A Rockstar styled open world sandbox that takes place in feudal Japan, with a shit ton of swordfighting.
Basically GTA and Red Dead except samurais
[QUOTE=WhyNott;48381613]-Satan Saves America-.[/QUOTE]
Dude I would totally play this
There's these 7 paragraph game ideas and I'm just like "I want quick-paced game revolving around close-range combat where every shot or swing feels and sounds impactful and not like you're shooting airsoft guns."
Like you hit a motherfucker in the jaw with a sledgehammer and that asshole dies with a flip in the direction you hit him in the jaw and not just *away from the player in the direction of the crosshair*
and shotguns are loud as shit and leave modeled wounds Max Payne 3/Red Dead Redemption style
ALF: The Melmac Chronicles
A Fallout: New Vegas style game showcasing what ALF/Gordon Shumway did leading up to, as well as possibly contributing to, the destruction of his home planet Melmac prior to the ALF series. While still comedic, it would be slightly more "serious" than how life was shown on Melmac in the short lived ALF animated series.
Game would probably sell like crap as it would moreso appeal to people who actually remember ALF.
I want somebody to make something like Six Days in Fallujah. A story-driven, incredibly realistic FPS that is more about survival and drama than about glorified action. It would be a helluva contrast to today's modern military FPS subgenre.
But personally, I always wanted to make a game that would be a combination between Civ V and Total War. You plonk down and manage cities, diplomacy, e.t.c, but you build armies like in TW and have real time battles on a persistent campaign map. There wouldn't be loading screens; you'd just zoom in further down to see the battle.
I also had an idea for a strategy RTS set in a steampunk WWI where the units themselves have their own functioning squad AI. That way, you order around units ala grand strategy games but the battles sort of manage themselves and you could choose to micro if you wanted.
And maybe a survival game that is actually about [I]survival.[/I] None of this DayZ shit of finding mountains of canned beans in old houses. Especially with water; what few clean water sources remain would be fought over by players. It would be so far after the apocalypse that you wouldn't just find functional weapons lying about. Players would resort to makeshift swords and shields and other such weaponry instead.
[editline]poop[/editline]
Oh, and another one. How about a game set in Moscow at the height of the Cuban Missile Crisis. You play as a spy trying to get a hardline Soviet general and his cronies to agree to the terms the U.S. set, all while maintaining your cover. It would be open world but you would have act fairly normal to avoid suspicion. It would be kind of like L.A. Noire with elements of the nemesis system from Shadow of Mordor with persistent enemies who remember who you are or what you did. They use this info to help unravel your identity and root you out as a spy. Basically, the whole game has the clock ticking as you have to get this general back under control while avoiding getting caught. It would be like Dead Rising: if you fuck up and miss something, it is gone for the rest of the playthrough.
Plant Simulator
Think battlefield but medieval fantasy. It would be a large scale battle between knights and dragons, both playable.
The game would be semi-class based. It isn't just knights, you could be a wziard, a priest, ranged, etc... and the dragons can be different elemental dragons, shooting lightning or ice instead of fire.
It could get crazy as well, the attacks would be very flashy and ridiculous, think end-game terraria.
The game would mostly be defense vs offense, defense being the knights holding a castle/tower, and the dragons trying to destroy it. It would have destructible environments and you would have to react to each situation.
Something like Age of Empires as an FPS with detailed construction and crafting. The goal would be to create a colony but you'd start with a handful of tools and a few men to command. Would take place in north America during the 17th or 18th century so you'd have factions like French, English, Dutch, Iroquois and other native tribes that would constantly harass and raid your settlement making you lose supplies and men. Eventually your colony would either collapse from loss of men or thrive and raise an army to fight for resources further out.
An FPS sort of free roam game based on the Lithuanian book smugglers. You get books and then it's up to you to trek through the whole country to deliver them, all the while avoiding Russian gendarmes who patrol the country. You choose how you get from point A to point B. Maybe you'll take your chances and go through the city, hop on a train or journey through the forests.
[B]Urban Sunshine[/B]
Story-driven FPS about a teenage boy, pedophilia and Stockholm syndrome.
I actually did this as part of the game design segment of my IT course. It was an old school FPS game set in an alternative 1980s that had a high emphasis on being a somewhat successor to the Bioshock series with RPG leveling up, vending machines and hacking (This time though in the style of computer terminal hacking to open up doors and read through messages on the machine to gain a history of the place). I also intended Memory banks which would of replayed history of the island in front of the viewer instead of just being an audio log. These would of given the possibility of an XP or ability boost or gain and would of formed the vital task of recovering parts of your characters memory because of it being wiped beforehand and would of formed a major part of the plot twist.
I can post the design documents in a pastebin if any of you want, it's probably very crap in reality though.
One huge Racing MMO that takes place in a huge fictional city and the surrounding area in California. The game is divided into 3 stages, Street, Drift and Highway.
The Street Stage is a lot like your usual illegal street racing game (NFSU, Midnight Club), it takes place in the city itself and there's a lot of shortcuts one could take like alleys, building lobby and even a sewer system. Your street smarts is important in this section.
The Drift Stage is more akin to your drifting games like Initial D, TXRD2 and Battle Gear. It takes place in the surrounding mountains around the cities and there's going to be a lot of winding and curving roads from one mountain to the next. Your skills is what matter most here.
The Highway Stage is basically Wangan Midnight Maximum Tune and Tokyo Xtreme Racer mixed together. It takes place in the huge expressway network in the city and there's going to be a lot of high speed and low speed sections. Your tuning is what matters most here.
Players should have the freedom to customize their cars how they like it, and it should be as user friendly as possible. Instead of using prebuilt shapes to design your vinyl(which will take hours depending on how complicated your design is), player will be given a blank texture map which they can edit using any phot editing software.
Tuning is also an important factor, gear ratios, camber, toe, spring hardness, damper, ride height, etc are all important. Players should want to pull out every potential their car have.
How the player dresses their cars is also important. If you put a shitload of body kit without improving performance(ricing), expect the car to suffer in performance, handling and acceleration. The weight of the car is affected by what you put on it, some body kits may improve cooling, while others lighten the car or improve the aerodynamics.
Of course, what is an MMO without a boss character to fight against? Each of the threes stages have one 'King' who is the fastest there, defeating the King of a region will give you the title of "____King" for that region. (Street King, Drift King, Speed King) Defeating a 'King' not only gives you a cool title, but it'll also give you a free 'Battle Aura' that can be seen by other players. Blue glow? Red lightning bolts? Wings? Its all there in the 'Battle Aura' to make other know that you are not to be messed with.
The title will be initial held by NPC racers who will only race the top players. When the NPC is defeated, the title will be given to that player who defeated it. If another player defeats the player with the title, he or she will win the title away.(But the player still keeps the 'Battle Aura)
[QUOTE=Pvt. Martin;48374022]A simple WWII FPS where you play as members of the Axis, and see things from their perspective.[/QUOTE]
A simple War on Terror FPS where you play as members of ISIS, and see things from their perspective.
[editline]6th August 2015[/editline]
Actual answer: a dungeon crawler/ARPG with a really robust clothing and armor system, with lots of support for accessories, custom armor piece placement, clothing layering, custom coloring and texturing, etc. You can fight in an online arena for money, or place bets on other fighters. You can grade other players' outfits for stylishness, and players with high stylishness ratings get bonus XP.
Okay, how about this. In a medieval gothic Western European, around 1500, in a world where the main culture is heavily influenced by metal, where the folk adore dark magic like it is a gift of god, where the main nuisances of society are regular attacks by greedy as fuck ancient dragon lords, a young aspiring wheelchair-bound undead necromancer metalhead fights to defeat his eternal nemesis; The Necromancer. The Necromancer has entitled him as such because he views himself as the most powerful necromancer of all time. Which is bullshit, because he's a fucking weakling, but nobody cares enough to contradict the maniac.
Kurt wears the skull of a weak, tiny dragon as a trophy, partially to cover his face because he hates his acne and because he thinks it makes him look intimidating, but everyone knows that it's dorky as fuck. While battling to become the greatest necromancer of all time, The Necromancer caught wind of his attempts, and killed him, and revived him as an undead skeleton to forever bind him, even in the afterlife, to what Kurt hated the most; his wheelchair. Armed with a book called 'Necromancy for Dummies' and a mediocre electric guitar (actually a guitar fueled by the most eccentric of magic, because of course electricity didn't exist at the time, so therefore guitars in this world are called dem guiter things), he aims to defeat The Necromancer and free himself of the curse.
[img]https://upload.wikimedia.org/wikipedia/en/b/bf/Steel_Battalion_Coverart.png[/img]
This but for PC and with VR support.
Anything set in Scandinavia or the Baltic.
A stealth third-person shooter with similar style not unlike MGS3-onward. You play as a intelligent android (Something similar to I, Robot) in a post-apocalyptic desert. The crux of the story is that you were just reactivated in the middle of nowhere in a post-apocalyptic desert.(similar to the Mojave in New Vegas) You do not recall any of the last memories you had and explore the environment. You learn about how the surviving humans are now back to more primitive times and now live in tribes. They are always hostile towards you and attack on site. As years pass and you learn how to avoid the humans while traversing the desert, you are attacked by a group of hunters and become seriously injured, too much for your auto repairs, and need manual repair. That's when an automated system gives you directions to were you have to go to have repairs done, becoming the driving force of the story. You have to traverse human populated villages to reach your destination, all why trying you best to not be seen or defend yourself from attacks.
[sp]When you make it to the repair site, you find out that it's one of the factories that mass produced androids like you. The automated repair machine not only fixes your injuries, but also repairs the corrupted data of your past memories. A Skynet-like war happened hundreds of years ago, that resulted in nuclear conflict. While in the end, humanity won, they were all pretty much reverted back to tribal-like societies(and also why they attack you on site). The reason why you survived was because you were the only android to not malfunction and go berserk and had the self awareness to put yourself in hiding and activate a sleep mode instead of fighting. The story ends with you just continuing to wonder the desert, the only difference now is that you know the reason why everything is the way it is.[/sp]
The story is told with no dialogue outside of the overheard conversations from the humans (Which is a made up language). The story is less about the character and more about the world around it.
Like I said about the gameplay: It plays similar to the MGS games from 3 and onward. Stealth is the core element of the game, while combat is a optional and avoidable part. You still have access to melee attacks and take downs like MGS. But unlike MGS, you actually have only one actual weapon: A bolt-action rifle. The rifle is loud is for defending yourself from attacking enemies and less for helping you avoid them. It can till be used to take down enemies from far away, where the noise is less of a issue. There is ammo for the gun you can find, but it is very rare. The main supply for ammo is through the recycling system you have in your body (More in detail below).
You are a solar powered android. While you can still do basic functions, such as walking, you still need to be in the sun for the more advanced functions. You can replenish energy(health) over time, but only when you are in sunlight. There would be sections of the game where it becomes night and stealth is much more needed. The recycle system allows you to collects metal scrap around the wastes to slowly convert them to bullets for your gun. This system makes one bullet at a time and is pretty slow. It too also requires solar energy.
This pretty much all from memory from a walk I had, so everything is pretty rough, but I think its was a neat idea. Not really sure if something like this has been made though.
First idea:
A rhytm game and a first person shooter combined. Your weapon is themed after different kinds of instruments and shoots samples and fancy effects. If you hit the beat your shots become more effective.
To avoid it being too repetetive you can use different samples, chords and notes, which also can make the weapon more effective.
Second idea:
An MMO Survival game where everyone plays different animals. Some animals are played by bots and some are played by other players. If you're a predetor you need to hunt other animals so you don't starve and if you're pray you need to avoid getting eaten. The map is a giant world with every biome and every place animals can live, like in trees, on mauntains or underground.
I always thought it would be cool to have a game where the main plot is very linear, and you're given very clear instructions on how to kill the bad guy. All through the game you're sent around fighting the bad guy and building up your power and in the end you defeat the bad guy and get a simple happy ending. Yay you win.
Then here's the twist. You're wrong. The game will tell you what to do and even highlight your objectives (with like a light or something not waypoints) and overtly pushes you to complete your objective by presenting a very linear game. The thing is you don't actually have to do the objectives given to you, the game is constantly lying. It's all a set up, think the ending of Crackdown but it's never, ever told to you if you just play the game straight.
Like, you'll be given an objective to kill a necromancer you find the entrance to the cave he's hiding in and there are zombies with scythes and pitchforks outside, inside there are undead creatures with proper weaponry. You hack your way through and kill the necromancer, who is actually a pushover who barely puts up a fight. When you finish the level or turn in the quest or what ever you're given a big speech about how great you are and how you saved the town.
Then the twist, the undead never initiate combat. They'll only attack if you attack them or their allies. The player, having been told to kill the necromancer, will naturally attack on sight or at least after a minute or so. If you choose not to attack however you'll discover an entirely different scenario. Rather than fighting through hordes of mindless undead you discover that you can actually talk to them, and they're fairly nice to you considering you're armed and out to kill their master. You head in to see the necromancer who tells you that he's actually working on ways healing inured soldiers and bringing people who have recently died back to life. At which point you can offer to help him, offer to lie about killing him if he promises to leave, or kill him as per your orders.
It'd be a lot like The Witcher now that I think about it. The difference is The Witcher never pretends to be simple. Also in this game you either feel good for following orders and doing the 'right' thing, or you feel clever for seeing the bigger picture and making your own choice, where the Witcher's world is oppressively terrible and all you can do is try to carve out a slightly less depressing existence for yourself.
[QUOTE=Janus Vesta;48389290]I always thought it would be cool to have a game where the main plot is very linear, and you're given very clear instructions on how to kill the bad guy. All through the game you're sent around fighting the bad guy and building up your power and in the end you defeat the bad guy and get a simple happy ending. Yay you win.
Then here's the twist. You're wrong. The game will tell you what to do and even highlight your objectives (with like a light or something not waypoints) and overtly pushes you to complete your objective by presenting a very linear game. The thing is you don't actually have to do the objectives given to you, the game is constantly lying. It's all a set up, think the ending of Crackdown but it's never, ever told to you if you just play the game straight.
Like, you'll be given an objective to kill a necromancer you find the entrance to the cave he's hiding in and there are zombies with scythes and pitchforks outside, inside there are undead creatures with proper weaponry. You hack your way through and kill the necromancer, who is actually a pushover who barely puts up a fight. When you finish the level or turn in the quest or what ever you're given a big speech about how great you are and how you saved the town.
Then the twist, the undead never initiate combat. They'll only attack if you attack them or their allies. The player, having been told to kill the necromancer, will naturally attack on sight or at least after a minute or so. If you choose not to attack however you'll discover an entirely different scenario. Rather than fighting through hordes of mindless undead you discover that you can actually talk to them, and they're fairly nice to you considering you're armed and out to kill their master. You head in to see the necromancer who tells you that he's actually working on ways healing inured soldiers and bringing people who have recently died back to life. At which point you can offer to help him, offer to lie about killing him if he promises to leave, or kill him as per your orders.
It'd be a lot like The Witcher now that I think about it. The difference is The Witcher never pretends to be simple. Also in this game you either feel good for following orders and doing the 'right' thing, or you feel clever for seeing the bigger picture and making your own choice, where the Witcher's world is oppressively terrible and all you can do is try to carve out a slightly less depressing existence for yourself.[/QUOTE]
pretty similar to spec ops the line
not identical but similar
[QUOTE=Empty_Shadow;48389299]pretty similar to spec ops the line
not identical but similar[/QUOTE]
Yeah. I actually bought Spec Ops The Line because my friend told me "It's kind of like that idea you had." Then I played The Witcher games and discovered that there are actually a few games that are already like my idea. The difference is they always reveal the whole "You're actually in the wrong" thing, which I wouldn't do.
A game where you're tasked with taking down a force of super soldiers with inhuman speed and toughness.
Your first encounter features your squad torn to pieces by a faster, heavily armed force of soldiers featuring badass armor and full head helmets, you barely make your way out through luck and cunning. The few enemy soldiers you take down are killed through environmental abuse, explosives or pure luck. Bullets seem ineffective and even heavy machineguns only slow your opponents down.
At one point you'll see one of your squadmates shotgun one of his assailants in the face, blasting the head and helmet off his attacker. The helmet containing the head will clatter to the floor but the body will act on independantly and mercilessly slaughter your comrade before turning, bending over and pick up it's head which it will then re-attach to it's neck.
It'll then turn to you and through a cracked visor and through the shattered glass you'll see [sp]the toothy grin of a skeleton[/sp]
I want a MMORPG on the scale of vanilla WoW. One that's deep and in depth yet also hows the option to create towns and cities like SWG did in the early days.
The typical "rebels vs government" game, but as the game progresses, it gets a lot darker and the choices you make matter. You don't kill that one guy? He kills your team leader. Your team takes all that ammo you didn't need? A fellow squad ends up trapped at that position later on and gets wiped out, which results in less reinforcements. The start of the game shows how the rebels are supposedly the right t choice to fight the other side, but you can find new evidence or events that can can show a new side to the rebels. You can then decide if you want to switch sides, or keep fighting for your own.
My idea is a sort of cyberpunk game in which you play as a cyborg that can duel wield guns, having an extra set of arms to reload the guns quickly, in which you fight an army of zombies that shoot lasers out of their eyes! With some form of fast soundtrack playing in the background. And with every level you get the ability to upgrade your powers. As you go along in the game, different kinds of cybernetic/genetic horrors come to attack you.
An Overwatch-styled Moba/FPS where players take control of famous Marvel and DC characters and pit themselves against each other in 6v6 competitive matches on maps designed after famous locations from the Marvel and DC universes, with multiple game modes and specialities. There would be weekly challenges where players could unlock alternate costumes for some characters (ie, Killing Joke Joker, Red Son Superman, Iron Patriot Iron Man, etc), and even have guest characters from different franchises.
I've been rather intrigued by MRPGs (Mario RPGs), games like Legend of the Seven Stars, Superstar Saga, Thousand Year Door, South Park: The Stick of Truth (that's right, the Obsidian South Park game is mechanically an MRPG), etc. After seeing so many of these games with their intriguing mechanics, I've ended up thinking of my own spin on the "genre" in the Mario universe. I call it [B]Sir Mario: Knights of the Mushroom Kingdom[/B], and it revolves around the Bros receiving knighthoods while the Mushroom Kingdom starts to get its act together in the face of yet another of Bowser's invasions.
[QUOTE][B]Initial story:[/B] The game opens with Mario and Luigi doing what plumbers do; fixing the sink in their house. Later the Bros are seen relaxing in the back yard with an ice-cold pitcher of Flower-Aid (like Kool-Aid only made in the neighbouring Flora Colonies), with Mario falling asleep while sunbathing. Luigi ends up being the one to answer the phone-call from Princess Peach, but finds out she's calling for Mario to remind him about the plumbing demonstration for the new engineering staff over at the castle. Mario is promptly woken up, falling off his sun-lounger but not spilling a drop from his glass, before heading off to the castle with toolbox and plunger in hand.
The tutorial opens with Mario demonstrating how to fix pipes and clear blockages to the crowd of Toads, and promptly falls down an open pipe into the castle sewers, leading him into a fight with a group of Goomba spies. This demonstrates how to attack during battles as well as how to use Special moves (Jump on most enemies, use Plunger against the lead Goomba with the spiked helmet, etc), and Mario makes short work of the Goombas. However, while taking his way out of the sewers he runs into a Boo, leading into a "supposed to lose" fight where none of Mario's current equipment can harm the Boo. Cue Luigi falling out of a pipe in the ceiling and sucking up the Boo using his trusted Poltergust anti-ghost vacuum, leading into Luigi explaining, through playable flashback, that he was called shortly after Mario left to deal with a ghost problem in the castle's highest floors.
The two brothers later meet Peach in the throne room, where she makes the announcement that she is founding a knightly order to protect the Mushroom Kingdom, and performs a ceremony in which Mario and Luigi are given knighthoods in recognition of their invaluable services and heroics. As if on cue, Bowser Jr bursts through the wall in a cartoonish tank and kidnaps Peach, although her expression isn't fearful and accompanied by cries for help, but instead is a rolling of the eyes as if to say "oh boy here we go again", followed by a cry of "You know the drill!" before the Bowsertank speeds off towards the east. From there, the newly-knighted [U]Sir[/U] Mario Brothers must venture across the kingdoms of the world in order to rescue Princess Peach yet again, although this time with a more chivalrous and comedic twist along with a sense that there is more to this particular kidnapping...[/QUOTE]
[QUOTE][B]Gameplay:[/B] Navigating the overworld works a lot like the levels in Super Mario 3D World, complete with platforming and the like, although the combat is a lot like in most MRPGs with the turn-based combat and properly-timed actions giving better effects. Speaking of which, the health system for the Bros and the other party members combines elements of regular RPGs and regular Mario games, in that there are three stages of health; Normal, which is what it says on the tin; Small, which happens when you go below a certain threshold on the health meter; and Power!, which acts like overheal and occurs when the character uses a Powerup like a Fire Flower or a Cat Bell. When at Power! health, the health of the character is a set amount about their regular max HP, and when their health goes below the max HP limit, they revert to Normal health and lose the effects granted by their power-up, much like how Powerups in regular Mario act as an extra hit against enemies before you return to normal. When you lose enough health while Normal, you become Small like how you do in regular Mario, but as a result the character's hitbox is smaller and thus they are harder for enemies to hit. Depending on certain items being equipped, sometimes being Small can turn the tide of a battle.
Concerning actions in battle, you have the ability to counter/dodge attacks a'la Superstar Saga, though while you start out with just Mario and Luigi, eventually you gain more allies and your active party increases to 4, so you'll have more tells to learn by the time you reach the midgame. The Basic Attacks available to a character depend not only on their current Powerup, but also the character themselves. For instance, Jumping is available to all characters save for Lieutenant Toad (a disadvantage his adventurer brother shares), but each character has a signature basic attack based on a special item iconic to that character. For instance, Mario has his Plunger which can stick to an enemy and potentially grab an item from them, Luigi has the Poltergust which can suck up various energies and is super-effective against Ghosts and Bones, Yoshi can eat smaller enemies with his Tongue and acquire Eggs to fuel some of his Specials, Lt Toad has a Billzooka which packs a powerful punch but needs to be reloaded with Smallbills every now and then (no-one knows where he keeps all of those Smallbills, not even Lt Toad), and the list goes on. As mentioned earlier, Powerups also unlock their own Basic Attack, with the Fire Flower unlocking the Fireball, Hammer Suit unlocking the Hammer, Boomerang Suit unlocking the Boomerang, Racoon Leaf unlocking Tail Whip, and so-on and so-forth.
Special Attacks are also on the cards, with Star Power being used up to power these techniques. One of the simpler ones is the Bounce Jump, which allows the character to jump between different enemies as you press the button at the right time, chaining together a short series of attacks depending on how well you've practised the technique. An example of a slightly more complex Special Attack is the Flower Punch, which requires the character to be Power!'d up with a Flower (Fire Flower, Ice Flower, Spark Flower, etc), prompting a few button prompts to trigger the character to deal strong Star Damage to an enemy while inflicting an effect that varies depending on which Flower they'd eaten beforehand. To this end, acquiring a good amount of Powerups for the battles is a good idea, though thankfully there are ways to stock up on them beyond buying everything in a shop. While Yoshi generally sucks in terms of Star Power, he has his own set of Specials that revolve around Eggs, which as mentioned earlier are gained through successful Tongue attacks. Egg Throw is the most basic Egg Special, dealing good physical damage if it hits, but there are other Egg Specials that are a little more unconventional, such as the Sunny Side Skyward technique involving a Fire Flower, a skyward egg toss, and a potent healing effect to whoever is able to grab the flying fried egg in mid-flight.
Combo Attacks can also be executed if the Rhythm Gauge is full, combining the capabilities of two characters for devastating effect, kind of like the Bros Attacks in Superstar Saga and Double Techs in Chrono Trigger. The Rhythm Gauge fills up as abilities are performed with skilful timing on the button presses, with better timing filling up the Rhythm Gauge even more than average or sloppy timing. Joust Jump is one example of a Combo Attack, requiring Yoshi and any character other than Lt Toad, with the second character jumping onto Yoshi as he charges forward, with Yoshi trampling one enemy while the partner leaps high into the sky and comes crashing down on another. While Basic Attacks and Special Attacks grow more powerful as the character uses them, along with learning new ones through Skill Pamphlets, Combo Attacks are unlocked and improved depending on the Affinity between party members, encouraging the completion of sidequests and having the respective party members with you in the field and in battles.
Items are also a factor in the game, since healing techniques are few and far between and battles will rely on you acquiring plentiful Powerups. The Mushroom is the most basic of healing items, restoring you to max HP, and it would be wise to keep plenty around since most Powerups (with a few exceptions like the Mini Mushroom) can't be used on Small party members. However, Items can be used on any character, so rather than have Mario gobble a Fire Flower and wait for his next turn, while Peach is at risk of getting knocked down to Small, it may be more provident to have him throw the Fire Flower to Peach so she can stay above max and set up for a fire-based attack. In terms of acquiring the items, one can find stockpiles of basic powerups in the field and as rewards from battles, though the better items will come from farms such as Funflower Sharecroppers, which introduces a light "farming" element to the game. You will be able to acquire plots of land at farm locations and plant basic items on said plots, treating them with certain special materials to make them grow strong. While simple yields come first, such as planting a Mushroom, watering it and coming back later to find a vine of several Mushrooms, the more powerful items come from using fertilisers like Swamp Vapours and Star Dust, with Mushrooms sprinkled with Star Dust yielding 1-Up Mushrooms which act as a Revive to max HP. Another example is the insidious Poison Mushroom, which [B]changes[/B] a character's health to just below the Small-to-Normal threshold. Given the situational advantages of being small, your mileage may vary, although they also act as a cheaper Revive due to their unique effect of [B]changing[/B] HP rather than adding or taking away, as well as the bitter taste being enough to wake even the dead.
Items are also handy in completing certain quests, sometimes in unconventional ways. For instance, you come across a Beanish cook who is looking for something to improve their brew. You could hand them a Fire Flower for a peppery hit, or grow a bunch of Fire Peppers by planting a Fire Flower in order to give the brew a proper spicy hit, or you could hand them a Mini Mushroom or Poison Mushroom as a prank. This might not be the worst idea, since Cap'n Wario is hard to please but enjoys a good prank above all else.[/QUOTE]
I'd write more, but I've got to catch some Zs before I have to go to work.
The payday games but not shit.
A Spaceman Spiff FPS that takes cues from the shooters of old (namely Doom and Quake) and the campaign would span 4 episodes. First episode would consist of Earth being invaded by the Zogwargs, second episode being you returning to the Zogwarg Homeworld. Upon defeating the Zogwarg Queen, you find out that they've been experimenting with time travel and altered the history of the universe, returning to a dystopian Earth run by the titan Cronus in the third episode. Because history isn't the way it's supposed to be, you to go back to 480 BCE (Episode 4) to undo the Zogwargs' damage to history.
A medieval RPG. You create a character, and then you and your adventuring buddy go into a big dungeon/castle thing where a big bad is holed up with his cronies. You fight your way through, and there are actually a lot of cool ways to interact with your buddy; if there are more than one path you can take, you can have the option to split up, and then meet back up at a player-specified time and share intel. You can work together to solve puzzles, and sometimes the buddy will actually come up with the solution (it would be randomized completely, sometimes they'll come up with the solution or you could come back to the dungeon in a new game and they'll be clueless).
Combat would be slightly different than normal; instead of health, there's KO damage, Pain Threshold, and then nonlethal injury and fatal injury. KO damage would be most applicable in hand-to-hand combat, being how many low-damage blunt hits (like kicks, punches, chops, or hits from light clubs) a character can take before passing out. PT damage is sort of like the phrase death-by-a-thousand-cuts, it's how many low-damage but blood-drawing hits someone can take before passing out from pain and, in some cases, blood loss. Nonlethal injuries are things like broken bones, cut eyes, severed limbs (not counting the head, obviously), or anything that will not immediately cause death but will make the character unable to fight. At this point, the opponent can choose to leave that character to die, or inflict a fatal injury to finish them off (slicing the neck, stabbing them in the heart, something like that). Fatal injuries can also happen in combat, usually any large torso wound (like a sword in the gut) will be a fatal injury.
The story is where it gets interesting. When you fight the Big Bad, he completely fucks you and your buddy up. You get straight-up killed, and your buddy is taken hostage to be held for ransom. And then you wake up in the underworld, complete with Skeleton ushers, and now you have to fight your way out of the underworld to get back to the living world and save your buddy. There are guardians of the underworld and such that are tasked with keeping you there, who will hinder your progress, but you can amass a small group of more buddies who also want to get back to the world of the living. Same fighting rules apply, but the more decomposed a Deceased Individual is, the less PT and KO affect them, until they are essentially zombies or skeletons who can only be taken out with an FI or a NI/FI combo. Larger, demonic bosses can only be taken down via weak spots, or by using the environment (for example, making a big minotaur boss charge right into a wall, causing a boulder to fall on its head).
Then eventually, you make it to the otherworldy device that will allow you and any of your buddies that make it to return to the world of the living. The King of the Underworld, seeing how determined you are to remain alive, just lets you go, giving you a device that will allow you to defy death by reversing time by a certain amount (similar to a save point). Along the way, you've amassed an arsenal of Undead treasures and artifacts that increase your power, and when you return, you use them to kick the Big Bad's ass into the afterlife, saving your buddy. And after that, you can now explore the Land of the Living, as a big open-world adventure with town hubs, a bunch of adventuring quests to do, and lods e'sidequests. In the bigass open-world epilogue, you can actually meet up with the people you freed from the underworld and recruit them into your party, allowing you to tackle larger, more difficult dungeons.
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