• Terrible game play mechanics ideas?
    84 replies, posted
modern gaming
Your jumps are so strong that you take damage when you land.
Control view with WASD Control movement forward by moving your mouse forward
Anything that forces the player into stealth or they have to die or restart.
[QUOTE='KING]THT[WRATH;48086687']Anything that forces the player into stealth or they have to die or restart.[/QUOTE] [IMG]http://facepunch.com/image.php?u=587886&dateline=1435478921[/IMG]
Blinkbutton.
drink verification cans
Playing a WW2 game (or any war game for that instance) Once you are hit, the game is not over but you have to be taken back to the field hospital to be treated, you have to watch the pain and suffering as well as listen to the shouting (press X to scream). If you are healed enough you have to wait around camp for a week or two for the wounds to heal and then you are sent back to the front line to fight with what possibly could be a new squad of people as your friends are dead. If not, you are taken back home to your country, and you have to lie in a hospital for weeks before being awarded the purple heart and have a picture taken (this is the grand finale of the game btw) and then you are released, at that point you go on to take up jobs, but however; it depends on your wounds, such as missing legs or arms.
soul memory
Grenades with boomerang mechanics.
second person shooter
[QUOTE=Pat.Lithium;48085615]my friend wanted to make a horror game where you push a button to make your heart beat, you have to constantly do this while playing to keep your character alive. he was 100% serious.[/QUOTE]Wasn't there a game that required manual input to make your character blink for a beginning section?
Your character needs to take a piss every few minutes
You become addicted to the painkillers and such in medikits. They gradually heal less and less as your dependency increases. Also, anything with Adrenaline has a chance to just kill you on use as your heart just can't take it.
Solar Roadways in a city builder game
[QUOTE=Sgt Doom;48087142]Wasn't there a game that required manual input to make your character blink for a beginning section?[/QUOTE] Yep, SCP - Containment Breach
If you die in the game you die irl
You get swatted irl if you lose.
You get money for every monster you kill but in order to get it you have to visit the local city hall and manually fill out stacks of paperwork giving information including but not limited to: Species, estimated age, weight, size, time and date of death, number and types of wounds, belongings, potential pack members, diet, other participants and collateral damage, followed by your personal insurance number and bank account number. You won't actually get the money until the transaction period of one week is over.
[QUOTE=Hat-Wearing Man;48087116]second person shooter[/QUOTE] [video=youtube;WwBO5i-6K4w]http://www.youtube.com/watch?v=WwBO5i-6K4w[/video]
Realistic bullet deflection physics in an FPS. Entire game takes place in metal corridors.
Pressing X to pay respects.
[QUOTE=Sgt Doom;48087142]Wasn't there a game that required manual input to make your character blink for a beginning section?[/QUOTE] Alone in the Dark
The framerate is the same value as your hp, as you take damage/lose hp the framerate drops to your current health.
[QUOTE=Kinky Frog;48090042]The framerate is the same value as your hp, as you take damage/lose hp the framerate drops to your current health.[/QUOTE]i've seen something like this, but inverted. IIRC, the netcode in Mechwarrior Living Legends used to - somehow - calculate weapon damage and hits based on the shooter's FPS; the shittier your framerate the less effective your guns were. i'm not sure if it was ever fixed, it's been a long time. i used to play the mod with a mediocre tier campooper, and since the thing ran on CryEngine my larger than life laser cannons didn't do diddly against light scouts, even at point blank range
[QUOTE=Joazzz;48090213]i've seen something like this, but inverted. IIRC, the netcode in Mechwarrior Living Legends used to - somehow - calculate weapon damage and hits based on the shooter's FPS; the shittier your framerate the less effective your guns were. i'm not sure if it was ever fixed, it's been a long time. i used to play the mod with a mediocre tier campooper, and since the thing ran on CryEngine my larger than life laser cannons didn't do diddly against light scouts, even at point blank range[/QUOTE] It was most likely subtracting enemy health each frame on client based on some damage value and then sending that to the server, and as your framerate was low it wasn't subtracting a lot of health. This hints at VERY shit programming, it would be also VERY easy to hack damage of weapons on multiplayer matches to do massive damage (instakill and so on).
[QUOTE=Kaelazun;48086679]Your jumps are so strong that you take damage when you land.[/QUOTE] E.Y.E can sometimes do this.
[QUOTE=Kagu;48084882]RNG[/QUOTE] It's not bad enough lets make it worse really bad RNG chances (like, say, 1 in a billion, or more) and the only way to progress in the game is by getting a good rng example: every single korean mmo, for the sake of farming, because farming for 10 years for good gear is what makes it a good game! [editline]1st July 2015[/editline] [QUOTE=Durrsly;48089798][video=youtube;WwBO5i-6K4w]http://www.youtube.com/watch?v=WwBO5i-6K4w[/video][/QUOTE] Oh, so kinda like the first RE games? Got a few more Diablo 3 has a good few ideas of what, imo, are awful enemy designs. Kind of WAY too chalenging, which imo end up in making the game a matter of luck when you go into high level rifts. [url]http://diablo.wikia.com/wiki/Monster_Traits_(Diablo_III)[/url] mixing a few of these sometimes gives some fucking retarded combinations It doesn't helps that sometimes, you get bosses with those AND insta-teleport/dash instakill abilities which you're almost unable to dodge.
Critical hits in an FPS
Having in-game progression or construction take a very long time, but can be completed in a matter of moments if you pay real money or pay in-game currency that you can buy with real money. Also in terms of crits in FPS I'd say that's more about how they're done. Base them around RNG, and yeah you got a problem (sorry TF2), but if critical effects can be scored through hitting weakpoints or exploiting weaknesses (lightning and cold being super-effective against wet enemies, shoot their gastank to make them rocket off to the fucking Moon, etc), they can be fun.
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