• "Ideas Guy" Thread v1: If you make it, I'll take credit for it.
    114 replies, posted
[QUOTE=Falchion;28784798]I want someone to make Call of duty black ops clone for source but with everything remotely cool I can come up with my 12 year old mind because my shitty computer can't run the genuine black ops and my parents wont buy it for me :downs:[/QUOTE] Or, y'know, something less generic. Maybe a game where you play as a zombie killing Toilet Attendant.
I thought my downs syndrome smiley at the end of the message marked sarcasm.
[QUOTE=Falchion;28785369]I thought my downs syndrome smiley at the end of the message marked sarcasm.[/QUOTE] That smiley doesn't even look like it has downs. :colbert:
[QUOTE=Falchion;28785369]I thought my downs syndrome smiley at the end of the message marked sarcasm.[/QUOTE] Nevertheless, ZOMBIE KILLING TOILET ATTENDANTS.
Hmm, I had this idea for an anomaly that might be possible in Source. Essentially, it's this fruitpunch-esque anomaly, it's like this mud-looking puddle on the ground that does not emit sound, but the watermud's surface moves constantly like it's being blown by the wind. When you step in it, it acts like a springboard, except the "mud" forms a wall of wind/water that encases the victim in a dome-like trap. the wind, or energy, or whatever it is will crush the victim continually if he/she does not fight his/her way out, the challenge in getting out is the dome of watermud obscures the player's point of view it will sound like a whirligig, crush like a springboard, and emit a very very dim light constantly that's only noticeable if you stare at it for small amount of time. The damage is continuous, multiplies over time and the only way to prevent further damage would be to sprint/jump out before any serious damage is done. The damage type could be a cross between rupture and chemical in the sense that there's greatly applied forces within the dome and the watermud could be some sort of anomalous chemical mixture.
A standalone TTT game on the Unreal engine.
Some mod idea I've been thinking about. It's about Nazis getting teleported (accidently!) into the citadel and they have to get out and back into the teleporter which they emitted from. From the start of the game you could choose which Nazi you would like to be: [b]1: The Medic[/b] A psychopathic doctor from Würstenstadt in Germany. Carries: Luger, Med-Kit, and a special designed MP40 with a medic sign on it. [b]2: The Stomper[/b] A 253 kilo meat-monster from Östenvilla in Austria, he's very intelligent but cannot show it due to a rare disease, that tranfers his smartness into his muscles. Carries: Fists, Stick-Granades. [b]3: The Scientist[/b] An incredibly dumb-ass nerd from somewhere, his only ability is to hack doors, and shoot. He is also a Nazi-Cyborg-Robot thingy. Carries: Der-Hacker (an old fashioned "hacking tool"), Sturmgewehr 44, and orange juice. ___________________________________________________________________________ It should also feature alot of stereotypical germans that also got teleported, and you would gain NUP's (Nazi Useful Points) if you assist them in their quests around the citadel. NUP's can be used for almost any purpose, buying airstrikes, buying more granades, buying health (if the medic dies), etc. Yes?
Here's a simple idea: Iceland Zombie Survival mod.
I want a Half Life 2 based RTS where it covers the 7 hour war. It would have two campaigns, one for the Human Military and one for the Combine. I suppose you could have a third faction - Xen - for skirmish modes, but as Xen didn't have a major part in the 7 hour war, they can just be in the Skirmish and appear on a few missions of the campaigns.
A realistic tactical FPS with zombies and terrorists/bad guys.
Another pro-point of my Seven Hour War RTS would be that much of Half Life 2's cut content could be included as units that you could control. I also suppose you could have a supreme commander style game where you are a combine advisor worm who is controlling an invasion fleet. You could also have Cremators, Assassins and the synths as units that you could use. [editline]24th March 2011[/editline] I suppose you could use the scanners for scout units, and have the upgraded beige scanners as the improved scout unit that can defend itself better.
I have 2 ideas for a game. My first takes place in the beautiful Arizona town of Pleasant Valley. You are playing as a hobo who has been paid to cut a man's grass with an old razor he found in the trash. As he diligently works, the suburbs are suddenly attacked by clowns with tommy guns, insane viking berserkers, and witches. The door of one of the houses open as an accountant comes out carrying a shotgun. He gestures for you to come and you run into the house. You grab a shotgun and survive the wave. The rest of the game is you exploring the town in an attempt to find out the cause of the invasion. You battle other enemies including ninjas, tribesmen, monks, mimes, dinosaurs, and Nazis with a wide variety of wacky weapons like freeze rays, singularity bombs, etc. The second idea is one where you are in an airship during the diesel punk 1920's. You are a man who has come on the airship to take your revenge on the man that ruined your life. As you search for the man, the ship is attacked by pirates who blow up the balloon. The airship spirals toward the sea and sinks to the very bottom of the ocean. Your goal is to escape the ship (which consists of launching the emergency balloons) and hunt down the man that ruined your life. Holy crap, I'm the ultimate ideas guy.
[QUOTE=RikohZX;28778712]I had an idea not so much for a story or gameplay concept but more for a perspective one. Instead of view models (which even Team Fortress 2 and the Left 4 Dead games use), you see the world model perspective of everything through your model's literal eyes. Pieces of the weapon models are individual for their respective bits of animation (slides, chambers, magazines, etc.). This would also show your body from the chest down with clientside rendering done to get rid of your model's head so it won't block your view. The problem with this, however, is that everything would have to be a moderate amount of polygons or higher-definition textures in order for it to not look crummy, and because the game would be relying on player model animations, the weapons could look like they're not even aiming in the right spot or, if using default player animations, the player would look extremely stiff. If pulled off right, though, it could also be extremely immersive if there wasn't killer headbob.[/QUOTE] Actually this is very possible and has been done in some games. I think arma/2 are one of them. I have never really played them for a long time to properly tell, but I think they use 3rd person model with head cut off. As for details, there are two things, LODs, which means everyone else would be lower res than you or isolated third person model, which means only you see your detailed tps model. Everyone else is still low res. A challenge here is to do proper animations. Admit it, real hipfire is from HIP, not from from your face. Also running would causes bobbing which if overdone will be not very good. Hell even my friend did that in UDK by putting camera on head bone without head mesh. And I agree, it's a much better way than fps. Because then you see all animations like running, climbing ladders, jumping over cover and stuff. Just needs a bit more camerawork so it doesn't look wonky.
[QUOTE=Penguiin;28779251]shut up dweeb keep them coming 69105[/QUOTE] sweet ass kissing bro tell me how it tastes when you're done
apparently no one liked my idea on page one. :C Its actually something I want to make, but have no idea how.
[QUOTE=Dracon;28794679]apparently no one liked my idea on page one. :C Its actually something I want to make, but have no idea how.[/QUOTE] I acctually really liked the idea as an artsy type of game, but I think it would be better as a 2d game. [QUOTE=Smooth Jazz;28790466]...Arizona town of Pleasant Valley. You are playing as a hobo who has been paid to [B]cut a man's grass[/B]...[/QUOTE] But there is no grass here in arizona?!
[QUOTE=Tovip;28794949]But there is no grass here in arizona?![/QUOTE] Pleasant Valley was the government's attempt to make Arizona look nice and attractive so they basically made a giant box of soil and built a town over it.
A hybrid RTS and FPS. There is one commander who controls a company of AI soldiers vs. a squad of 8-10 enemy soldiers who are in first person view.
It's called generic mod. It has 1 map and 5 weapons, 1 of which is extremely overpowered. Everything is from FPSbannana, including models. It will make [b]MILLIONS[/b]
[QUOTE=minilandstan;28795160]It's called generic mod. It has 1 map and 5 weapons, 1 of which is extremely overpowered. Everything is from FPSbannana, including models. It will make [b]MILLIONS[/b][/QUOTE] Send it to valve, they will love it.
[url]http://dl.dropbox.com/u/1085379/YouArePie.pdf[/url] I wrote this over a year ago, sort of as a joke, sort of as a serious thing, then realised I was in way over my head with Source modding and I should wait until I actually get the chance to learn C++. [editline]25th March 2011[/editline] A formalisation of generic Garrys Mod city RP was another one I had. So, rather than some sort of TDM which lasts 30 minutes on a map, you have 1 hour and the objective is to assassinate the mayor in his tower. Has NPCs which roam around the map, and also has a lesser focus on say becoming a chef or becoming an arms dealer.
[QUOTE=minilandstan;28795160]It's called generic mod. It has 1 map and 5 weapons, 1 of which is extremely overpowered. Everything is from FPSbannana, including models. It will make [b]MILLIONS[/b][/QUOTE] It's been done.
Welp, I made a thread the other day to discuss weather or not my idea for a game sounded fun and it got a few comments praising it and a few criticism but them it faded into obscurity at the speed of Mach 10 because GGD apparently hates reading or something. [B] Beware long walls of text[/B] [url]http://www.facepunch.com/threads/1072452-Would-you-Play-This-Chariots-of-War[/url] some of the basic information about the game is in there in lengthy detail Now I'm not a completely useless Idea guy, I can model, I completely suck at it, but I know my way around the interface, a little. This is a Mendelejev Tank, an early Trench buster design of the WWI period (where this game seeks to ground itself), and yes, it's an armored boxcar with an artillery cannon in it but there's something about it that resonates with me. [img]http://t3.gstatic.com/images?q=tbn:ANd9GcSeLQoLn5Ta7YIBBv06wa2zl2Clvu4Etw2LHyvjIecuLJMbs8B8dQ&t=1[/img] now here's the massive WIP made in three hours last night. [img]http://img268.imageshack.us/img268/7230/boxcartankyeah.png[/img] turret is forthcoming, even though this model is mostly all showy and will probably be thrown out if this game ever starts development I figured I do something. This specif tank will probably fill the role of mid-level self propelled artillery, chilling slightly off to the side, raining down hellfire on clusters of infantry.
I made some alterations and improvements, and devised a series of possible upgrades from various pictures and schematics. [img]http://img535.imageshack.us/img535/2615/lolololololobox.png[/img]
[QUOTE=Siduron]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] If you take the viking stuff and add some context to it, it could be a good game. I mean, the thing I like to do the most in GTA is fuck shit up, what if we make a game about creating some sort of terrorist organization, reclute people, buy weapons and shit and plan massive terrorist attacks around a city, beign the master attack something like 9/11. It would be based in missions, at the beginning planting bombs in apartments, killing politicians, bombing buses, and then moving on to attacking train stations, sending suicide bombers to embassies, highjacking planes and you win by tearing the city appart. It could be multiple cities, countries, whatever...any takers?
I had a intresting idea for a tf2 map, called Sky Wars. The post for it is long(Read: understatement) so ima just post a link, if theres a mapper here who would like to take it up, go ahead but please credit me for the idea. [url]http://forums.steampowered.com/forums/showthread.php?t=1801967[/url]
i suck dick at ideas. curse you all and your imaginations.
[QUOTE=KingKombat;28813036]i suck dick at ideas. curse you all and your imaginations.[/QUOTE] Well curse you and your practical technical skills! :v: Oh and I've written up a blurb describing my game idea, if you haven't taken the time to read my walls of text it's called [B]Chariots of War[/B] ([I]working title[/I]), it's a game where you drive around (among other things) WWI era Landships with DOTA-esq and Action RPG elements woven in. [quote=blurb]In Chariots of War the player is at command of the most advanced Machinery know to Man, In 1915. They consist of Farm machinery and Automobiles, Farm machinery and Automobiles with guns on them. In this bygone era of experimentation in order to ensure victory for our forces we must take these rickety Wagons and Tractors and do some “Research”, some Battlefield research to be exact!. on the Trench divided, Crater dotted, Barbwire infested Plains of western Europe, it’s really the only rational way, quite clearly, and the only way to conduct this “Research” is to get out there and put the hurt on the Enemy!. Each Trooper and Vehicle you cut down will reward you with a bit of knowledge about what kills people dead the fastest, and conversely the best way to stop our Boys from becoming dead. this collective Knowledge is represented by Research Points, each kill will reward you with a specific denomination of said points. Now once you have garnered enough points by whole sale slaughtering the enemy, you will be able to research Upgrades for your respective re-purposed farming Equipment in the garage at your side’s headquarters, these will include upgrades to Weapons, additional Weapons, more Health and Armor, passive Abilities for your Crew and fancy, astonishing and just plain terrifying new Hulls for which to put it all in. you can also give this hard fought knowledge of how to break men like twigs to the chaps at HQ so they can make our boys on the ground better with better Weapons, support Vehicles, stronger Defenses, and better Tea and Rations to make the Boys at the Front heartier Men. with each successive Upgrade and kill you inch your side through the enemy Defenses lines all the way to their HQ inch by bloody inch, and destroying that will force the enemy to retreat and win you the day. So hop aboard your mighty Chariot of War, you great Warrior Scientist, and give the Enemy what for!, tally-ho Gentlemen!.[/quote] I don't fancy myself much of a writer but I think that sums it up quite well.
I always wanted to make a mod which is kind of like GTA, just that you run around a city with a baseball bat and whack people with it. You can knock them off buildings and shit too. Get extra points by knocking them in to other people or destroying stuff with their flying ragdolls. (I just described GMod didn't I?)
Skateboarding mod ... god helps animators without mo-cap
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