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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: 1427055137966.jpg (90.63 KB, 700x585, 140:117, Deconstruction700.jpg)

 No.64

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.

 No.65

npcs with problems/world problems

Theres no conflict or drama in mine craft/terraria outside general mobs

Things like the corruption actually spreading overtime and is harder to negate, water shortages for npc villages, npcs needing resources,etc

Basically construction orientated quest lines and limited resources

 No.68

Actual technology progression, and slow paced survival gameplay.

Something where you must spend time in each technology tier, and can't just dig down to get ez diamonds and megametals. Each technology tier makes surviving and harvesting and building easier. Enemies can slowly break walls, so higher tier materials are useful. Inventory should be somewhat limited, so you can't just go underground for 8 days and return with a setup of kings.

 No.191

Enemies have real presence (a base, or caves, where they are strong) so you have a choice of attacking or waiting and defending, and tension builds up.

Real timescale, no 1minute=1hour bullshit, you need to design that in. The player needs to be able to spend time gathering resources, and have a good rest before you go back to base and defend it (Dig or Die was shit like that), but unlike Terraria night time or monster attacks in general need to be a real threat, your building needs to be much slower and attacked much slower (no enemy should destroy concrete blocks).

Make it necessary to step up tech tiers from day 1, you need to seek some underground shelter, then build a base and either hire NPCs with money from digging/crafting (no retarded unbalanced buy/sell rates), or they follow you and help you anyway Because Aliens or something.

Environments: snow/mountain, dirt/temperate. Have it so that 1 main goal is the need to build a small but fully functional fortified base with electrical systems online, weapons manufacturing, health clinic, training and storage rooms, etc., have the enemy make raids on the base, which means you need to assign NPC lookouts and snipers. Add vehicles which are sturdy and can go do the mining for big bux.

Have the player take out mining contracts in exchange for troops resupply, or something. But don't go light on story content. Add lots of depth to the game mechanics and story. Gears of War 3's plot ended on something retarded like "but we had to kill you, you're monsters!", don't do that. Hire good writers or someone with more than just a passing interest in writing a story. Steal ideas from novels, spend time on tvtropes to get a firm idea of what's possible.

At least think about the AI and what long term choices AI characters should be making, add mechanics for this, even if it's something as crude and basic as soldiers fighting and leaving their rooms messy when they get stressed, or letting loose with the ammo. Using an entity system I can program 1000s of small features like this, no need to put it all in one file, it goes in separate components, each game entity is just stored as an int type.

Make world gen extremely easy to understand and script (or use a seed and they just keep pressing regenerate) for any player, so that AT LEAST your game will have cool generated maps to play (use a seed)

UE4 is free which means anyone can make maps on it, in theory (they still haven't added text based level files, it's all binary which means you can't copy it for someone else really)


 No.192

YouTube embed. Click thumbnail to play.

>>191

KAG zombie mod is fun but there's way too many zombies and it lags like hell, their problem is the game itself is just extremely limited so there's nothing to do except build bigger traps and fortifications OR jump into a sea of zombies as a knight and try not to get hit.

Just recently modders added electrical blocks to place, so you can make a wall of spikes with a lever/switch and turn it off to let people in your base. Or you can wire up lights, or boxes that fire arrows out.

The game needed far more mechanics and interesting stuff, though, to get lasting replayability. Things like AI, or maps where boats are actually useful. KAG had so much potential but it's basically abandoned.


 No.203

Pack resources in bigger and more scarce places so that peoplee have to actually travel and tame different parts of the map if they want to have access to all resources, and they can use the same source of coal, for example, for a lot more time, mining out an entire hill. This woulld force more traveling and exploration rather than basebuilding, and in multiplayer it would encourage trade and map dominance.

Implement weather and temperature simulation. Seasons, umidity, heat, wind, etc. This would make the game harder and would also give one more aspect of physics to be manipulated by players, like building greenhouses in cold biomes or temperature sensors.

Crafting in these games seriously need something different, but I don't know what. Maybe make something like needing more different tools for separating materials so you can have purer metals, coal, etc.


 No.224

red faction guerrilla physics engine..


 No.236

I've always thought one thing that could solve Minecraft from a survival nature: a digging mob.

Basically, the idea came to me while planning for a multiplayer fortress. Without anysort of block protection, all anyone has to do is keep digging forward to victory. All gaps can be crossed with dirt, all walls broken down via hands, and all traps can be punched out.

So why not apply that to single player?

There's a pair of things I would change to Minecraft to make it an actually interesting single player game.

1. Creepers will, upon finding themselves in a dead end, blow up. If they know you're there, but they can't get to you because of a wall, they blow up. If there is a gap/moat, then they do not blow up.

2. Gnomes.

Gnomes are 1x2x1 mobs that can do anything the player can do. They will dig, mine, equip items, steal items, eat minerals, open containers and steal shit. If they come across a gap they want to cross, they will use dirt to make a bridge. If they come across a lava flow they need to cross, they will block it off with dirt. If they come across a wall they need to breach, they will dig it out with basic stone tools.

Wherever they dig, they will dig out 2x2 squares. They will build little alcoves underground where they hoard their stuff. So, if you find all your shit's been stolen, you can possibly reclaim your materials.

They can also use your shit to make stuff. Use your wood to make workbenches. Use your iron to upgrade their armor and weapons. Use redstone to make traps. They won't grow stuff, as they can only eat minerals, but they will still horde/burn your veggies.

This does a few things that will make the difficulty similar to a pvp server.

1. It makes chests not perfect protection

2. It makes simple walls inneffective

3. Any farms you have will need protection

4. It will allow for other mobs to gain access to your fort.

5. Provide a persistent, growing if unchecked, threat to the player


 No.249

The thing I would change is giving enemies the ability to mine/craft the way they do.

First I'd put a few tweaks on the existing resources.

>Torches burn out, food goes bad after some time.

>Crops grow according to seasons.

>Mobs reproduce on their own.

>Villagers need to eat to survive, have things in their inventory order to trade them.

>Wolves hunt to stay fed.

And then build up the opposition.

>All mobs remain spawned, like animals currently do.

>Crafter mob that can create and use craft table.

>Zombie with pickaxes can mine.

>Organizer/boss mob that renders a small area around itself(the way human players do) to keep the horde moving.

>Organizers can give orders to their horde in order to acquire resources, build a base, and grow their numbers.

>Organizers(When they multiply) can form command structures/hierarchies.

>Villages would be useful source of food.

>Hunting would be a renewable food source.

>Iron golems and defenses/traps would be useful to defend against mob hordes/armies.




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