I was thinking whether a dungeon crawler would work with the PS Move controllers in PSVR. So eg you would be holding a burning torch in your left hand, but you would also physically move your left hand around to control movement. In your right hand you could have a sword or perhaps a magic wand for casting spells. You'd fight fairly typical opponents; goblins, zombies, giant spiders etc.
The dumb, basic premise of the game that I thought of was that you are a prisoner-of-war and your family is held hostage by some warlord, and in exchange for your family's freedom, you would be tasked with raiding very deadly dungeons and collect as much loot as you can. The dungeons would be fairly generic; sewers, caves, underground abandoned cities etc. Maybe they could have Left 4 Dead 2-style replayability eg in one play of a dungeon a route may be blocked, while in another the route is accessible.
A game that's like a cross between XCOM, MechWarrior and Pacific Rim.
An XCOM strategy layer where you're responding to kaiju threats across the world by deploying giant robots to fight them. But instead of being a tactics game the gameplay once you're in a mission plays like a mech-simulator along the lines of MechWarrior.
most of concepts for games i get i badly make in source but i always thought of semi-open-world match-based quake-paced fighting fps game with xp-based skill mutations and vehicles which would be hard to make on my own
yeah and characters are anime girls and furries with big-ass titties
A "sport" compilation game in the sense of the old surf and rocket jump maps, throw in a lil' bit of those adventure/puzzle/ricochet/deathrun modes. It would be like FPS Mario Party.
a fps parkour where you can jump, rocket jump, bunnyhop, wall run, and grabble hook your way around map.
you choose from several characters with their own moveset, their "traverse" weapons/equipment. one of the characters is a scientest who uses an energy force weapon that pushes stuff around, he can point to the ground and rocket jump without taking any damage, a doomed space marine with high advanced agility boots to bunnyhop, a runner who can jump around obsticles, a hunter who uses grabbling hooks to move around.
basically a hero shooter but instead of shooting, you see who have the best time on what character you play as
[QUOTE=SirSiyax;52653707]A "sport" compilation game in the sense of the old surf and rocket jump maps, throw in a lil' bit of those adventure/puzzle/ricochet/deathrun modes. It would be like FPS Mario Party.[/QUOTE]
great minds think alike
tbh I'd love an Unreal gold sort of adventure-esque shooter / GMod mix
You collect junk from around an alien world and build yourself over obstacles. You'd basically be forced to be as creative as possible. You'll occasionally need to build stairs or elevators using pulleys, boats, etc in order to get past things.
Some times you'll run into a really open area that's full of toxic water and the only way to get passed it is by making a boat. Or you'll find a huge cliff and have to climb down, or maybe even to another side. There will be enemies roaming around that you'll need to deal with as well. You can fully expect to have to build an ice tank to maneuver around.
It'd have all of the GMOD tools only with a physics to it, such as, you have pulleys with a weight limit and work via shooting a hook into the wall, welding that works like actual welding, a nail tool, wheel tool, etc. You'd be able to use most of the building tools as guns, AKA: Nail gun fired into an enemy to pin them like the bow in hl2. You can infinitely undo built works however you'll have limited resources.
if it had classes, it'd probably be "light" Stealth and Mobility / "support" Medic and Engineer / "heavy" Power armor and weapon specialist
The mobility character can be used to scout using hover/sprint/jump boots, and would pick enemies off, build jumping pads and short range (resource only) teleporters. The support can build specialized turrets, dispensers, shield walls and carries a repair gun as well as medigun. The heavy can be used to take hits and drive vehicles without the worry of being killed from a direct hit, use mounted guns, as well as reinforce structures. Anyone can use power armor however only the heavy can use its upgraded features like carrying a shield wall, using Gatling, launchers.
Soloing the game would be possible but it'd be a point to not do so. The game would be massively built around coop. Biggest reason being you have to build + fight sometimes at the same time. I want problem solving to be as stressful as it is rewarding pretty much.
[editline]8th September 2017[/editline]
There would be a sandbox mode but the game would really make a huge point about having everything breakable
An open world game where you play as a single grey goo nanobot in a lab, with the end goal being to consume the entire universe.
I've always wanted to make an Earthbound-style RPG ever since I played it back in 2014. I wanted to have the characters be the OCs I've been juggling around since 8th grade, one of which I've had since 3rd grade (and still holds up, surprisingly. Very few revisions on that one.)
An FPS with a completely destructible environment, like where you could literally destroy every building until the map was just a wasteland. Also an FPS that takes place in the near future where the world has dissolved into a totalitarian, 1984 esque society. I guess the latter idea may be over used though
Racing game that's basically mad max but it's first person. Guy in the front drives, guy in the back shoots/repairs.
Obstacles like jumps and shit would be on the road to make it fun. Players take damage dynamically, so if another car hit you while you were outside the car, you might break an arm or something.
Load outs pretty much work like call of duty. Drivers get a sidearm and can customize the car (battering rams, armor, spikes, nitrous, etc.). Gunners would customize their weapons.
i thought about this game where the goal would be a hybrid between a tycoon and something like surgeon simulator 13 where the goal was to make the most entertaining snuff films, and you'd spend money on more tools with which to make them
i stopped thinking about it when i realized it wouldn't sell
This one's a weird one: an "erotic training" occult porn game.
You'd enter the shoes of a scholar turned "love guru" (NOT played by Mike Myers) in a fantasy city where sexuality is suppressed and downplayed, with people being too afraid to "experiment" or be open about their desires, for fear of attracting unwanted attention from the Templar Guard. The scholar in particular has a hidden affinity for the forbidden eldritch art of eroticism, gathering exotic foreign texts and artifacts over the course of his tenure at the great library. Alas, despite his grand knowledge of eroticism, he has very little opportunity to put it to practice, save for occasional secret liaisons with a fellow librarian.
Storywise, your journey starts with a dream, where the scholar is visited by the Angel of Love. She offers him the opportunity to spread his secrets to other like-minded souls, as to "enrich the hearts and minds of the people". After much deliberation, the scholar accepts, and over the next couple of days, you slowly start meeting potential "students", drawn to the library by dreams courtesy of the Angel.
In terms of gameplay, the goal is to take these chosen individuals and, well, "train" them to have healthy sex lives. Though you would have to teach them some basics before you're able to give them one-on-one physical training sessions. Sessions that involve proper management of various traits like speed, depth, endurance, etc, to reach an appropriate end. However, there's room to screw up, leading to a premature end to the session if your endurance bottoms out, or things get too rough and/or uncomfortable.
But for every successful session, the student gains experience, which makes them more flexible and proficient, while simultaneously earning you Favour with the Angel. Favour can be spent to learn more exotic techniques, as well as help you chase down rumours surrounding erotic artifacts that would improve your secret cabal.
Also, as your reputation grows among certain circles, you may attract certain individuals who are more "exotic" than most, and can be recruited with Favour to help you run the cabal. Seasoned professionals from distant lands, followers of the Angel of Love, passionate beings from worlds beyond, all eager to help the cabal overthrow the Temple Guard and allow the people to express themselves. All while you get laid through the core gameplay loop.
Of course, it's just a weird idea. Never gonna happen, not even with a Patreon.
Essentially a diabloesque mix of mount and blade and crusader kings. It could be multiplayer or singleplayer but essentially your character would be both a general and a fighter. There'd be a large basis on economy and geography in the kingdoms. I'd like a faction akin to the Others from ASoIaF in that they'd be able to use the slain of factions.
this thread reminds me of the incredible [URL="https://facepunch.com/showthread.php?t=625672"]Fuck Shit Up[/URL]
A long time ago I had an idea for a kinda autistic heisting game - since I was not happy with how PAYDAY played out
The game would involve semi-open maps - you had to hit the bank / establishment / whatever and then you had to walk, or drive your way to the escape area - think of the shootout scene from HEAT
There were two distinct phases to the act - DAMAGE CONTROL (basically stealth) where you had to prevent people from raising the alarm while you were doing your deed, and the RUSH phase, which would be when police forces started rushing (duh) in after the alarm
Unlike PAYDAY, being spotted does not guarantee being swarmed by the national guard - if it happened at the very end of your heist you would still be able to escape.
Also none of this dodge/ICTV bullshit - you get shot a couple times, you're dead - and so are the cops
[quote]
Upon the RUSH phase being triggered (that means a 911 call got through, the alarm has sounded, a patrol that was passing by caught you, civilians outside the bank got suspicious and the dispatched police caught you in the act), a set of First Responders will be spawned, and will begin driving to the crime scene. These first responders are not heavily armed, nor heavily armored : there is a chanche of some of them carrying a shotgun and a basic ballistic vest, along their standard issue handguns.[/quote]
[quote]At any point during the heist, an alarm has been raised. The FIRST RESPONDERS will start driving from point A (police station, for ex.) to point B (place you are hitting). At any point, the robbers can be intercepted.
Once the robbers have been intercepted, the police will keep chasing them until they manage to escape safely.
Here are a few examples :
1) Robbers are still in the middle of emptying the vault. The cops will have time to arrive to the front door and set up a blockade that criminals will have to push through
2) Robbers have exited the bank. Police is on the way, and intercepts the robbers while they are escaping. Instead of stopping by the bank, they will steer and start chasing the robbers, whilst calling for more backup
3) Robbers have exited the bank. They are far away from the place when police arrives on the scene. Unless choppers were triggered and criminals are spotted, the Police won’t be able to chase the criminals, or bust them in time, so they can pretty much escape safely[/quote]
[quote]
Police force is strongly based on your HEAT. It depicts how much havoc you have caused.... think of the felony bar from Driver, the PSX game.
HEAT can only be increased. Killing civilians, killing police officers, destroying vehicles, and stealing a huge amount of money will increase your HEAT.
(the last part is so that hitting a small shop will not cause as much havoc as hitting a bank straight away)
[/quote]
Not really a game, but I've always wanted to make an all-new campaign for Halo: Custom Edition. There are two I've thought up:
- A remake of the original campaign where the story is exactly the same, but the levels have been re-imagined so they don't suffer from the generous amount of copy/paste the original game had. Not a single polygon from the original geometry can be used.
- Some episodic campaign about the crew of a vessel that visits the various Halo rings you never saw in the main games.
A fantasy fighting game where any weapon from traditional to futuristic,small to huge,normal to absurd are usable (pretty much its ignore physics).
Some of the modes are duel,survival,team deathmatch,and boss rush.
Each type of weapon has its own pros and cons (Ex:small scythes are fast and it may inflict bleeding to enemy,but it has shorter reach than sword)
Still thinking about the rest of it
A Mario Sunshine-esque co-op platformer starring Wario and Waluigi. The levels would be free roam and the goals would be to do the nefarious, mischievous things that the 2 bros are known for. Like for example there could be a city level where one mission is to climb the highest building in the area just to draw a dumb moustache on a face on a billboard. Another where you'd bust into a bank run by robots and take money.
A top down shooter where you play as a guy in a weaponised wheelchair, the story being that the guy is seeking revenge against whatever criminal organisation who broke his legs. The wheelchair would have various upgrades for weapons, armor and rocket boosters for a quick dash move.
The other would be sort of a cross of Arcanum/classic Fallout/Shadowrun set in a fantasy world that progressed to the 1930s prohibition era. The combat being similar to the mentioned with some influence from XCOM.
RPG in a Fantasy/Future setting. You are a mercenary. As is common now a days you can customize your appearance. You then pick your skill set, either from a set of prefabs or you can pick and choose individually. Skills include stuff like:
healing magic
healing via medical science(using first aid kits and the like)
nature healing(knowing what herbs will heal you if you mash them up and apply to wounds)
Swordsmanship
Hand to hand combat
Katar usage
Etc
Pretty much the goal is to complete jobs, make money and as such make ends meet. How a job gets completed is up to you. Maybe you just get things done and take what's given, maybe you try to turn things to leverage better pay, like threatening to kill the person you are trying to save if you don't get more money. Maybe you just slap a wig on a bum and claim they are the hostage. How you do things has effects in the long run. Being a good boy or girl and doing what you are told may get you a reputation for just blindly following orders in addition to being reliable, which while it will result in more jobs due to reliability may give more questionable work as they assume you will just follow orders. On the flip side, passing bums off as people you were supposed to rescue might have positive or negative impact on your reliability depending on if the client notices, but could lead to more varied jobs are potential clients like the way you think, have a sense of humor, etc.
You might stop an ancient evil or foil a villainous plan, but never because you were "The Chosen One" or anything like that.
PC Armored Core-style game without a lock-on system (excluding guided missiles) so you have to manually aim and lead targets with your weapons. Good matchmaking system and multiplayer balance.
Multiplayer Pro-Wrestling booker game where everyone's trying to steal everyone elses talent and get better TV ratings then them.
A Space Engineers-type game, but instead of space ships you're building trains and trucks and using them to serve industries by transporting and delivering materials and goods which provides you with funds to get resources/components to build more vehicles and hire more drivers/engineers and maintenance crews.
Since I've played a lot of Endless Space 2 over the past couple of months, an idea for a science-fantasy space-based 4X milling around in my head. That's usually how I roll when it comes to games: I play through them and think "This is good shit, but how could I make something even better? Which mechanics should I emulate, and which should I leave behind? How would I do this kind of game?". Hence along comes the idea for "Elderverse", a galactic setting that contains the "Omega Sector" setting.
If anything, the idea could probably work as a total conversion of Endless Space 2, though with a lot of ideas carried over. It would follow the main tenants of a 4X: eXplore, eXpand, eXploit and eXterminate. It would have 3 of the 4 keystone resources one expects from a 4X: Food (called Agriculture), Production (called Labour) and Science (called Science), while "Gold" takes more of an implied low level behind-the-scenes role that doesn't carry much prominence on the cosmic stage, its role in Buyouts supplanted by various Luxuries, Resources and Commodities. In addition, you would have Mana, which fuels powerful magickal phenomena when expended, such as redirecting planet-killer asteroids, accelerating terraforming initiatives, striking out at enemy vessels, and a whole lot more besides.
[QUOTE]The other keystone resources aren't as simple as they are in most 4X games, either.
For instance, [B]Agriculture[/B] primarily produces Necessities (food and medicine and the like) which most races need in order to live, survive and grow, but you can funnel excess Necessities into the production of Luxuries which can be traded, as well as boost certain aspects of the general populations.
[B]Labour[/B] in turn is tied into Maintenance (paying for infrastructure upkeep and repairing ships), Construction (building improvements and new ships), and Exploitation (harvests resources from the planet, though in the early game excessive Exploitation harms the environment, which has all manner of deleterious effects as time progresses).
[B]Science[/B] specifically is less vertical in terms of Research. There is still a linear tech tree, but each planet has a Lab that you can assign to either researching technology, studying anomalies, or reverse-engineering a specific object (a ship wreck, alien cadavers, artifacts of the Elder Races, etc). However, it is ill-advised to assign a single technology to each Lab (you'd spread yourself too thin), just as it would be foolish to focus every single Lab on one technology (each additional Lab contributes slightly less research power than the one before it, giving diminishing returns as the number of Labs increases), so a more optimal strategy may be to choose a few technologies and focus on each. Though this strategy may be different for certain factions.[/QUOTE]
[QUOTE]The first phase of a run would be on an initially smaller scale. You would be building up your planets and expanding throughout your system in the Interplanetary Phase, sort of like a tutorial for system management, as a prelude to the refinement of interstellar travel. Initial ship engines would only be able to manage single-digit percentages of lightspeed, and the first warp drive would only take you down into 4Space.
This brings us to the way ship movement is governed. Having a ship move faster than light is a general impossibility, as the faster you go the greater your mass becomes and the more energy is required to keep accelerating. However, warp drive in this setting takes the ship down a layer of subspace, where the energy equations and elemental forces are different, raising the lightspeed limit and lowering the energy requirements to reach such speeds, roughly by a factor of 8. Thus, if the nearest star system is 4 lightyears away, and your ship can only manage 3sc.1 (10% the speed of light in 3Space), it would take 40 years to reach that system. But down in 4Space, that ship can manage 4sc.1, which equates to 3sc.8 (80% lightspeed up there), turning a 40 year journey into a 5 year journey. As you research better engines and discover warp drive capable of going deeper into subspace (potentially down to 12Space near the very bottom), you'll eventually be able to go faster and faster, traversing the galaxy in a more timely manner. Submerging into deeper dimensions is key to travelling "faster" than light and traversing the galaxy, though subspace itself carries dangers and wonders of its own.[/QUOTE]
[QUOTE]As your galactic civilization grows in capability and reach, you'd eventually be able to colonize those distant systems that once seemed so far away. Eventually you may encounter new life and new civilizations, interacting with them accordingly. And one of the major things about "Elderverse" would be another thing that Endless Space 2 did with its Major Factions, in that they would all play differently. For instance, the Necromancer faction would be poor colonists, but instead live in roaming fleets of large cityships that can move from system to system (sort of like the Vodyani, though more akin to Eldar Craftworlds or quarian flotillas), while having a unique and disturbing trait in which the bodies of the dead can be revived as soulless drones for an easily-maintainable source of manpower (for industry AND military purposes). Another example would be the horrifying Moult faction, a Gigeresque grey goo scenario that secretly infests planets, gradually converting them into living breathing hellscapes before sending out seeds to infest new worlds. Though it does sustain the bodies of the things it has assimilated, connecting them to a planet-wide neural network where all their dreams can be realised, while the planet itself makes use of the rest of their brain for number-crunching (a bit like if the WAU from Soma developed The Matrix). Yet another example would be the Fae faction, a ragtag confederation of machine lifeforms that use Maintenance in lieu of Necessities, can convert Agriculture into Labour (they can still produce Luxuries for trading purposes), and aren't too keen on Exploitation due to its environmental impact.[/QUOTE]
[QUOTE]When it comes to combat, as most things tend to do in 4X games, there would be both ground combat and space combat. However, instead of the hands-off yet startlingly customizable approach done by Endless Space 2, the combat in Elderverse would be a bit more involved. Space combat would be more akin to tallships in space in a real-time tactics format, while planetary invasions would have a more minimalist direction of chosen ground forces on a territorial map of the chosen planet, while the hands-on component of the ground combat involves missions taken on by a team of elite forces that you order around in an XCOM-style turn-based strategy-RPG fashion. (move your operatives, order them to attack, use special abilities, get eaten by a Chthonian, etc)[/QUOTE]
[QUOTE]But one of the bigger parts of Elderverse would be the victory conditions. Due to the size of the galaxy, a complete Conquest/Domination victory would not really be an option, and simplistic conditions like "generate the most Gold" would be lumped into Score victory. Other than Score, there would be six potential endgame Grand Works to work towards, each focusing on two of the four keystone resources.
The [B]Ascension[/B] Grand Work would revolve around Agriculture and Mana, wherein you would introduce a miraculous substance (created as a Luxury) to the population of your civilization and, once it has been assimilated by the majority of your people, you must expend a great deal of Mana to transform them into immortal energy beings, free from all needs and mortal constraints.
Another Grand Work would be the [B]Dyson Spheres[/B], focused on high Science and heavy-duty industry, where you dedicate the Labour of your entire civilization towards the construction of a Dyson Sphere in a set number of systems, capturing near-limitless energy from the stars of said systems.
In addition, the achievement of a Grand Work doesn't automatically end the game for everyone else. It is a Victory condition, but there is still room for others to claim glory, though once a Grand Work is completed, no-one else can reliably achieve it. If there are 5 or less players, the game would end once all civilizations have achieved a Grand Work, and if there are 6 or more, it would end once all six Grand Works have been achieved. After this, the game glorifies each of the civilizations that attained glory through their Grand Works, while giving reassuring words to the ones that didn't quite make it.
The Score victory, however, is where all the civilizations are graded on which areas they excelled in points-wise (who got the farthest in the tech tree, who cast the most spells, who built the most things, who owns the most planets, etc), and for each category they came first in, they earn a Victory Point. Sort of like Mario Party's scoring system, except it's ALL defined by Bonus Stars. And in the end, the civilization with the most Victory points earns first place.[/QUOTE]
And that's how I'd do a space-based 4X.
I'd like to see a city building game where you're a dystopian sci-fi overlord instead of the usual "good guy mayor". Sort of like Tropico in the sense that you're not necessarily looking out for your people, just the things you can exploit them for, except darker in tone and closer to sim city in scale and depth.
Along with the usual infrastructure, production and money making elements typical of city management games there'd also be things such as keeping citizens in line, cutting deals with (or going head to head with) megacorporations, quelling underground resistance groups and dealing with outside hostile entities (which could come in various flavours such as spies, aiding aforementioned resistance groups or outright invasion).
Naturally, the player will also have various tools with which to combat threats or turn negative occurrences to their advantage. Propaganda would be one of the major tools at your disposal. For example, if a natural disaster happens your propaganda machine could be used to twist it to your needs, such as blaming it on an undesirable element such as claiming that it's a terrorist attack by a resistance group, thus turning you population against them and damaging the average citizen's view of them. This could lead to situations in which the player is aware of an impending negative event, but may choose to allow it to happen anyway in order to twist the perception of the situation to their needs. Maybe the player would even choose to engineer their own disasters or attacks.
Entertainment could be another vector for propaganda, as well as keeping the population too occupied with meaningless noise to consider what you're really doing with them. Plus, what kind of dystopian future would it be without huge red light districts bursting at the seams with neon lights and android titties?
And of course, no dystopia is complete without faceless security goons on every street corner. Their use would be down to the player's discretion. Whether they're used as an elite unit for only the most important missions, or if they're jackbooted rent-a-cops with an itchy trigger finger. The way in which they're employed would have benefits and downsides both. A strong, intimidating presence could keep public outbursts down, but at the cost of increasing underground resistance activity. On the flipside, a less obvious and more tactical approach to their use could keep rogue elements down but increase the risk of things getting out of hand if the citizens decide to rise up.
Research would also play a big role in things. It could be used both as a way to improve various aspects of your city and also as a means of securing money if the player chooses to work with megacorporations on their own projects. Keeping with the sci-fi dystopian theme, you can imagine that some research opportunities may not be the most ethical things in the world and may draw unwanted attention if discovered.
Furthermore, it would preferably also have a lot of customisable elements too. It'd be awesome if you could really mould the city in your image and style. Choose the style of architecture, what your army looks like, how your propaganda looks (something like xcom's new propaganda editor could be great here) etc. Who doesn't want their very own, custom built megacity?
Fly on the back. You have to kill a fly on someone's back without slapping them too hard, it's a mobile game.
Sorry, you need to Log In to post a reply to this thread.