I don't think this thread is on here at the moment...
Anyway, this game idea came to me in a flash of awesome, I think if I don't set a time limit as to when it's finished I could make it. Tell me what you think and feel free to add your own geeky game ideas.
Planescape:Rouge-like.
http://en.wikipedia.org/wiki/Planescapehttp://en.wikipedia.org/wiki/Rougelike
The plot is simple, you wake up in Sigil, the Outlands, the city at the centre of the multiverse, maybe when you roll your character it tells you that you angered a wizard or jumped out a window only to fall through a portal or maybe you were born there.
Think about it though, all those planes. Mechanus, Carceri, Mount Celestia, Ysgard! And randomly generated. Bliss.
The player would start at level one, with no equipment. Unlike other rouge-likes though, your not in for instant death, at least not very often. You'd help the peple of Sigil out in return for clothes and information "dark" in the local tounge and weapons.
Then it's a case of finding a portal and wanderering around. Some times you'd fall straight into the Abyss, but if your lucky and end up in Elysium you could have fun and just admire the landscape.
Oh, hmm, maybe the story is someone or something is messing with the portals, and creating lots of new ones so the multiverse falls apart, so thats why you don't just hang out at Mount Celestia.
Playable characters (yeah, in theory you could have every race from everywhere but I'm not coding all that):
Human
Hi guys.
Goblin & Kobolds
I like the under class feel that a goblin gives off, they're smart, but weak. The real thing keeping them down is their own greed and backstabbing.
Some custom made Ogre
They aren't enough large sized, super strong playable characters in DnD computer games.
Elf and Half-Elf
Nothing says,
I'm having a bad day, like a frail but beautiful person wandering the streets penniless asking how he got here. Also diplomacy and intelligence are favoured in this game.
Then you can add a template to them, giving them flaws, powers and the burden of their heritage.
Aasimar - Good blooded, celestials.
Tieflings - Evil blooded, abyssals and infernals
Zenythri - Law blooded, modrons I guess.
Cansin - Fish-slaadi on blooded paper training Chaos.
You can worship gods in Sigil, but they don't give the clerics power until you leaves Sigil. Again, I can't write every Tom, Dick and Io into it, so just the huge divine beings.
Gods:
Jormungandr
To the clueless, the Serpent coils around their world, waiting for its time to strike against their gods and end it all. But on a planar level it is more than a petty villian, it is life, death, destiny, wrapped in an impossible shape around all worlds, all things, everywhere...
Mystra
To the clu-well, to be fair, nobody knows the real dark on her, she has thousands of faces, avatars and names across the material planes. She is the weave, arcane magic. Oh, and get on her good side, I hear she takes a berk to bed with her on occasion.
Vecna
From mortal to wizard, to wizard to lich, lich to god! Vecna is all about self improvement. So you can serve him better.
He hates you and your little dog to, just do as your told and he'll give you the power you desire. Legend says that somewhere in Sigil, the fabled
Head of Vecna lurks, whistling at zombie women...
Pelor
To the clueless a peaceful sun god, but on the planes he is destroyer of the rebellious, those who delve too deeply in necromancy and it could be said he holds many of the so called "
lesser" races in contempt. He can be seen as the god of strength and life, but also as war and burning agony. Some addle-brained sods even suggest he is a god of lies, and he only uses good hearted folk to further some vendetta against a ancient undead god.
Yaksosha
This guy is
old, so old he has faded from worship on most material planes, his castles on the upper planes are empty. You see he left for the Far Realm thousands of years ago to better understand the multiverse. But he's begun the biggest come-back tour imaginable, he's everywhere, a sword in Arcadia has his face on it, it has been reported a mountain in the deepest pit of the Abyss has his symbol on it.
He's back, full of knowledge, and he wants everyone to know all about it. Made this dude up, he is a random god, anyone who plays Crawl, think Xom but thinks he's still a good guy.Aosker the Slain
Dead master of portals. So why worship him?, the old deity flayed by the Lady of Pain? I dunno really...Some say that, well, people say all sorts of things.
You can join Fractions or Sects too, within Sigil, they also have a base on one of the planes and if you join you gain knowlegde of a portal to that plane and how to open it. In a perfect version of this game, they would be full of characters to talk with, with many branches to the conversation. If you have 18 in charisma you can talk them into leaving the Fraction.
As you travel you can pick up weird companions, like sad hill giant bards, blink dogs, elven barbarians, jolly beholders and pit fiend monks.
Edit: Way more writing than I should of done. ;p
Posts
Alot of the gameplay would be based on Zelda Dungeon-esque puzzles, but there would be an open ended world.
I imagine that at the start, there is a signpost, which tells you where to go find a dungeon. At the end of that series of puzzles, there would be information on where to go next. This means that next time round, you can skip straight to the second part. The whole game would be like this, and in theory you could complete it in like 20mins, but only if you knew where to go, effectively save progress would be saved in your mind, not a memory card.
Edit: This idea was in 'The Gamers Quarter', I came up with it before reading that, but they did a much better/comprehensive description of it.
And it's oddly upsetting that the misspelling is common that the wikipedia page now has a redirect set up.
Sorry, I usually spell it correctly, I should of spell checked. :x
To be honest I was hoping the idea was a make-up sim set in Planescape.
Oh hey don't worry about it, the expansion pack has a dress-me-up Modron mode. :P
It would basically consist of all the I-Spy books on a DS cartridge. The gameplay (such as it is) would be exactly like the books - ticking boxes whenever you see something deemed to be noteworthy, and occasionally answering a question about the subject.
Of course, there would need to be some additional features, otherwise you might as well just buy the books (except, you can't buy the books because they don't make them any more).
I'll admit, it sounds a bit bare on the bones, but it is a non-game, and they are all the rage these days. We'll make millions!
Nintendo Network ID - Jammers007
3DS - 1418-6751-8378
Steam - Jammers007
For extra cash, it's pokemon themed!
FAR too common.
I laughed my arse off at a WoW Guild called "The Deadly Rouges"
You missed the boat on that one kid, also this is perhaps why I only go on the internet once a month. You guys are not fast enough with the chatting. ;-)
This is actually rather awesome. And fit's quite well with 'interaction of technology with physical space' meme, thats going around on sites like lifehacker and boingboing. As kids drag around DS's with them anyhow a game to make them look around them and explore is perfect. And it would work for (geeky) adults too.
The more I think about it the more sense it makes.
Also, LewieP's ideas is also brilliant.
2009 is a year of Updates - one every Monday. Hopefully. xx
Another idea is an MMO set in a post-apocalyptic hell. Maybe a literal Hell. Anyways, you and your fellow human survivors band together within Road Warrior-esque bases trying to eek out a survival. Plenty of zombies, ghouls, demons or whatever cliche you want are roaming around the burnt out husks of cities. You leave your base to find resources and ammunition because these Road Warrior-esque cities are not permanent. No, they can be attacked and destroyed by AI enemies so you had better hustle in small teams to find ammo and scrap metal and the odd epic gear item for defenses and repairs. Now, the gimmick is the larger the concentration of players, the more belligerent enemy monsters become. So if everybody on a server is stuffing themselves into one fortification, the zombies/demons/whatever are going to be attracted to that spot moreso that usual. Survivors need to spread out or it's going to be like that farm house from Night of the Living Dead all over again where they just keep coming.
Kite flying sim using two Wiimote controllers. Lame ... but lots of people bought up Nintendogs.
Fred?
Anyways, the game takes place in our galaxy, mainly around Earth, Mars and Luna. You start with a small fireteam and complete missions for your clan (the various clans fight for control of the galaxy). There are only three or four of these missions, and then you move up to command more soldiers, maybe eight to twelve. Eventually, as your forces grow, you branch off into your own clan and take over the galaxy with massive armies.
EDIT: Alright, I'll go a bit deeper into things, because that just gives you a vague idea of how it works.
Each clan has different bonuses to different areas. One might be effective in assaulting, but might have a weak defense. One clan might have faster scouts or heavier armor or more advanced gear. Every clan has advantages and disadvantages. At the start, you choose a clan to fight for. The game is an overhead tactical game, kind of like X-Com but maybe real-time. In the beginning, you only command a small fireteam, which is made up of three to four soldiers. Your clan's capital city assigns missions for you, which you must carry out. You are rewarded with credits (the currency used in the game) and any gear you might find during your mission. As you gain more money, you can purchase more soldiers, buy better kits and train your soldiers to fit more specific roles (sniper, demolition man, scout etc.). As you complete missions for your clan you advance in rank, until eventually you can break off into your own clan, in which the game turns into a more open-ended endeavor. You can attack planets, conquer them, build cities and military outposts and, with time and good strategy, conquer the galaxy.
*The game starts with the most basic of asthetics: bloop-bleep sound, massive monochrome pixels for characters, things like that.
*If you go straight on through the story, that's how it'll stay.
*However, there are many, many side-quests strewn throughout. Each one you complete gives you an asthetic upgrade, be it for graphics, music, sound, adding voices instead of just a text box, etc. Each category will slowly work its way up from Atari-era to modern age.
*By the end of the game, if you've gotten 100%, you should have asthetics worthy of Pavlov-style salivation.
*After completion, you can go back to the start of the game and play through with the asthetics you've unlocked.
*There are also sliders, so if you wish to have Vib Ribbon Guy shooting an Unreal-quality gun that goes bloop and shoots white pixel dots, in a River City Ransom-style environment, with Halo-quality music, that is your right.
Basically, it's a combination of Night of the Living Dead and Groundhog Day. You wake up to find everyone's turning into zombies. The town you're in is built sand-box style and there's no direction in the game; you go wherever it takes you and try to survive while more and more people become zombies. Eventually you will die. When you die, though, you wake up again on the same night.
Like Majora's Mask, events would take place the same way every time you restart, so you will come to know the night very well. There would be certain goals (though you wouldn't be told what they are until you figured them out) that when you complete would make something change the next day. Maybe a vehicle would appear in an opportune place, or you could even find a new place to wake up when you die.
The main goal in the game would be to survive longer and longer, and eventually figure out what's causing the zombies and stop it from happening. I envision the game taking place in first person. The combat would be very visceral, however. In the fps games made today, when you swing an axe at someone it plays a sound effect and shows some blood. In this game the axe would get stuck in the persons body until you pulled it out. You would be able to hack off different parts of the body as well. Enemies would grab onto you and shake you. Guns would also be much louder and every gunshot would feel like it mattered. Your screen would move to simulate the force you would feel as an untrained person firing a shotgun.
Anyway, I don't know the first thing about creating games, and I don't think this game would be possible with current technology, but that's what this thread is about, right?
(The next part is a response to someone else who's post I can't find)
I know, I realize how tough it would be to keep the game from being repetitive. That's the reason I came up with the idea that you could change things by completing certain goals. If a car or a powerful weapon appeared near your starting point, it would help you skip events you've already completed.
Also, in order to give the game some direction, there would be a story event right when you wake up. The first time you start the game, you would wake up with a zombie banging on the door to your room. You pick up a baseball bat or something near you and beat it down. You then hear screaming from downstairs and it's your roommate or something. He says he just got home and that zombies are appearing everywhere, but that he knows a bar or something (I'm thinking of shawn of the dead) where you can go to be safe. (Of course on later playthroughs of this part, you would already know what was going to happen and could hop out the window in order to skip it) I wouldn't make it too hard to get there, and once you made it and completed some goal like defending it against a horde of zombies for a certain amount of time, it would let you know that you could now select that area as a place to wake up. So right off the bat the game would give you some flexibility.
Also, maybe there would be a radar of some kind that gave a small indication when a goal was happening in a certain area. You'd also have a journal of some kind that records when an event took place once you were see it on your radar, so you could revisit it later.
Hopefully the game would be designed so that once you complete certain side goals and gain some advantages through them, the main story goals would be much easier to complete. I've even thought about having things like if there was a car chase scene, you could complete a certain side goal
that would make it so next time there is a jump in an opportune place, or make it so that the car you use has some sort of zombie bulldozer attached to the front (ala day of the dead).
Fred? Ohhhh thread. Then I "got" it, though I'm fairly sure it wasn't a joke.
Game idea Fred? Usually spell correctly?
Second comma is completely unnecessary.
Leaping labrats, what's going on here?
I'm rooting for you to be wrong on this one. It's so much more fun that way.
I'd instead do continual single save.
It's a convenience feature.
That was the whole point of "saving" in the first place; to allow you to take an extended break and come back right where you left off to remove any needless backtracking.
Sort of like an indefinite pause.
Essentially, you could stop the game at any time, but if you came back to it, you'd be at the exact moment you left the game, rather than any prior "save point".
Of course, if you failed the game, you'd have to go through ALL that stuff over again. So... I do like the idea of the "20 minutes to complete the game if you know all the clues" solution.