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Your Game Ideas

1235»

Posts

  • -SPI--SPI- Registered User regular
    edited May 2008
    Titmouse wrote: »
    I want a game based around the cabin section of RE4.
    It should be set up like RE4 meets desktop tower defence/rampart. So you have ever increasing waves of zombies and in between the waves you have limited time to set up defences, barricades and re-arm yourself.

    8t2qhu8l050f.jpg
  • Ah_PookAh_Pook Registered User regular
    edited May 2008
    ive always thought a head to head fighting game would be neat if it was controlled by a huge insanely byzantine series of pulleys, cranks, killswitches and so forth. it would be like the machines in frankensteins lab in the old movies crossed with the huge banks of blinking lights that pass for computers in old sci fi movies. steam would vented.

    i would play it anyway.

    sig_zpsceb29fbe.jpg
  • 043043 Registered User
    edited May 2008
    043 wrote: »
    043 wrote: »
    My game ideas never get off the ground because I have a wonderful imagination (I can visualize everything), no grasp of math for programming and no real art skills.

    So I don't even know where I'd fit into game development.

    You're pretty much like me and I don't think we fit anywhere.

    People have to plan, right? We have to fit in somewhere.

    I'm pretty sure they get people with other talents to do the planning.

    I can kind of draw, and I could definitely learn to code if I learned the math involved -- but I haven't been in a class since high school and god damn the teachers were terrible.

    :| My dreams. They are broken.

    [SIGPIC][/SIGPIC]
  • EgoEgo Registered User regular
    edited May 2008
    I've always wanted to see a rogue-like translated into a modern 3d game.

    Gameplay would be real time, perspective would be top down. Your character would face your cursor position on the screen, and character movement would be controlled by with a WASD scheme. As gameplay is top down your player would mostly resemble whatever it's wearing on it's head and body, along with whatever the character has in his or her hands, and you'd see the occasional glint from jewelery if appropriate.

    Play mechanics would be as follows:

    -If your character is facing an enemy that gets close enough, he will swing his weapon and attack it. The character will automatically block with shields or parry with and against appropriate weaponry.
    -The character loses health if hit.
    -The player can increase the tempo of attacks by clicking the left mouse button, at the expense of vigor.
    -The player can increase the tempo of shield blocks or parrying by clicking the right mouse button at the expense of vigor.
    -The player can hold shift to sprint, also at the expense of vigor.

    -Spells are learned individually in books.
    -The player can view learned spells and put shortcuts onto a toolbar for quick casting and/or assign a keyboard shortcut.
    -Spells are cast by clicking the icon, or pressing the chosen key, and clicking at the desired target with the cursor.
    -Spells have a cast time, usually minor, which begins when the key is pressed or icon is clicked.
    -Spells cost mana.

    -The character has strength, intelligence, and constitution as stats that can be increased upon leveling up.
    -Increased intelligence will decrease casting time and increase the mana pool.
    -Increased strength will improve the innate fighting ability of your character (described above) and increase his health pool.
    -Increased constitution will improve the health and mana pool of the player.

    There is no 'class', even a player who's dumped points into nothing but intelligence can wear great armor and wield great equipment as they find it, but without improved fighting ability the character will soon be in trouble with hand to hand combat against more than one or two foes regardless.

    Likewise even the most brutish of fighters can learn to send a wall of fire hurtling down a corridor, but without improved casting ability that character will find that he can't really cast spells as fast or as often as he needs to for that to be the way he really gets the dirty work done.

    Randomly generated levels, 'quests' given in a town above, underground cities (some safe, some deadly hazards) and lakes and... dragons!

    I could go on.

    Erik
  • mspencermspencer Registered User regular
    edited May 2008
    I started a weird discussion in another thread (and perhaps killed the thread). It's a massive wall of text, though, so I'll post it here under a spoiler tag.

    This was posted in the 'sex in games' thread, when the discussion started to move toward 'emotional and physical intimacy in games' and 'what games do emotional bonds well and why?'. (So don't be afraid of that thread -- it didn't degrade into the lowest-common-denominator discussion you might think it would.) My idea was a repeat of something I brought up with one of the Storytelling in Games panelists after their panel at PAX 07, and it met with some interesting replies that make me think the idea isn't complete crap.
    Spoiler:

    MEMBER OF THE PARANOIA GM GUILD
    XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
    QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
  • PunkBoyPunkBoy Registered User regular
    edited May 2008
    It's not really a serious game idea, but sometimes I imagine myself and the people I know as characters in a 2D fighter I think of movesets, playstyles, and even taunts and victory quotes/poses. My main debate now is whether the gameplay should be more like KOF or Melty Blood. Either that, or an RPG that gives a hugely exaggerated version of a week in my life.

    Steam ID:
    Spoiler:
    The Linecutters Podcast: Your weekly dose of nerd! Tune in for the live broadcast every Wednesday at 7 PM EST, only at www.non-productive.com!
  • RaslinRaslin Registered User regular
    edited May 2008
    Ego wrote: »
    I've always wanted to see a rogue-like translated into a modern 3d game.

    Gameplay would be real time, perspective would be top down. Your character would face your cursor position on the screen, and character movement would be controlled by with a WASD scheme. As gameplay is top down your player would mostly resemble whatever it's wearing on it's head and body, along with whatever the character has in his or her hands, and you'd see the occasional glint from jewelery if appropriate.

    Play mechanics would be as follows:

    -If your character is facing an enemy that gets close enough, he will swing his weapon and attack it. The character will automatically block with shields or parry with and against appropriate weaponry.
    -The character loses health if hit.
    -The player can increase the tempo of attacks by clicking the left mouse button, at the expense of vigor.
    -The player can increase the tempo of shield blocks or parrying by clicking the right mouse button at the expense of vigor.
    -The player can hold shift to sprint, also at the expense of vigor.

    -Spells are learned individually in books.
    -The player can view learned spells and put shortcuts onto a toolbar for quick casting and/or assign a keyboard shortcut.
    -Spells are cast by clicking the icon, or pressing the chosen key, and clicking at the desired target with the cursor.
    -Spells have a cast time, usually minor, which begins when the key is pressed or icon is clicked.
    -Spells cost mana.

    -The character has strength, intelligence, and constitution as stats that can be increased upon leveling up.
    -Increased intelligence will decrease casting time and increase the mana pool.
    -Increased strength will improve the innate fighting ability of your character (described above) and increase his health pool.
    -Increased constitution will improve the health and mana pool of the player.

    There is no 'class', even a player who's dumped points into nothing but intelligence can wear great armor and wield great equipment as they find it, but without improved fighting ability the character will soon be in trouble with hand to hand combat against more than one or two foes regardless.

    Likewise even the most brutish of fighters can learn to send a wall of fire hurtling down a corridor, but without improved casting ability that character will find that he can't really cast spells as fast or as often as he needs to for that to be the way he really gets the dirty work done.

    Randomly generated levels, 'quests' given in a town above, underground cities (some safe, some deadly hazards) and lakes and... dragons!

    I could go on.

    So you want to make a diablo 2 mod? ;)

    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • SakeidoSakeido Registered User regular
    edited May 2008
    It'd be an episodic game with a platform-independent presentation (basically, something not tied to the bleeding edge of graphics) to both cut down production costs and make it possible to have all the games look cohesive. So I could string them together end to end and it would be like you are just watching episodes of your favorite TV show.
    Story?
    Something epic. I have a design document, but want to change it up so it seems less contrived, which is difficult when the Hero has been transported 1,000 years later in time by a geomancer who will eventually come back as your nemesis. Commentary on numerous themes, but no real explicit answers, as to encourage audience reflection. Silent protagonist so as to not foist motivations and a personality on the player.
    Gameplay?
    The fluid 3rd person style of acrobatic, high flying jumping and close combat, but from a 1st person perspective. Maximum emphasis on tight controls. The main character will be almost totally incapable of firing a weapon accurately, so his weapons are a sword and a sawed off shotgun (since they need minimal aiming) while his opponents are armed almost entirely with guns. So, you play to your character's strengths and jump all over the place to close the distance to your enemies. There will be a couple of gags where you will try and fire a pistol at someone, completely missing with every shot.
    No enemy grinds. Every encounter will be equivalent to a boss fight. Rather than stretching out endless corridors and rectangles populated with power ups and enemies, each fight must be a carefully crafted showpiece. So it'd average about two showpiece battles per episode.

    Lots of ideas - ambitious to be sure, but I think I could get it done if I can recruit just the barest amount of helpers to get me started. Then produce a "pilot" episode to get more people interested, and slowly grow it from there. Probably Half Life 2 engine based because convincing facial animation will be key to the story I want to tell.

  • randombattlerandombattle Registered User regular
    edited May 2008
    Honestly I just want a beat em up game that emulates the fighting styles seen in Jackie Chan movies.

    itsstupidbutidontcare2.gif
    I never asked for this!
  • Speed RacerSpeed Racer I'm Speed Racer and I drive real fast. I drive real fast, I'm gonna last.Registered User regular
    edited May 2008
    PunkBoy wrote: »
    It's not really a serious game idea, but sometimes I imagine myself and the people I know as characters in a 2D fighter I think of movesets, playstyles, and even taunts and victory quotes/poses. My main debate now is whether the gameplay should be more like KOF or Melty Blood. Either that, or an RPG that gives a hugely exaggerated version of a week in my life.

    A super-dramatized version of just a normal week of someone's life would be a great premise for just about any kind of game.

    One boss would be a red traffic light, which tries to whittle down your will to care about getting to work while you try and use your Glare ability to try and make it turn green.

    speedsig2_zps388d2098.jpg
  • YougottawannaYougottawanna Registered User regular
    edited May 2008
    A sports game that uses euphoria extensively. Players will actually bump into each other and such realistically. Also, remove some of the numbers. Real coaches can't look at a guy and say "he has run block ability 71." You have to watch your players in practice and games, and look at scouting reports, to guess how good they are.

    My ideal football/soccer/basketball game would take long enough to explain that I'm not gonna go into too much of it here, but the new game "football manager live" is getting close.

    Another one: a multiplayer sensible soccer. 11 players to a team. The problem with my game ideas is I have to concede that I might be the only person who would like them.

  • VicVic Registered User regular
    edited May 2008
    I had an idea for an action RPG that is basically a post-apoc final fantasy game.

    Aliens have invaded earth, and to avoid domination the leaders of the earth decide to nuke the planet, sacrificing 80% of the worlds population while destroying 98% of the alien invaders. However somehow the global AI in charge of the coordination alters the order to destroy 95% of the worlds population and 99,9% of the aliens. Society utterly collapses.

    A few years later, the player (a mental patient freed by the invasion) is making a living through looting and mercenary work. During a trip into the outskirts of a city he finds a young mysterious girl, and decides to help her try to track down her parents. And thus, he gets drawn into the story.

    Gameplay somewhere between STALKER and resident evil but with teamplay elements, where you explore environments like ruined cities, alien hives, mutaded jungles and military bases. A combination of story and mission based gameplay lets you choose to rush ahead in the story or stick around and explore the world and your place in it fully. 10+ unique characters may join with you, ranging from Olivia the mystery girl and Gerhard the alien with a human mind to Samwise the hippie sniper, each with their own multi-ended storyline. And a long main storyline, where character interactions, the order of events and the players own choices will affect multiple aspects of the ultimate end.

    I have the basic storyline down, and it could be pretty awesome.

  • PunkBoyPunkBoy Registered User regular
    edited May 2008
    Honestly I just want a beat em up game that emulates the fighting styles seen in Jackie Chan movies.

    Yeah, I'd really love something like that. I mean I love God Hand, but I'd really like a beat em up as cinematic as Jackie Chan/Jet Li movie. I would have no idea how to make it work, though. Maybe something like Stranglehold but with less guns and more kicking?

    Steam ID:
    Spoiler:
    The Linecutters Podcast: Your weekly dose of nerd! Tune in for the live broadcast every Wednesday at 7 PM EST, only at www.non-productive.com!
  • The Big LevinskyThe Big Levinsky Registered User regular
    edited May 2008
    Most of my ideas are cross-overs of existing games:

    Dominions: Total War

    Dominions being the small-budget fantasy strategy game by Illwinter. So basically the setting, depth and gameplay elements of Dominons combined with the fantastic real-time combat engine of the Total War series of games.

    Another game cross-over idea I had was a zombie apocolypse RTS game that resembled Dwarf Fortress in how you played it. Instead of customizing a plucky band of Dwarves and setting them loose on a mountain, you guide a small group of survivors as they try to carve out a living by capturing and fortifying buildings to form a sort of Safe Zone.

    Long, drawn out explanation within:
    Spoiler:

  • PunkBoyPunkBoy Registered User regular
    edited May 2008
    PunkBoy wrote: »
    It's not really a serious game idea, but sometimes I imagine myself and the people I know as characters in a 2D fighter I think of movesets, playstyles, and even taunts and victory quotes/poses. My main debate now is whether the gameplay should be more like KOF or Melty Blood. Either that, or an RPG that gives a hugely exaggerated version of a week in my life.

    A super-dramatized version of just a normal week of someone's life would be a great premise for just about any kind of game.

    One boss would be a red traffic light, which tries to whittle down your will to care about getting to work while you try and use your Glare ability to try and make it turn green.

    I was more thinking about random ninjas attacking, but this idea works as well.

    Steam ID:
    Spoiler:
    The Linecutters Podcast: Your weekly dose of nerd! Tune in for the live broadcast every Wednesday at 7 PM EST, only at www.non-productive.com!
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited May 2008
    I really think a game where you play as Baba Yaga, flying around cursing russians, would be great.

1235»
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