• The "If you could make a video game" thread.
    96 replies, posted
It would be more entertaining than this thread.
[QUOTE=MrBob1337;18244662]-hitman game-[/QUOTE] This. GOD DAMN IT THIS.
A game with extremely realistic driving physics, where you could download a localized map and drive around your local area.
I can make video games. Our current project is a bullet hell-shmup. Got engine somewhat done, and now the other developer is working on it. Meanwhile I'm working on a humorous, very fast-paced and hard run&shoot. Currently doing the engine. After that: - TBS (turn-based stragedy)- game similar to Advance Wars. Huge cast of characters with different abilities. - Adventure-game with randomly generated islands. - MMOFPS with no level-system and very little grinding. Servers have very realistic economics.
Oooh, nice. I'm also in the process of making a nice little 2D shooter, with the aforementioned hitman game being my final goal (in a year or two). By adventure game do you mean like a point and click or a exploration/action game?
Everyone always wants an open-world zombie game. I'd go for a different tack, and make a game about co-operating as a team of soldiers and medics in charge of handling the quarantine of a city district. You'd have a nice big area to have to deal with, with some players managing the evacuess at checkpoints, others offering medicine and aid to evacuees that have been bitten, others patrolling the barricades around the district to stop people trying to escape (with lethal force if necessary), whilst some drop into the district itself to hunt zombies before they infect anyone else. There could even be a bunch of different options that could be configured before the game begins. Whether the infection is curable with enough medication or completely incurable, for example. In this case, if it was curable, you could just patch people up then stick them in an ambulance, but if it wasn't, then you'd have to take any infected individuals away from the group and execute them for their own good, then burn the bodies. There could be other stuff as well, such as choosing to fight Romero zombies (only headshots kill) or 28 Days zombies (can be killed like a normal human). All the available options could also be set to random, to give a real challange as the players try to figure out what they're up against. There'd be a few different systems in place to display the level of panic amongst the evacuees, and the known infection level of the area. If the panic gets too high, the crowds of terrified people might swarm the checkpoints and ruin the operation. If the infection got too high, then you might be granted heavy weapons use, and the freedom to gun down anyone in the district as you see fit. There'd be many factors that would relate to the panic level, as well. If they hear gunshots, see the zombies, witness evacuees being shot, or if not many people are being allowed through the checkpoints, the panic level would rise through tense, to scared, to desperate before finally ending in full-scale riots and chaos. Of course, to make sure players don't just kill every single living thing on two legs from the very beginning, they would be awarded points for saving civilians, with points deducted for stuff like killing civilians for no reason, allowing escapees to get away, allowing the infection to reach kill-em-all status or for having the evacuees reach the highest panic level.
Well, by adventuring game I mean games somewhat similar to a roguelike. 3d/2d, dunno yet. If I learn how to use 3d, then it will be 3d. Free movement is must, I hate point&click. Player simply start from somewhere, and after that world is open to you. Become a king? Sure. Explore dungeons and find treasures? If you want so. The hardest thing would be creating an alghorith to generate the world.
That zombie idea is pretty nice. If that were translated into an RTS of sorts then that would be even cooler.
1. World War III: Mission-based single player and multiplayer game. A new Axis of Nations has been formed by: US, Germany, Russia, Korea (North Korea annexed South Korea, so no more North or South), Vietnam, China, Cuba, Fascist Republic of Africa, Egypt, Georgia (it was annexed by Russia), and Argentina. It has started a massive campaign against the Allies, formed by: UK, France, Canada, the rest of Europe, Mexico, the rest of Central and South America, Taiwan, Singapore, Georgian Rebels, South Africa, Mongolia, Tibet, South Korean rebels, Japan, Turkey, Israel, Saudi Arabia, and the rest of the Middle East. You can play as any faction of any side and play a good deal of single player missions unique to each faction, or you can play multiplayer on various maps with various gamemodes. User-created gamemodes and maps and a scenario editor are included. 2. The Imperial Age Play as any nation that existed in the Imperial Age (1495 - 1920) in a game style like the Total War series: turn-based world map with real-time naval and land battles. Also, you can take control of any of your soldiers on the battlefield and fight FPS-style against intelligent AI. If you go into FPS mode, your other units are automatically controlled then by the intelligent friendly AI. Also, up to 400,000 units per battlefield.
When I read that the Unreal Engine 3 SDK was released publicly, my response was: [QUOTE=voodooattack;18214128]-snip- I think I'll be going for something like [url=stranded.unrealsoftware.de/]Stranded II[/url] on crack.. :flashfap: Grrr.. must.. finish.. current.. project.. first... :argh:[/QUOTE] The idea is to make it as a combination of Stranded II and [url=http://www.clonk.de/cr.php]Clonk Rage[/url]. My 3D modelling skills are a negative number on a scale from 1 to 10 though, so that could be a problem.
A free roam Hitman game. You are a hired killer and must find your victims. Travel around the city, find clues, talk to people, and finding elaborate ways of killing them. Oh yes.
I still think that fuck shit up was a good idea
I'd make spinter cell chaos theory stories, for multiplayer Incredible AI so you never have to play mercs (YOU STILL CAN IF YOU WANT TO), more nifty but useful gadgets, more badass moves, and better graphics.
[QUOTE=Destroyertf;18249502]A free roam Hitman game. You are a hired killer and must find your victims. Travel around the city, find clues, talk to people, and finding elaborate ways of killing them. Oh yes.[/QUOTE] I sorta suggested that already.
I would make a game where you manage a planet destroying company in the far future. You buy ships and manage your finance and advertising and take on different missions in the form of planet destroying mini-games. You would have a variety of planet destroying tools that are upgradable and all which have different mini-games. The game would be set in a small procedurally generated system of 20 or so planets and the objective would be always come out as the best planet destroying company in the system. Winning would mean you move forward to more challenging systems. Losing would force the player to start over from the beginning. Because you have rival companies time would be of essence. You would need to plan out your planet destroying routes carefully to get the most effective routes possible and you would need to complete the mini-games quickly because the longer you would stay inside the mini-game the more time would pass. The game would be 2D and have retro graphics. I might even make this game someday. When I actually can gather the motivation.
Fuck shit up.
You start in a random country eg cuba and you have to overtrow the goverment with geurilla warfare. You could start out doing missions GTA style; like doing terrorist attacks and ambushing military patrols and doing jobs for weapon sellers so that you can equip your all time growing army. You could gain karma ; for EG high jacking airplanes and creating a threat you would gain bad karma and if you make loads of propoganda and don't eliminate captured enemies you could gain good karma.After a while you'll get stronger and stronger And it ends in a RTS / TPS hybride where you can assign attacks on resource depots etc. and take part in the battle yourself.
a MMO-ish zombie survival game set in a large city with suburbs and rural areas surrounding it, with all buildings enter-able, and a lot of secrets. very descriptive I know. or a psychological horror game in which you must escape from the hell that your own comatose mind has created.
I really want to see a multiplayer persistent-world game with action FPS gameplay. It'd start with a dash of Half-Life 2: the game world is a post-apocalyptic city under martial law where rebels fight the government/police/Combines. Then you throw in a bit of Mirror's Edge- while you can stick to ground routes, there's a free running system that makes travel by rooftop quick and effective. Next, we throw in a dash of TF2 with clear and distinct player classes; you know exactly what you're up against just by looking at another player. Different classes have varying access to aerial routes; the heavy-hitters are mostly grounded while other classes may have a double-jump or some form of grappling hook to assist them. Give one of 'em limited invisibility, too. Weapon selection takes cues from killer7; you'll see more pistols and revolvers than shotguns and RPGs. Weapons are generally limited to things that can be held in one hand, but [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo]dual wielding is perfectly acceptable[/url]. Now, make player interaction actually shape the city; instead of players going through a series of missions that don't actually affect anything, the balance of power shifts depending on what the rebels and government control. Players can kill/steal/give just about anything, but the choices they make changes how NPCs react to them: if you work for the rebels, the police will be working to catch you; work for the police and the rebels will be looking to stop you; work for yourself and you'll have a wary sort of trust; kill everything that moves and the NPCs will band together to eliminate you. Lastly, give it a cell-shaded, comic-book style and make [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool]the rule of cool[/url] and [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfFunny]the rule of funny[/url] trump all else. And, of course, smash the fourth wall into a million tiny pieces.
Take the Crimson Skies setting and put it into the freeform flying and trading genre.
^ The Zombie Idea in the first post or a STALKER mmo
I'd make a game with the level of realism of ARMA 2, as well as the visuals and dynamic destruction of Crysis. I'd also make it moddable so that people could put their own shit in there. And just 'cause I'm a Canuck, it would be based on a fictional Canadian Forces Operation. There are too many games based off you Americans anyway. I can't figure out why.
Steampunk alternate history Civil War FPS. You know you want steam powered Confederate power armor. It would go well with Battlefield style gameplay.
[QUOTE=InUndenial;18249973]Fuck shit up.[/QUOTE] .
:siren: [B]Warning wall of text![/B] :siren: AN MMO with so much depth and flexibility even the concept of it would be impossible to consider by today's standards. It's set in the future in a fictional galaxy, they player can choose a race and customise it's background, breeding, social status and other things which all amount to what attributes he initially ends up with. The play starts on a single planet. This planet is vast, really vast. not so vast that it's like a real planet but it's very very big. most of the time you will be using forms of quick travel to get from place to place. Player controlled empires can fit most of their assets snugly in a small corner of this planet. In terms of game-play it a massive hybrid. they player starts off in a futuristic city of some description. he can get jobs, earn money, buy bigger guns and that lot. However this represents but a small portion of the game. If he gathers enough money he can buy a ship The base price of a ship will be relatively low because who wants to be stuck on the same planet for donkeys years? Once you leave said planet the universe really opens up. You will find that in a single solar system several Player controlled Empires will be waging war over small corners of small planets, hundreds of them in a system consisting of 7-11 planets. each with it's own vast map with land based wars raging across it. Think the super vast universe of EVE meets planet side. Except much deeper. Some people just form trading coalitions and earn their way by shipping resources to Empires bent on dominating a single solar system. In the sky transport vessels dock and take off sending troops to a war on the ground while mother-ships in the sky battle it out for air superiority. Merchant ships dock with one of the factions nearby outpost delivering materials used to construct new ships and these ships roll out into battle to crush the enemy. Way off elsewhere a small mining outpost on a distant mood suddenly come under attack form pirates, they are mercilessly slaughtered for the minerals they have spent valuable time extracting. Yeah it's deep, [b]Really[/b] deep. But that's not the end of it. Players with enough money pumped into research will be able to design their own ships, weapons, vehicles, armours and the such alike. You will start to see Empires with their own particular style. The editor will be very powerful yet simple, players can choose from a list of shapes, change them into more complex shapes and save the "patterns" the use and apply it to basic hull shapes later on to make it look like part of their fleet. The editor will even have support for all the fine details. Such as those little blinking lights on the end of superfluous sticks on the side of the hull. Planetary combat will be a major factor. Most of the resources required for manufacture will found on planet surfaces. Asteroids will contain some resources but nothing substantial. Most of the soldiers will be controlled by AI (I don't expect enough people will join to fill every soldier slot of an interplanetary war.) Some newer players would serve as troops for older players, the advantage being a player is much better at adapting to situations unlike AI, players can find a much more effective solution to a problematic military situation and players also act like hero units. Players who serve in the military would usually receive a steady pay check from their employer. You would see all the things you would expect to see in a large planetary war. Footsoldiers, powered suits, mechs, tanks and perhaps a super unit or two if the empire designed one. If a player does end up part of an interstellar empire, if he goes to war he will have tactical command much like an RTS. he tells units where to go, which targets to attack and where to drop the re-enforcements. If i were a dev in this game i would use my Developer powers t keep the game in check. If an empire got too big and started to dominate the whole galaxy then i would implement a situation either halting their progress or reducing their size. Say a freak supernova destroys their home base or all their planets run critically low on resources. The Game it'self would utilise a random terrain generation system to generate vast alien landscapes making exploration to find rare and new things a profitable thing to do. Client computers would string together to keep the world persistent. Once it's been discovered it sticks and it's files are stored as and algorithm so instead of saving the whole planet, one that looks very similar is put in it's place every time it needs to be loaded, meaning at a planet won't ever end up dead. The Most of the games new stuff would come from things called "Unstable wormholes" These would crop up every now and then allowing access to a new system. These systems could contain planets with nothing but dust or the Dev could use them to introduce a new race's home world and their technologies to the game. yes this game is impossible by today's standards but ten years ago if you suggested a game like eve on-line people would have laughed in your face. Someday the technology will arrive to make it possible, and when that day comes I will use whatever open source tolls i can to make it happen. So's i can make it a free game. See thats my idea, make the game free, run of donations. Any surplus money I would donate to Amnesty International, because I put no money in so why should i get any out?
A game like Call of duty just that you and your friend + ALOT MORE team mates against ALOT MORE enemies and A LONGER story. That dosent jump.
A massive multiplayer game utilizing quasi-'cloud computing', in that the game itself is run on a huge bank of servers and the output alone is sent to the client program. That's going to be neccessary to do what I'm about to suggest . Before the game is released, a World Creator program randomly generate several 1024x1024 square mile worlds. Not just the terrain is randomized: the ecosystem (consisting of about 250 creatures with several varieties), plant life (including random effects, like posion or healing), and resource and resource placement (probably about two dozen elements that are randomly combined into different materials, not counting flesh or wood). Then, these worlds are thrown into random positions on a large 'solar system' complete with star. Then, based on the ecosystem of that planet (e.g., carbon or silicon base, hot or cold, wet or dry) a final species is created on each planet: the player race. The only constraint for these races is that they must have one grasper. This is neccesary to manipulate the constructs, which I'll get to later. Opening day of the game. The first planet is selected, with the player race all ready and generated. The first ten lucky people are placed on a random location (based on the player race, this may be in a hospitable forest, or below the ocean, or deep in a sand-cave). The process is repeated for each planet, then each subsequent player is placed on a planet and near a random location. The random locations serve as civilatzations, and are left to develop as wanted (like whether it's totalitarion or democratic, aggressive or passive, etc...). Now on to construction. A simple in-game program would allow for easy construction. Just create a few shapes, extrude them to your liking, link them all together, and bam, you have a finished plan. Now you have to gather resources (by picking up rocks, or cutting down trees) to complete the plan. This makes constructing non-moving, non-complex things (like buildings) relatively easy. But the real fun comes in with constructing tools and moving, complex things. The game would come preloaded with a variety of simple components (that must be manufactured seperately). These are abstracted within shapes, leaving only the processing of their various inputs and outputs. For example, a spring outputs mechanical energy based on how strong and thick it is, but has to be reloaded after every go with a mechanical energy input. There would be many more, but the starting technolgy level would go no farther then 1900. The rest would have to be built. Also, objects can have attacted actions, like 'E' is 'press button 1' or 'Left Mouse' is 'shoot'. For example, if a civilization wants light, it'll have to build a light. It could simply burn flammable material, or create a complex electrical light source. A dyanmo (mechanical generator) could consist of a button's mechanical output connected to a springs Mechanical 'reset' input. Then, the spring's output would be connected to a flywheel, whichs outputs electricty to a wire. Finally, the wire could be connected to a flourescing material (probably a metal) to create light. The button would have to be pressed repeatedly, then And from here a battery could be constructed and filled. Then a light system, then other electrical things. The whole world's tech is constructed from the players. Guns would have to be an (abstracted) object being propelled down an (abstracted) barrel from some small explosion. Cars would run on gas. Planes would obey the laws of aerodynamics. Things like that! End of post... for now.
[QUOTE=MrBob1337;18259588]:words:[/QUOTE] After reading that there are few of those concepts i want in MY game. if i ever get the tools to do so, fancy being my Partner in Deving? :P
Sure, what's the risk. Since I doubt it'll happen within 10 years. On another note, I seem to of leveled up my 'Idea Guy' skill.
[QUOTE=MrBob1337;18259735]Sure, what's the risk. Since I doubt it'll happen within 10 years. On another note, I seem to of leveled up my 'Idea Guy' skill.[/QUOTE] in ten years we've gone from CRT to TV's that use plasma, In another Ten years who knows what we will have?
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