05-11-2009, 05:06 PM | #1 |
adorable
Join Date: Sep 2007
Posts: 12,950
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Game Ideas Thread
It's been a bit since we had one, so let's roll with it!
Have Quicktime Events that don't punish you for failing, but instead change the way the cutscene unfolds and how your character interacts with people. For example: Fail a QTE and your character accidentally spills soda all over his keyboard, causing his stress meter to rise. Later, he's talking to someone, and he's being all cranky and jerky towards the person he's talking to. Alternatively, pass them and he'll be good-natured and such.
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this post is about how to successfully H the Kimmy
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05-11-2009, 05:26 PM | #2 | |
Blue Psychic, Programmer
Join Date: Feb 2007
Location: Home!
Posts: 8,814
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I asked about this a while ago, but a system that alters your main PC's personality based on his actions in battle with different weaponry and skills, rather than dialog trees.
I hold that one pretty close to me.
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05-11-2009, 05:37 PM | #3 | |
Lakitu
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05-11-2009, 08:12 PM | #4 |
Zettai Hero
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A game that increases in scale exponentially:
Instead of fighting stronger opponents or enemies that dynamically increase in stats to challenge you no matter what your level, the stronger you are the more enemies you can take on at once. Level 1: Take on 1 kid of your age. Level 2: Take on 2 kids of your age, 1 local monster. Level 3: Take on 3 kids, perhaps 2 local monsters with help. Level 4: Take on a fairly weak adult. Level 5: Take on a strong adult. Level 6. Take on 2 adults. Level 7 Take on 3. Level 20: Take on a gang of heavily armed bandits by yourself. Level 30: Muster an army by yourself, taking out their Calvary and mounted units personally. Level 40: Screw your allied army, you'll take down the enemy yourself with naught but a damned oar! So that by the end of the game, you are taking on entire armies, and the only thing that can go mano y mano with you are enemy generals, demon lords, and bosses. Add on weapon mastery, a nice mix of Mount and Blade plus Elder's scrolls plus Dynasty warriors, alignment and loyalty modifiers, and 12 different fighting styles that not only determine what attacks you use, but also how your character will act in cutscenes.
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Pyrosnine.blogspot.com: An experimental blog of writing. Updated possibly daily. Possibly. A fair chance. Current Works for reading: War Between them, Karma Police. PyrosNine: Weirdo Magnet Extraordinaire! |
05-11-2009, 08:38 PM | #5 | |
FRONT KICK OF DOOM!
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05-11-2009, 08:43 PM | #6 |
Stupidity is an AoE
Join Date: Mar 2008
Location: Canada
Posts: 749
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Remake Kingdom Hearts 2, only this time better.
Now that that's out of the way, I am an economics-oriented person. I enjoy economic type things; i.e. buying, seeling, reselling, monopolies, businesses, etc. This is why EVE appealed to me. But I also enjoy the standard game approach of "I-have-a-sword/futureweapon-therefore-I-grind." I wouldn't mind a game that gives me the option for BOTH.
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Gamertag: T4CT |
05-11-2009, 09:00 PM | #7 |
A Threat to the District
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I had an idea for an MMO in which people would construct cities more or less from scratch. Groups could work together to build on instance of a building (the building tools would have to be fairly simple) and after that they'd have the 'plans' to build however many more of that building they want (factoring in materials cost and build times based of course). Different cities could be parts of different alliances and could go to war with each other, destroying opposing faction's cities, stealing designs for buildings they'd made,
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05-11-2009, 09:59 PM | #8 |
Zettai Hero
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I had an idea of a simple MMORPG that mixes Harvest Moon, Animal Crossing, and Nethack.
When the server starts, there is a 9 square round hub. New players are given plots of land in an isometric square around the hub, clockwise, and after the hub is completely encircled, a new square begins one space away, growing a new layer. These plots of land have some sort of living space, a reasonably sized expanse of land for farming or placing home objects, and some simple barrier to keep other players out. Players make most of their money by growing items and selling them to the hub. The farther player homes eventually get a wagon trail to aid them in delivering goods. THe hub's items sold in their shops are dependent upon what items are sold to the hub, likewise the gold players will get for their items is dependent upon the demand for said items. With enough money, players can build up their houses, put up stronger fences, and more importantly pay sprites (that own the world) to build them a dungeon on their land. By sacrificing an item, a dungeon is generated based upon the specific qualities the item possesses: It's rarity, value, elemental properties, and item type. For instance, a "Mystic Fire Sword +5" will create a massive dungeon filled with strong fire based enemies, decorated like a fire temple, and all enemies will typically have a stronger attack than those found in a Mystic Fire Shield, and have greater magic strength and defense. A simple "Green herb" item will spawn a short 3 floor dungeon filled with weak plant based monsters that know healing magic, and look like a mossy cave. Levels and monsters are randomly chosen per party instance, and at certain floors there is a chance of a Puzzle level, which possesses puzzles ranging from Sokoban, to complicated math, to a logical question. Completion of the puzzle will both net items and allow going down to further floors. At the end of the dungeon, the conquerors are guaranteed a copy of the weapon used for sacrificing, at lesser, equal, or greater value than the original one sacrificed. Players can change the nature of their dungeon by swapping out sacrificed items, but also add onto existing dungeons by sacrificing another item, adding onto the current floor count of a dungeon and giving the dungeon a dual nature. Players can then charge other players to enter their dungeon, give friends passes to enter their property to challenge the dungeon (or aid them in completing their own dungeon). The hub itself has a giant, high level dungeon for players to try and beat, as well as shops that reflect the goods generated by players, and what other players have put up to sell. There are also player shops that use what trade a player has picked up, so players can by swords smithed by people other than the weak NPC smithy. Much of the game involves obtaining passes to other's dungeons, killing monsters for special minerals for smithing, growing your own crops, and cultivating your own dungeon, with hopes of eventually conquering your hub's dungeon or starting your own hub.
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Pyrosnine.blogspot.com: An experimental blog of writing. Updated possibly daily. Possibly. A fair chance. Current Works for reading: War Between them, Karma Police. PyrosNine: Weirdo Magnet Extraordinaire! |
05-11-2009, 10:06 PM | #9 |
for all seasons
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Intelligent NPCs.
EDIT: Or even just less-stupid ones.
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check out my buttspresso
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05-11-2009, 10:14 PM | #10 | |
We are Geth.
Join Date: Nov 2003
Posts: 14,032
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Welcome to Corneria!
A good Beast Wars game, something I've ranted about before and I could dig up the link if I wasn't lazy. EDIT: Ahah! I've found it. Quote:
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Last edited by Mirai Gen; 05-11-2009 at 10:30 PM. |
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