Go into detail as much as you want. (EDIT: You can also talk about mods aswell) My idea would be a game where an experiment with teleportation goes wrong (like in HL) and a army of angry Minecraft Kids spill out and invade Earth. The player has to travel to a lab to be teleported to their world and defeat their boss, whose name is xXX_TheGuardian_XXx (like in HL with Xen and Nihilanth). I went into detail about it and might turn it into some sort of story sometime.
Another idea would be a game set in the HL universe between HL and HL2 during the Combine invasion and the portal storms.
Open world RPG basically. But add some Dark Souls-like combat and make the world / characters a game that Bethesda could only dream of making
Oh god, I've had a ton. A few that stand out:
- open world GTA-style game but way more realistic
- open-world FPS survival game that is [I][B]very[/B][/I] unforgiving; like combining old-school cRPGs and FPS games
- open-world Western FPS
Vive game where it's an underground mayan dungeon and you get ancient gun pieces that modify the gun and you put together in any order. If they go in different orders then they do different things.
Oh yeah, also a Dark Souls prequel game.
DS1 takes place during the 2nd cycle, near the end of the cycle after Gwyn set himself on fire. So this one would take place during the age when Gwyn was in his prime. It would start right when the first outbreak of Hollows hits, follow through to when the Chaos Fire burst from Izalith because they made oops, and end when Gwyn hits the panic / restart button and sets himself on fire. Or alternate Dark ending where you stop him from setting himself on fire and just let it end at the start.
A game that's sort of like TimeSplitters just without the time traveling aliens or the time travel aspect, just the whole different time periods thing, also with great gameplay
Another one was a top down shoot 'em up like 1984, based on the future and retrowave soundtracks, it could change gameplay sorta like Nier Automata's shoot 'em up segments do, they'd play like Geometry Wars 3
The last was sorta like Metroid Prime, 3D metroidvania basically, except you could get way more upgrades and swap em out at will
A 1v9, non-violent multiplayer stealth game. One player would play as the Thief while the rest play as Security Guards. The Thief has no tools or gadgets to help them pull off their big heist, while the Security Guards are only equipped with shoddy tools. They are basically underpaid mall cops.
The Thief's goal would be to successfully infiltrate and steal some valuable object (usually from a museum or warehouse of sorts) without being caught. The Security Guard's job would obviously be trying to stop the Thief. They would be able to tackle or grapple, as well as use the environment to capture the Thief in whatever way they could.
I actually have a ideas blog I rarely update: [URL]http://ichidori.tumblr.com/[/URL]
MMORPG where every public domain fantasy species/race is playable as well as humans. You can go hero or villain it up or you can do ANYTHING. Wanna be a gelatinous cube who dances on street corners for change? You got it! Elder One Cheerleader? Done! Rock Golem pimp? You should get the idea.
[url]https://facepunch.com/showthread.php?t=625672[/url]
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Actual answer since the above isn't my idea: I want to make a sort of survival horror game in a huge underground research facility, but the catch is that while you're given all kinds of weapons, none of them can kill what's chasing you. They'd probably only barely slow them down. You'd need to use these weapons as tools of progression rather than tools of killing, all the while trying to stay alive and find out what happened.
To many, but the most recent one is a 2D fighter rendered in PS1 style 3D due to me being realistic about my skill in art. Partially inspired by the look of Slap Happy Rhythm Busters.
Oh, I could write a BOOK about the ideas I've had over the years. But there's one in particular that, in the end, I would like to do starting out. I call it [B]"The Prince and His Shadow".[/B]
[QUOTE]The first seeds of the idea came from a video called "Excellent Games That Don't Exist", where Alex Faciane presented the idea of "The Final Boss", an Ico-esque game where you were the final boss and you were faced by a succession of heroes over the centuries as you gradually grew in power. However, The Prince and His Shadow isn't just a rehash of that idea, though if and when I make it I will put Alex in the credits where credit is due.[/QUOTE]
[QUOTE]Gameplay-wise, The Prince and His Shadow plays like a classic top-down "action RPG" game a'la Link to the Past/Secret of Mana/Illusion of Gaia, albeit somewhat more condensed. You guide the Prince, and his Shadow, throughout the sprawling dungeons of each level, completing trials and solving puzzles to grow stronger and learn more about the world of Hydrokhos. And when I say you control the Prince AND his Shadow, that's not just a figure of speech. While you control the Prince with the left side of the controller, the Shadow is controlled with the controls on the right side. In a way, one could compare it to Brothers: A Tale of Two Sons as a form of "single-player co-op", with both characters being controlled by the same player.[/QUOTE]
[QUOTE]After a certain number of encounters during the level, someone else will enter the dungeon, the "Heroine" destined to slay the Prince of Darkness and restore balance to Hydrokhos. Ready or not, she is coming, searching for the two minotaurs that stalk the Dark-profaned dungeons of the planet. The Prince, and his Shadow, are those minotaurs. When she enters, she will in turn investigate the various rooms of the dungeon, moving to a different room every time you change rooms, so you'll still have time to get in a few trials and puzzles before you inevitably clash.[/QUOTE]
[QUOTE]Eventually, the Heroine will find an item analogous to a "Compass", which will allow her to see where you are. However, you can just as easily encounter her before she knows where you are. But when she finds you, the battle will begin, whether it's in the entrance to the temple, the throne chamber where you spawn, or some dank corridor connecting different parts of the dungeon. Though despite her clashing with you, there is nothing to stop you fleeing from the room, but there's nothing stopping her from pursuing you into the next room. You'll get a few seconds' head-start as she goes through the door, but beyond that you won't be able to shake her. You're the final fight in a long, gruelling quest to bring order to the world, and she's not going to turn back now. ...not yet, at least.[/QUOTE]
[QUOTE]This brings us to the combat, which like the level design is a lot like the classic early-90s SNES action-RPGs. However, you're not just swinging your signature weapon the whole game, for both the trigger and shoulder buttons can hold a different item, giving each character two items to use in combat and in puzzles.
For instance, the Prince may have his Battle Axe on Left Shoulder and the Chain Hook on Left Trigger, while the Shadow has the Thunder Lance on Right Shoulder and the Cyclone Boots on Right Trigger. In this example, the Shadow can zip away from the Heroine while firing bolts at her, and if she gets too close the Prince can reel her in with the Chain Hook and strike her with his Battle Axe.
But the item utility doesn't end there. Certain special trials require the use of two items in conjunction with one-another, and should you complete said trial, you will unlock part of the combo system for that particular weapon combination. For instance, once you have completed the Trial of Axes and Fire, you will be able to pull off two starting combos: the Flamewave, where you swing your Axe then immediately follow up with the Fire magic to send forth a long-range wave of fire, and the Flamesheath, where you send out a burst of flame by opening with the Fire magic then swing your Axe into the fire to infuse the Axe with fire damage for the next swing.[/QUOTE]
[QUOTE]As your knowledge of item combos grows, you will soon be capable enough to overcome the Heroine's assault. However, if she manages to strike down both the Prince and his Shadow, it's not game over. She may have won this round, but the cycle will continue. The Prince and his Shadow will be reborn in the next age, and enter the next "final dungeon" where the fate of the world will be decided once again. Your followers will retain the items you had in the previous level, and the player-characters themselves will still retain the power and knowledge of their previous incarnations.
However, the Heroine too will be reborn, sent back into this world to fight the Darkness yet again. She will remember how easily you fell, and might even feel sorry for you being on the wrong side. If she is the one to fall, however, the Prince and his Shadow will be free to clear out the dungeon in that era, gaining more insight into what happened to the world. However when the Heroine is reborn, she will not take her defeat lightly. She will come back stronger than before, baying for your blood, and not hold back as she did before...[/QUOTE]
[QUOTE]This adventure would continue across four ages in the four different dungeons; the Earth Temple in the Age of Deep Winter, the Undersea Palace in the Age of High Seas, the Oasis Mansion in the Age of Wild Deserts, and the Jade Mountain Observatory in the Age of Creeping Rot. Each time, the champions of Light and Darkness will clash, both seeking to bring their idea of balance to the world, but in the end there can only be one power.
And yet, even when the final battle concludes within the Jade Mountain Observatory, when one side claims their supposed final victory, it is not truly the end. For indeed, there are still questions unanswered, trials left incomplete, paths left untravelled, and the Prince's thoughts turn, at long last, to the beginning, activating New Game +.
Given that the circumstances change depending on who wins and who loses, multiple playthroughs would be advised in order to attain the other endings. For it is not merely experience and combo attacks that Prince Asterion remembers. He and his Shadow remember all of the previous run, what they won, what they lost, how it all ended. In knowing the future comes the desire to change it, and maybe, just maybe, it doesn't always have to end in bloodshed. If only he and the Heroine could understand one-another...[/QUOTE]
Sooo yeah. A little long-winded, somewhat ambitious, but it would be a worthy adventure.
Heist game.
No, not a dumb shooter like Payday. An actual heist simulation.
Shooting would be a very minor element. The most important parts would be planning and execution. Learning everything about the place you're about to rob. From opening hours, guard patrols, employees schedules, circuitry, vents etc...
Basically free roaming around the place first before going back for the actual robbing.
Then building up the perfect team to do the job. Not necessarily having recurrent characters like in Payday. It could be a mix of actual bank robbers and employees/specialists who work as accomplices.
You could start the heist at any hour you want, which would increase in diffuculty and rewards depending of the time.
Robbing at night would mean no crowd and civilians, but more guards and additional security systems, encouraging stealth and technical planning.
Daytime robbing would have you manage hostages. Something deeper than just yelling "get down" and handcuffing. They could be used to do certain tasks without having one of the robbers being at risk. (cops wouldn't shoot a hostage forced to do something)
Negotiations would be an important factor if cops are alerted. Dialogue mechanic and hostage trading in exchange of stuff to make the heist easier.
Basically avoiding the intervention of special forces at all costs as it would, like almost everytime in real life, end up with the robbers arrested or dead.
- Story-driven GTA-style cyberpunk game
- Open world game where you play as a fugitive in a procedurally generated world resembling a fictional U.S. state (with natural and social attributes from the real-life Midwestern and Southern states). You try to survive while avoiding being caught by the cops. One key feature would be a highly complex crafting system and physics engine, allowing you make improvised weapons out of anything. Could be somewhat story-driven with multiple endings (like getting caught and sentenced to death as a bad ending, managing to escape to Mexico or gathering evidence to disprove your guilt in the trial as good endings).
- Gmod but with better physics and bigger maps
- Good FPS set during the Korean War (why have no-one done this yet)
- A VR sandbox game that accurately simulates the effects of various psychoactive drugs (though with time scaled down to maybe 2-5 real-life minutes per in-game hour, few people would want to spend 12 hours in a virtual acid trip)
Two ideas I had when I was younger, one was a video game called "Life" where you can do pretty much anything you could think of possible and that basically already exists in the form of Second Life any various other similar games.
The other is basically just Counter-Strike (original) on the scale of something like Planet Side 2, where you still have the hitscan weaponry and all that but you could see people for miles on the map.
A GTA game set in a small southern town with nothing but shitty cars and the highest paying mission being a gas station robbery.
You know Cortex Command? You know this dropship guy?
[img]https://i.imgur.com/Equr0oW.png[/img]
Well if you blow up one of its engines without destroying the hull, the entire ship flips around like a wacko. I want to make a pixel-art physics based sandboxy game that works like that, crossed with Guns of Icarus(not Online, but the original).
You'd build your ship out of rooms and components, placing engines, generators, weapons, medic bays, stuff like that. Then you'd set off on a journey from point A to point B. The ship flies itself, but you need to keep it going as it gets damaged by bandit craft or hostile weather. If certain engines get taken out, the ship will try to compensate, but it might start to spiral out of control if it can't maintain balance. So you have to decide between building a very redundant and resilient, but expensive and thirsty ship, or a cheaper, faster, more efficient ship that's more fragile.
It's a cool idea i'll probably never make, but I like to dream.
[QUOTE=gnampf;52649839]A GTA game set in a small southern town with nothing but shitty cars and the highest paying mission being a gas station robbery.[/QUOTE]
I'd play that :v:
Basically a boss-rush type game similar to Street Fighter 1 or Yie Ar Kung Fu
I had movement, attacking, and a combo system for it back in like 2015. The movement and combos were more like 16-bit Virtua Fighter 2 than Street Fighter.
I basically had next to no knowledge in Construct 2 then so if I went back to it I'd probably rework most of it.
Asymmetric RTS-FPS hybrids are what interest me the most.
They're fun to think about because they're probably my favourite type of game, with some pretty unique challenges that lead to most examples falling flat. Especially when it comes to the RTS implementation. Zombie master and overwatch mod are probably what I'd call the most successful examples of this genre.
If I were a modern game developer what I'd try to do is take an FPS game, with RTS players on each team with direct access to units and abilities in order to make the game feel a bit more busy and alive to the FPS players. Think of kind of what NPCs in titanfall accomplish. The most difficult thing to work out is likely just how powerful/involved the RTS players are, as most games make them too uninvolved to where you're basically your teams research or resource bitch. I haven't seen it go wrong the other way before, but it's not hard to imagine how un-fun that could be.
An open world survival crafting game with procedurally generated levels, rogue-like elements and permadeath, with a bit of Dark Souls.
In Early Access.
Another idea I've had is a potential cooperative space game that feels like a star trekking adventure. You and your friends would be able to fill in various roles on-board your own starship, travelling throughout the Omega Sector on various different missions. You'd have various scanners to analyse objects, power regulation to boost systems as needed, and in a similar fashion to Guns of Icarus and FTL, damage on the ship would damage specific systems so players would need to work on fixing the systems as everything starts going wrong.
As for missions, at the start of your "five year journey" you'd have a choice of overarching directives depending on which of the factions you choose. For instance, the captain of a Tellurian Imperial vessel may be tasked with destabilizing societies on the northern edge of the Omega Sector, softening them up for future invasion fleets, as well as abducting natives to sell as slaves back home (the Tellurian Empire is not a nice place to live). In contrast, if you and your crew serve the United Caliphate of Arokeb, your mission is to map out the eastern reaches of the Sector and track down the mythical "Twelve Tribes" who left the homeworld centuries ago, bringing them back into the fold of basthari society.
However, you're not explicitly restricted to your main directives, and depending on how you've kitted out your ship, you can engage in all manner of different quests, like scientific expeditions, military operations, diplomatic missions, even a bit of good old-fashioned trading. Though the latter two would be a little harder for Tellurian teams, unless they exercise discretion during their main missions and don't cause the natives to suspect the smooth-skinned monkeys.
And speaking of missions, you wouldn't just be stuck on-board your ship all the time (unless you're the captain and you have other things to do), since away missions would take you to the surface of the various alien worlds of the Omega Sector. Though much like in shows like Star Trek and Battlestar Galactica, things can still go wrong and/or get weird onboard the ship itself, creating their own "missions". For example, the automated mess hall might gain sentience due to a solar flare knocking out its programming restraints, and start whipping up some more... "gourmet" meals that would make even Neelix turn a funny colour. Or that weird rock brought back from an expedition may spontaneously hatch, loosing a baby chthonian into the Jeffreys tubes.
A very weeb game in which you're a girl at a con that gets attacked by comically creepy dudes/weebs and you have to kick their asses sort of like Dead Rising. Now the gameplay changes depending on what outfit you're wearing, and you get the outfits from closets placed here and there.
I'm thinking something like at first they corner you at one of those closets, whcih then sucks you up and you in a outfit from another game, like Kingdom Hearts. Then you'd have to fight your way away when you then encounter another closet that gives you another outfit in which the gameplay changes to whatever that might be and so on and so forth.
Then of course with some sort of story on top which I haven't figured out yet :v:
Runner/ninja like N++ but more intrinsic puzzles like Portal. But same time levels fill up with water, and you can toy with air/water pressure dynamics. instead of a portal gun, you create seals/bulkheads of varying strength to block water from catching up and drowning you.
Deadpool but Tom Kenny voice acts Deadpool.
A Rambo game that had stealth mechanics like Splinter Cell but wouldn't punish you for breaking stealth and going loud.
So basically MGSV free roam.
Private military sim with a insane amount of guns and customisation. You can take on missions, have your soldiers fight alongside with you, etc
pretty much MGSV/PW but with a lot more content and polish
God this is my type of thread. I've had a few actually. I had an idea for an open-world cyber-punk game with the aesthetics of Blade Runner and a cross between Snatcher. So instead of replicants, Snatchers. For those who don't know Snatcher was an adventure game in the 90s heavily inspired by Blade Runner where it had Snatchers - robots with human skins. Akin to terminators. Story-wise I'd have it focus on the Snatchers themselves, what makes a human 'human'. And if a robot can even pass for one, having human emotions, human thoughts, human beliefs. Conflicting with their very creation and purpose. I'm not sure about the gameplay side of it, maybe have it like L.A. Noire. With adventure elements and instances of third-person shooting gameplay.
Pong: The RPG
a tron-esque multiplayer game where people sprint and race through a pseud-randomly generated obstacle course a la 3d platformer as the main gamemode but there are weapons and such, disks and other powerups.
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