Post any awesome game ideas you've ever had or wanted to play. You can criticize other peoples ideas as well if you want (just don't be a faggot). Also, please don't bitch about how your idea is better than someone else's idea or everyone else's ideas.
[B]My Idea[/B]
[QUOTE]An online multiplayer game where two teams fight each other. You can play in either 1st or 3rd person. Each team has a commander who plays the game like in an RTS game and everyone else on the team plays it like a combat game. Both teams start in the Stone Age and eventually work their ways up to some sort of futuristic age. Teams gather money by killing enemies and completing objectives. Both teams have a main base and commanders can build/construct buildings (although there is a fog of war for the commander, so troops will have to capture ground/territory in order for the commander to be able to construct more buildings in different parts of the map) which can perform various tasks (such as generating resources, spawn points, researching new technologies). Buildings can be destroyed (although, this does require a lot of damage to be inflicted on a building, also, if the building is a stone age building it can be destroyed by a mammoth for example and if the building is a futuristic age building it can be destroyed by heavy firepower for example), so players will have to attack and defend buildings. Buildings can also be captured if a commander abandons a building (abandoning buildings is free and destroying buildings costs money). The battlefield and everything in it changes depending on the age you are in and what your commander has built, upgraded and researched. The winner is the team that destroys the enemies main base (this is the strongest building and has the most amount health out of all of the buildings in the game, and is the hardest building in the game to destroy).[/QUOTE]
[QUOTE=Darth Ninja;39988046]Post any awesome game ideas you've ever had or wanted to play. And criticize other peoples ideas as well if you want (just don't be a faggot). Also, please don't bitch about how your idea is better than someone else's idea or everyone else's ideas.[/QUOTE]
You know, it would [b]really[/b] help if you actually posted your own contribution so as to set a standard for the rest of us? You know?
From the looks of it, you're like the ideas guy that is asking for other ideas on a half-canned thread that you made that is asking about game ideas. That's like the equivalent of.. Shepard killing Wrex, or not saving Malik, or like, AMD Planetside 2 kind of bad.
[QUOTE=extremejon;12054552]I may have no experience, willpower, or intelligence but one day I am going to make this game. I've been thinking about this game for years now, and It will be made no matter what
I want a game called "Fuck shit up"
You play as a viking teleported into a modern city. It will be like Grand Theft Auto in the sense that you can roam around freely, but there are no missions, there is no currency, and the only goal is to fuck everything up. You go around breaking shit around the city, you can hijack shit and crash it into shit. I want there to be realistic debris flying everywhere like in Burnout. One of your weapons should be screaming. If you scream at someone hard enough, they become a viking too and assist you in fucking shit up. You can either be elaborate in fucking shit up, or you can do it the simple way. For example, you hear about a business meeting in the 20th floor of an office building. You can take the elevator up to the floor and burst in with your posse and fuck shit up, or construct a giant ramp of dead bodies and burst through the window on your motorcycle
You win when the entire city is rubble, you fucked all the shit up, or if everyone is a viking.[/QUOTE]
There is a thread about this on the frontpage:
[url]http://facepunch.com/showthread.php?t=1255330[/url]
[QUOTE=CabooseRvB;39988070]You know, it would [b]really[/b] help if you actually posted your own contribution so as to set a standard for the rest of us? You know?
From the looks of it, you're like the ideas guy that is asking for other ideas on a half-canned thread that you made that is asking about game ideas. That's like the equivalent of.. Shepard killing Wrex, or not saving Malik, or like, AMD Planetside 2 kind of bad.[/QUOTE]
Happy?
A block building game where you dig in the ground to get ores and
I got about 20 Google Doc documented which are all game ideas full of concept art and stuff.
One i came up with recently was this.
You have a large building in which 10-20 players spawn, totally random. The player needs to focus on the sound as almost every movement you make gives off a slight sound. There is no music and the only things you hear are actually generated from objects in the game field.
The game is set in the future and you also have something called LinkUp which is a device that lets you connect to your areas Central Power Unit. When connected you can control the doors, air, light, phones and pretty much everything that is connected with power.
The main idea of the game would be based on fear, because i would be scared shitless if i had a pistol and you just heard a can fall over in the room next to you and you swiftly see a shadow passing by.
Time to write some Proof Of Concept and concept. art :v:
[editline]21st March 2013[/editline]
So yeah later i want to work at some big company and i want to be the ideas guy obviously
What's the policy here on stealing ideas and becoming a millionaire with them?
A game where you are a bird and you just fly around the whole world. Nothing more, just flying around an observing people and stuff.
[QUOTE=Prollgurke;39988533]A game where you are a bird and you just fly around the whole world. Nothing more, just flying around an observing people and stuff.[/QUOTE]
play ArmA multiplayer missions without respawns
[QUOTE=Prollgurke;39988533]A game where you are a bird and you just fly around the whole world. Nothing more, just flying around an observing people and stuff.[/QUOTE]
That would be cool if it had a realistic flight model.
[QUOTE=Prollgurke;39988533]A game where you are a bird and you just fly around the whole world. Nothing more, just flying around an observing people and stuff.[/QUOTE]
I'd buy it if it has more realistic features. Such as:
Shitting on cars and people's head.
Crashing into windows.
[QUOTE=Will Wright;39988951]I'd buy it if it has more realistic features. Such as:
Shitting on cars and people's head.
Crashing into windows.[/QUOTE]
You would have to claim territories by shitting on objects such as cars and statues. And you would have to find old ladies that toss out breadcrumbs in their backyard. And then you build a nest by gathering authentic nest building materials, such as twigs, grass and small bits of plastic waste.
[QUOTE=Will Wright;39988951]I'd buy it if it has more realistic features. Such as:
Shitting on cars and people's head.
Crashing into windows.[/QUOTE]
When I was little 3 birds crashed into my bedroom window in a single day. Magnets, FUCK.
My idea for a game would have various elements to it. In one particular way it'd be somewhat reminiscent of those old games wherein there was always this looming threat that wasn't going to wait for you to finish faffing around.
[quote]I'm talking about games like the original Fallout and Majora's Mask; in the former you had 150 days to find the new water chip for Vault 13, and in the latter you had three days to stop the moon from falling on Termina. Also if you ever played Arkham Horror with the Doom Track leading up to the Ancient One awakening, it'd be even more reminiscent of that since the game would have a distinct almost Lovecraftian air to it, like the world is doomed if you don't do things right and even if you do succeed things still won't be all super-rosy in the aftermath of your victory. Also, when you fast-travel, it measures the amount of time taken to reach your destination dependant on the distance, potential obstacles, and of course your mode of transportation; let's just say it'd be inadvisable to go from the Iron Cities to Lost Vegas on foot, and good luck getting anywhere in the Iron Cities at rush hour with that big ol' monster truck-bus of yours.
There would be options to change the "timings" of the world, if you're used to the Bethesda style of open-world games where it's an ocean with the depth of a paddling pool with not much changing; you could toggle the main quest to either "trigger when you choose" or just progress regardless of your involvement, with a similar option available for sidequesting; that way you can still faff around in sidequests when there's actually time to faff around, and would also be able to temporarily postpone the sidequest for a time when you don't have to delve into the 51st Aria in search of the genie Ariel. However, even if you fail certain aspects of the main quest, you don't automatically fail the campaign; you have to see your mistakes through to the end and acknowledge the consequences they have on the world.
Also, in regards to failure states, there are almost none, with the exception of the Ancient Horror wreaking havoc upon the world and bringing sanity to an end, since death isn't technically a failure state in this game, being that you are an immortal eldritch being that drinks souls and can return to life through possessing and transforming a corpse, so you don't have the excuse of "Uhm I can't save the world because I'm dead" because you can never be kept dead. There would be campaign options for this as well, so you can choose how important it is for you to stay alive; you could turn off being able to respawn from your own body (turning off the option means your body turns to ashes when you die), turn off the ability to spawn from corpses, and even turn off the ability to exchange souls for Drachma, which is used to activate the Turnstile Looms that act sort of like Star Portals from Soul Reaver, in essence a paid spawnpoint for when you find yourself in a situation where there are no corpses to respawn from or you simply cannot corpse-spawn. Turning off all three spawn options would essentially turn the game into a sort of "hardcore mode" wherein you have to be super-careful not to get killed.[/quote]
[quote]So we have the persistent quests and the inability to lose through dying and the world that moves with or without you; but what of the mechanics? Well, in terms of the world and exploration, it'd be a semi open-world deal, with large environments that can be travelled between through use of an overworld map a'la Fallout 1, with side-areas and possible random encounters when passing through certain regions, like getting stuck in the swamps of Mary's Wash or getting attacked by Biker Bandits in the ashen wastes that lie between the Brimstone Kettle and the kingdom of Lost Vegas. Concerning the actual game and how it works for the player-character, it'd be an action-RPG with third-person brawling and third-person shooting, plus a wide array of supernatural abilities, various important stats and attributes, and many things to wield and wear. The brawling aka melee combat being built around combos, light & heavy attacks, blocking and dodging, with light attacks being hard to dodge but they can easily be blocked, whilst heavy attacks are easy to dodge but harder to block. The shooting would reward hitting weakpoints for best effect, with the heart and legs being equally as effective as the head.
As for the magical abilities, there are two varieties; Eldritch Sorceries and Psychic Techniques. Sorceries involve things like fireballs, converting substances with alchemical energies, restoring attributes, boosting stats, rendering enemies vulnerable to different effects, and so-on; these powerful abilities are for the most part skillshots that need precise aim, and can be charged up by holding down the Cast Power button until the Charge meter reaches higher levels of Charge such as 2X, 3X, and even 4X if your Wisdom is high enough. When a sorcery reaches a high enough charge level, it usually gains special effects that would not trigger if the spell was at a lower charge level; for example a 2X Fireball would inflict burning where a 1X Fireball would not, which encourages charging up your sorceries for maximum power, though when the sorcery reaches the maximum charge-level that one's Wisdom would permit, you have a few seconds to either unleash the spell or cancel it, otherwise it will hit unstable power levels and explode in your face.
Psychic Techniques on the other hand aren't chargeable but carry less immediate risk and require less precision to execute; Techniques include Sneaking (makes the user essentially invisible), ESP (allows individual to sense what they otherwise couldn't), Illusions (makes the enemy see multiple versions of you, making them confused as to which is the real you), Prayer of Fortitude (temporarily increases the maximum Barrier of you and your allies), and Whazzat?! (character points at a location, causing enemy to look where you are pointing, often turning around in the process), to name but a few. Though they aren't as risky simply to use, they are somewhat risky in their own right; as Psi is expended through use of Techniques, it wears on the character's Stability value, which reduces their maximum Psi and their resistance to negative psychic effects, meaning that excessive use of these powers will come back to haunt you later on if you fight against enemies that use Techniques against you. Still, there are various herbal medicines that can restore lost Stability.[/quote]
Also, in regards to the "attributes", there would be Barrier, Stamina and Psi; Barrier being a forcefield of sorts that absorbs damage before it hits your actual health, Stamina being used to perform agile manoeuvres and perform various sorceries, and Psi being used to power Sneaking, ESP, and other psychic abilities. In regards to the stats themselves, a list below details what they each do;
[quote][B]Strength[/B]
=Governs the maximum amount of Barrier energy that the character has, allowing the character to take more damage before the Barrier is depleted
=Governs the amount of attack power behind melee attacks, increasing the amount of damage done with each hit
=Increases resistance to physical effects
[B]Dexterity[/B]
=Governs the recharge time on Barrier, essentially reducing the amount of time between Barrier depletion and Barrier regeneration kicking in
=Governs the amount of attack power behind ranged attacks, increasing the effectiveness of ranged attacks when hitting weakpoints
=Increases resistance to physical effects
[B]Agility[/B]
=Governs the effectiveness of mobile abilities, in essence increasing Sprint speed and the effectiveness of Dodging
=Governs the maximum amount of Stamina that the character has available, allowing them to perform more agile manoeuvres and cast more sorceries before running out of Stamina
=Increases resistance to magical effects
[B]Wisdom[/B]
=Governs the effectiveness of arcane sorceries, in essence increasing the maximum charge level for your magical abilities
=Governs the regeneration of Stamina, increasing the amount of Stamina regenerated every half-second
=Increases resistance to magical effects
[B]Perception[/B]
=Governs the effectiveness of beneficial psychic techniques, enabling better ESP and more powerful Auras
=Governs the amount of Stability lost through usage of Techniques, meaning that Psi reserves do not shrink in capacity as fast as they otherwise would
=Increases resistance to psychic effects
[B]Cunning[/B]
=Governs the effectiveness of offensive psychic techniques, enabling better Sneaking and more powerful Tricks
=Governs the amount of Psi the character has available, meaning they can use more Techniques before waiting for Psi regen to kick in
=Increases resistance to psychic effects[/quote]
So that's the game mechanics out of the way, the main model set up, so why not speak of story? Truth is there would be many stories to tell in the setting, different legends and horrors on the faces of the different realities. One would involve a world where magic returned in a contemporary era akin to our 21st century, leading to the world being destabilized by global insurgency wielding insidious sorceries to bring the world to it's knees. In time the global superpowers would develop their own sorceries of war, going toe-to-toe with the international terrorist organisation known as the Magi, driving back the insurgent sorcerers that wrought destruction across Eastern Europe and the Middle East. Initially the story would seem sort of like a generic modern military shooter story with a heavy magical twist, but then something ancient awakens from beneath Yellowstone in 2037, and the war on arcane terror soon turns into a post-apocalyptic battle for survival in a world where civilisation has been shattered, thick ash-clouds block out the sun, and shadowy creatures have re-emerged to hunt mankind as they did in aeons past. No longer would the primary objective be to destroy the Magi and restore balance to the world; the mission of the magically-adept Solomon Company is now simply to survive the longest night mankind will ever know, a night filled with choking ashes, twisted monsters, powerful magicks, and the darkest parts of the human heart laid bare for all to see.
Another story would take place 263 years hence, in a world where the ashes have settled at long last, out of which new civilisations have arisen. However, humanity faces new threats; in Mercia an entity known as Gugmagug, Mother of Pestilence, threatens to break through into our world and absorb mankind into her mutant hordes of gugs and ghasts; Eastasia is threatened by undying legions from deepest Yomi; the dark continent of Aquaria is beset upon by a well-stitched abomination that feeds on the terror of living things; and from Iceland legions of werewolves are sent to all four corners of the world in an effort to force the next leap forward in human evolution. Cain Copper, a professional Mechanist from the Iron Cities of northeastern Mercia, is seduced and cursed with lycanthropy by the werewolf shapeshifter Lilith, only to break free of his indoctrination and slaughter Lilith and her sisterhood of Valkyries. The two discover their natures as immortal Reapers, and at the behest of the wise and enigmatic Marshall are forced to work together, albiet begrudgingly, in an effort to locate and destroy the entities that threaten to bring unthinkable horrors upon their world. However they would not be alone in this; in time they would recruit Jeremiah Shaft, a zoogish alchemist of House Belvedere in Central Park; Erika Tanaka, an immortal Japanese child soldier born back during the Ashen Night; Pandora of Athens, a succubus in service to the great god Pan; and Brother Obi, a river priest of the Aquarian Empire. Together this band of powerful individuals would stand a chance against the horrors that imperil the world, and discover the truth behind the "Genesis Ark" that appeared in so many ancient legends...
Everyone stand back, I give you "Fuck shit up"
You play as a viking teleported into a modern city. It will be like Grand Theft Auto in the sense that you can roam around freely, but there are no missions, there is no currency, and the only goal is to fuck everything up. You go around breaking shit around the city, you can hijack shit and crash it into shit. I want there to be realistic debris flying everywhere like in Burnout. One of your weapons should be screaming. If you scream at someone hard enough, they become a viking too and assist you in fucking shit up. You can either be elaborate in fucking shit up, or you can do it the simple way. For example, you hear about a business meeting in the 20th floor of an office building. You can take the elevator up to the floor and burst in with your posse and fuck shit up, or construct a giant ramp of dead bodies and burst through the window on your motorcycle
You win when the entire city is rubble, you fucked all the shit up, or if everyone is a viking.
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