But then if Valve did it, it would run on source. :(
so source is a great engine.
[QUOTE=cornndog]so source is a great engine.[/QUOTE]
ahahahahahaha
[QUOTE=cornndog]so source is a great engine.[/QUOTE]
couldn't handle a seamless world, dmm, or euphoria.
we want a gta IV/star wars unleashed/mercenaries 2 sort of thing
with vikings
no airstrikes
hahahaha
[b]Edit:[/b]
oh wait you're serious
[QUOTE=VassikinX3]Needs more back story. The viking can't just suddenly learn how to drive and fly.[/QUOTE]
If you want a [b]story[/b] go read a [b]book[/b]. There's only about 12 billion of them.
when you scream at people, they instantly acquire viking hats the second you take your eyes off of them
[media]http://www.youtube.com/watch?v=rsnnFhNAij0[/media]
Here's the theme song.
Jetpacks and electric guitars would both be included, for obvious reasons.
Baby powered jetpacks are available at level 20.
Please, mail this to valve! I beg of you!
You should be able to use herrings to cut down trees and destroy buildings, screaming "Ni!" should kill everyone onscreen, and singing the spam song should cause everyone to run. Monty Python is awesome!
sounds like that one jetz game made with gamemaker.
Source Mod please :q:
The Viking should have Tourettes.
Stop telling him to email it to VALVe, they wouldn't be able to handle a game of this magnitude. Try Rockstar.
Also, needs flying chariots that drop carpet bombs that destroy whole city blocks.
Someone go get together a team of the best modders and do this shit.
Email this to Pandemic, oh wait.. EA...
Email this to Bethedsa! Oh wait.. Shitty Engine
Email this to... Ubis- lol nevermind.
[QUOTE=dedo678]Baby powered jetpacks are available at level 20.[/QUOTE]
NO
FUCKING
LEVELS
[QUOTE=dedo678]Baby powered jetpacks are available at level 1.[/QUOTE]
Fixed.
[QUOTE=dedo678]Baby powered jetpacks are available[/QUOTE]
fixed
I want to make this:
[b]WALL OF TEXT, courtesy of 4chan[/b]
[b]PRESSURE[/b] is a first-person underwater disaster/survival horror simulation that seeks to deliver a cinematic experience that is never played the same way twice.
PRESSURE takes place in the deep-sea facility Belisarius, a secret zoological research lab over two miles beneath the surface of the Pacific Ocean. The game begins with the player going about business as usual in Belisarius until, inevitably, disaster strikes. The world of PRESSURE is inhabited by gargantuan underwater monsters lurking in the dark and murky waters around the lab, many of them large enough to devour a man in a single gulp. From whale-sized sharks to Lovecraftian horrors to bioluminescent serpents hundreds of times your size, the game's array of monsters is far more unsettling than most horror games can boast, and anyone with a fear of water and what lies beneath may have trouble playing this game in large sittings. After disaster hits the lab, the player must then utilize every resource at his disposal to stabilize or ward off the threat long enough to save the facility or make an escape, with any other survivors. Throughout the game, several fully-destructible areas will take realistic levels of damage and will increase the danger accordingly. The way in which the lab becomes damaged is not pre-determined, so depending on the circumstances you may have to deal with anything from small but dangerous leaks to explosive decompression and subsequent destruction of various chambers, blocking normal passage through the area. Your primary tools are simple weapons, ranging from deep-sea suits and harpoon guns to neutralizing chemical foams and shock grenades. Most of your weapons are ultimately useless against the bigger baddies, though, and in those situations your best bet is just to run, hide, or swim as fast as you possibly can.
One of the game's two core design philosophies is change. The game is meant to be played multiple times, rather than most games which seek to deliver the majority of the content in a single playthrough. Some plays will be very short, some will take hours. And because the game is never quite the same on any two playthroughs, coming back for a second game is a much more appealing prospect. One of the most interesting differences is the way the game begins: the player has a choice of twelve different professions within the facility, including head of security, medic, electric engineer, and biological technician. These will affect not only your starting abilities (physical strength, stamina, weapon accuracy, capability with tools, etc), but also the tools and security clearance you start the game with, and where in the facility you'll begin play. A technician will have repair tools to help restore certain areas of the lab to limited functionality, but his skill with any kind of defensive weapon will be almost nonexistent. On the other hand, a security officer makes a tempting choice, with his firearm skill and good physical strength for moving obstacles and using nearby objects as improvised weapons, but his lack of skill makes some tasks more tedious and even potentially hazardous, in one example where a rookie squad member blew himself up using a highly-pressurized underwater welding kit.
The short and sweet:
First-person underwater disaster/survival horror. Not a shooter.
Horrible, nightmare-inducing underwater monsters.
You start off as a staff member within the facility, going about your daily routine, until shit suddenly hits the fan.
Skills, starting location, layout of the lab, and other facets are randomized each time, as well as the very nature, location, and time of the disaster.
Different professions have different tools, access levels, skills, and areas of interest. A maintenance engineer might have good tools, but lack any kind of swimming ability. A security officer would have a revolver and access to most of the lab, but might blow himself up trying to use a pressurized underwater welder.
Random events and catastrophes mean never knowing when danger will strike.
Realistic damage and hazards mean dealing with broken bones, bleeding wounds, toxic atmosphere, electric shock, open flame, and of course, deadly fucking monsters hundreds of times your size.
The station becomes realistically damaged as disaster spreads. Glass connection tunnels shatter, domes depressurize, cold saltwater floods the labs, and fires break out.
Swim for your life through the open ocean, pursued by gargantuan horrors the size of the Eiffel Tower.
Designed to be played through multiple times, with each game offering a different experience.
Each playthrough is short, lasting anywhere from 30 minutes to 3 hours.
Piece together the story using information and notes collected from combined playthroughs.
Death is permanent, no saving/loading except on quit. The fear of death is very real, suicide tactics are actually suicidal, and your choices have actual consequences.
Earn the trust and respect of survivors to get their help. Or just point a gun in their face, but watch your back if you resort to intimidation.
You don't always have to survive to win.
If you gave the idea to rockstar, you'd get no money for it, and the game would be only 70 percent as fun as the last title.
[b]Edit:[/b]
[QUOTE=Kiyasha Omin]fixed[/QUOTE]
That's what I was implying.
I'd seriously buy this.
I'd help make this.
[QUOTE=dARKQUARk]I want to make this:
[b]WALL OF TEXT, courtesy of 4chan[/b]
[b]PRESSURE[/b] is a first-person underwater disaster/survival horror simulation that seeks to deliver a cinematic experience that is never played the same way twice.
PRESSURE takes place in the deep-sea facility Belisarius, a secret zoological research lab over two miles beneath the surface of the Pacific Ocean. The game begins with the player going about business as usual in Belisarius until, inevitably, disaster strikes. The world of PRESSURE is inhabited by gargantuan underwater monsters lurking in the dark and murky waters around the lab, many of them large enough to devour a man in a single gulp. From whale-sized sharks to Lovecraftian horrors to bioluminescent serpents hundreds of times your size, the game's array of monsters is far more unsettling than most horror games can boast, and anyone with a fear of water and what lies beneath may have trouble playing this game in large sittings. After disaster hits the lab, the player must then utilize every resource at his disposal to stabilize or ward off the threat long enough to save the facility or make an escape, with any other survivors. Throughout the game, several fully-destructible areas will take realistic levels of damage and will increase the danger accordingly. The way in which the lab becomes damaged is not pre-determined, so depending on the circumstances you may have to deal with anything from small but dangerous leaks to explosive decompression and subsequent destruction of various chambers, blocking normal passage through the area. Your primary tools are simple weapons, ranging from deep-sea suits and harpoon guns to neutralizing chemical foams and shock grenades. Most of your weapons are ultimately useless against the bigger baddies, though, and in those situations your best bet is just to run, hide, or swim as fast as you possibly can.
One of the game's two core design philosophies is change. The game is meant to be played multiple times, rather than most games which seek to deliver the majority of the content in a single playthrough. Some plays will be very short, some will take hours. And because the game is never quite the same on any two playthroughs, coming back for a second game is a much more appealing prospect. One of the most interesting differences is the way the game begins: the player has a choice of twelve different professions within the facility, including head of security, medic, electric engineer, and biological technician. These will affect not only your starting abilities (physical strength, stamina, weapon accuracy, capability with tools, etc), but also the tools and security clearance you start the game with, and where in the facility you'll begin play. A technician will have repair tools to help restore certain areas of the lab to limited functionality, but his skill with any kind of defensive weapon will be almost nonexistent. On the other hand, a security officer makes a tempting choice, with his firearm skill and good physical strength for moving obstacles and using nearby objects as improvised weapons, but his lack of skill makes some tasks more tedious and even potentially hazardous, in one example where a rookie squad member blew himself up using a highly-pressurized underwater welding kit.
The short and sweet:
First-person underwater disaster/survival horror. Not a shooter.
Horrible, nightmare-inducing underwater monsters.
You start off as a staff member within the facility, going about your daily routine, until shit suddenly hits the fan.
Skills, starting location, layout of the lab, and other facets are randomized each time, as well as the very nature, location, and time of the disaster.
Different professions have different tools, access levels, skills, and areas of interest. A maintenance engineer might have good tools, but lack any kind of swimming ability. A security officer would have a revolver and access to most of the lab, but might blow himself up trying to use a pressurized underwater welder.
Random events and catastrophes mean never knowing when danger will strike.
Realistic damage and hazards mean dealing with broken bones, bleeding wounds, toxic atmosphere, electric shock, open flame, and of course, deadly fucking monsters hundreds of times your size.
The station becomes realistically damaged as disaster spreads. Glass connection tunnels shatter, domes depressurize, cold saltwater floods the labs, and fires break out.
Swim for your life through the open ocean, pursued by gargantuan horrors the size of the Eiffel Tower.
Designed to be played through multiple times, with each game offering a different experience.
Each playthrough is short, lasting anywhere from 30 minutes to 3 hours.
Piece together the story using information and notes collected from combined playthroughs.
Death is permanent, no saving/loading except on quit. The fear of death is very real, suicide tactics are actually suicidal, and your choices have actual consequences.
Earn the trust and respect of survivors to get their help. Or just point a gun in their face, but watch your back if you resort to intimidation.
You don't always have to survive to win.[/QUOTE]
fuck yeah
like bioshock but good
Some concepts I have thought of:
-You can not take damage unless you are hit in the weak point, it's massive damage.
- Your weak point is only open when your helmet is off.
- You can enter cars, but you can only sit on top of the drivers corpse and look around wondering what to do.
- If you punch a baby, it starts to rain cats.
- Another Viking may hop in at any time during play.
- You can eat people.
- You have a bag for which you can place dead bodies in, when you get 15 dead bodies you can build a ramp, or other things...
- You can strap c4 to your chest and unlock one of the game's 3 endings.
[QUOTE=JackBlacknes]If you gave the idea to rockstar, you'd get no money for it, and the game would be only 70 percent as fun as the last title.[/QUOTE]
But, they do know how to do massive free-roamers with chaos in mind.
Dead body ramp = win.
[QUOTE=TEH LOZSER]But, they do know how to do massive free-roamers with chaos in mind.[/QUOTE]
GTA 4 was hardly chaotic. I wanted to be able to like blow up buildings and strap c4 to my chest-
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