isn't it?


 No.312

>>307

I'm sorry, no. Were mostly ideaguys here, so what we do is pour out ideas. lol It's pretty sad when you think about it.

I feel bad for ya, this board sinking and you left hanging…

But still, you didn't pitch us the actual idea, you don't have a relevant skillset… Not that most of us do. There's no offer itt.

I'd be up for anything but all I can do at the moment is some really slow 3D modeling and babby's first code.




File: 1455876935237.png (478.98 KB, 400x531, 400:531, 4293277184_2cc5ca226f_o.png)

 No.311[Reply]

>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.

Post too long. Click here to view the full text.


File: 1450784469667.png (32.22 KB, 904x908, 226:227, Untitled.png)

 No.287[Reply]

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

 No.290

Fantasy Biologist. Green squares are plants or slimes - photosynthetic organisms, red squares can be salamanders, dark grey bats, and so on. Make their AI search for food and sleep, sex and shelter, all with the idiosyncrasies in their genome. Make them kill each other and make it fantastical, salamanders spitting fire and slimes splitting up. You can render combat with colored squares too.

The player is a biologist, walking around studying these creatures, basically an observer. You can add interaction things for the player, like giving food, healing or murdering, but in principle the creatures will ignore him. There can be a bestiary to complete and some quests, but it'd be basically an spectator's game.

Turns advance by player's actions.




File: 1454853777784.jpg (46.69 KB, 415x483, 415:483, p_20100820030057prestige_h….jpg)

 No.308[Reply]

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.



File: 1453703640447.png (30.92 KB, 450x208, 225:104, 360_controller.svg.png)

 No.304[Reply]

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

 No.305

Damn it. I wrote a fucking wall




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.



File: 1453358507015.jpg (298.15 KB, 335x480, 67:96, cold_war.jpg)

 No.301[Reply]

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



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

 No.84

File: 1428151296383.png (204.76 KB, 1000x957, 1000:957, lc.png)

A Runescape-like MMO where cats are the dominant civilized species.

It's much more like Runescape than any other MMO. If you die you drop everything. To train a skill you must use it, you don't level up your character or assigns kill points or anything of the sort. The main cities are easy to reach and do not significantly scale in difficulty, instead monsters generally get stronger as you get farther from the cities, but even then you can go to most places without much danger if you know how to navigate around the dangerous spots.

I'm aiming for a very fun game, where you can just hang around and do whatever if you want to. Skills should be as fun as possible, although I suppose you can't avoid a grind. There's a lot of clothing options, and different cities/places may have certain "fashion styles". There's no epic meme or pop culture costumes though, I want to keep the game world contained in itself and it's own cultures.

However, I also want to preserve a certain difficulty level. There won't be a lot of handholding, to get something you have to really work for it. XP rates are similar to old school runescape, except more balanced so you won't have massive differences like runecrafting vs cooking.

The art style would be colorful, simple, and somewhat cartoony. It should be earthy and "normal", I want to avoid having too fantasy-like armor/architecture, because that's kind of alien and not comfy IMO. There would be some spiky/decorative fantasy armor though, but only high levels and special occasions, and even then it would be reserved. High level sword should look like a powerful sword, not like a piece of modern art made from razor blades and glowsticks.

Skills

- Hitpoints
- Defense
- Melee
Post too long. Click here to view the full text.

 No.85

>>84
2/2

Other ideas

Most craftable armor have 3 different quality levels
1. Crappy, which can be crafted without any special processing/materials, for example without tanning leather. It's a cheap item with lowered stats, but you can usually make it on-the-go. Good for training your crafting levels when far away from cities.
2. Normal, this is the basic form that you can also get in NPC shops and whatever.
3. Quality. To make this, you need to use special/expensive materials and a more meticulous crafting process. It has higher stats, but also breaks over time so you need to eventually fix it. It's intended for experienced players going for maximum combat efficiency.

Different armor have different requirements and stats. Some armor requires only defense level, some only the offense level like Ranged, some both. Some armor give negative stats to the skills it's not intended for, some are more accepting to hybrid setups, and some give only defense and no offense at all. There's also some armor that's specifically designed to be a hybrid of 2 styles.

Water has 3 elevation levels:
1. low, you can walk over it, though it slows you down.
2. shallow, you can swim freely on it, but cannot use any items or weapons.
Post too long. Click here to view the full text.

 No.98

YouTube embed. Click thumbnail to play.
I always wanted to buy the rights to Rf online, shut it down, and build it back up from the ground up,get direct feedback from the old time players on the many private servers,etc

robots vs human + gundams vs magic elves

Make it a third person action mmo,keep the open world pvp, 1v1v1, keep the skills and subclasses and abilitie, get it a better election system,
more chip war maps,overhaul the nukes, make some of the worst subclasses a bit better,new guild system.

Vechicles, larger mechs and summons,air drops,troop transport,
It would be some kind of hybrid Planet side 2, but with mobs, and major wars would only take place during certain periods, minor outposts cna be captured anytime

Of course no one here probably played RF online :(
Accretia Empire!

 No.286

Make an MMO in the browser using WebSockets


 No.299

>>98

Your idea sounds lame, bro

Btw I've never played RF




File: 1450788247805.jpg (23.02 KB, 319x321, 319:321, 1439281738026.jpg)

 No.288[Reply]

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

YOU CAN'T GET OUT OF THIS ETERNAL IDEAGUY HELL

 No.298

I can make anything if I try really hard!!

I will never be afraid again!




File: 1447933651501.jpg (221.88 KB, 1200x576, 25:12, electric_rain_by_unfor54k3….jpg)

 No.281[Reply]

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

 No.282

sooooo mega man


 No.296

>>282

I can see the similarities, but the whole aesthetic is different, the upgrades permanently change the main character's body, and it actualy has a story. Also, some of the upgrades are not weapons.




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