That game you've been dreaming to make, what is it /v/? Now, this isn't a thread where you think up a cool idea for a game and post it. This is a thread for the people who have had an idea for a game for a while now.
What is your dream game /v/?
And do you plan on pursuing it?
An MMO that's basically a sequel to Star Wars Galaxies.
>Player run/controlled economy
>In world housing and player run cities
>Open world space combat
>Less hand holding
>No classes, mix and matchable skills
>Very little instancing.
Shame that even if it got made, the playerbase would be too small to support it.
I ain't gonna tell you what games I want to make just so you can steal my ideas.
Well okay, one is about a cute loli lich that rules over Russia or some shit and she wants to get her phylactery back from the asshole adventurers.
Coincedentally, I'm marathoning the whole King of the Hill series right now., and my god Cotton as a character has changed a lot over the years.
Man I have dreams about making a Shining Force style game. I have a bunch of ideas swimming around in my head but I've never really charted them out properly. The few things I'd thought about were:
Support convos a la Fire Emblem, but only for certain unit pairs. The idea is to have anyone be able to support anyone else like in Shining Force 3, but characters who might have some affinity for one another would have conversations.
Special attacks and weapon levels. Once again like SF3. Although maybe having EVERY class have a ranged weapon was too OP. I'd probably limit ranged to bows/lances/magic.
Branching skill trees for each class. There'd only be 2, I wouldn't want it to be too complex. Haven't really thought too much about what the actual differences would be aside from maybe having the archer class have one tree focusing on inflicting status effects and the other on maybe increasing range and crit rate.
I'd only have to make my own engine, art, story and everything else.
i've been drawing sketches and writing lines of dialogue for this game for two or three years now. it's a time travel puzzle third person shooter where you take control of various characters in the future, the past, and the present, which is 2052. the villian is an incredibly charasmatic leader who orders a nuclear strike on a small desert metropolis, effectively causing radiation to spill out into neighboring cities and towns and states until it engulfs the entire world, and there is no normal people left. the main character is a dude named hannigan lee, who turns out to be a war criminal in the future because he is blamed for the destruction and downfall of every country in the world. there are different timelines, and various different endings, depending on your choices and actions as every other character aswell as hannigan. pic is sketch i did for the box art last year
I just want a fighting game where you can create your own characters and use them online. I know MK armagadon did it, and I enjoyed it, but it was on ps2 and online play was a niche market back then. it was also on the wii but online play on wii just sucked. soul calibur did it as well but it was crap to be honest and quite limited on what you can do. don't get me started on fighter maker cluster fuck, i don't wanna be a programmer just to play a game.
I just want a fighting game that is user friendly where you create your own character with simple to use yet vast amount of preset options for looks and moves plus great online play to give each fight a unique expiriance.
This is probably a good idea but I've heard so much about choices and actions affecting the story in games and having it delivered completely half assed that I scoffed at your idea. I scoff at the idea of branching narrative paths / multiple endings until someone actually fucking delivers.
So far Fallout New Vegas has been the only game to truly deliver this well. Haters, kill yourselves.
i intend for it to be a big AAA game, and i don't want it to be all pixel-y and stuff, i want it to be a beautifully designed experience that people will remember for being unique and not for being indie pixel art
Wanted to make a game that goes from 8bit to 16 bit to 32 bit to shitty ps graphics and on...
But then I asked my friends if they would play it...
Then they told me about Evoland...
Basically, an MMO that isn't about grinding and there are no NPC players and its a full-scale world. Don't think that will be possible, at least not in the hands of human creators. Maybe when we make A.I. that surpass our intelligence, they will be able to make an MMO that will satisfy me.
I want to make a generic old school RPG, but all in beautiful HD 2D art. Attacks all look like watercolours splashing against canvas.
Its a lot like what Child of Light was going for, but I'd rather have static images than have it animated the way they chose to.
>music is mostly ambient noise
>creatures that are more unnerving than horrifying
I once had an REM dream that went like this:
I watched Heather from Silent Hill 3 suddenly getting shoved into what looked like a metal coffin, that started to hiss steam and do weird shit. It started moving around like a rubiks cube and opened. What came out was a 4-legged, fleshy being that was sobbing.
inb4 that group of ms paint pictures of those metal-grafted zombie soldier things.
I remember I've had an idea for a long time...
>start out as an elf, you get to spec in magic involving one of the four elements
>game gives you a tutorial on how to use it to attack enemies
>massive temporal rift out of nowhere, elves are enslaved by futuristic soldiers
>somehow manage to escape, acquire their war-machine type armor
>beat em up style gameplay
>can augment the war machine attacks with your magic, and vice versa
>encase bullets in solid ice
>shield yourself with earth
>increase the output/damage of the missiles with fire
>bend bullets around corners with air
Etc etc etc...
Dunno if I'll ever achieve this dream, since I gave up on game design a long time ago.
If there are any game designers that feel like taking/using this idea, feel free. I just want to see it made someday.
Why the fuck isn't there an FPS with a custom games system like Halo 3 on PC?
Have I just not heard of it? Where has it been all my life?
Don't give up anon
A game like Dragon's Dogma. I got so happy because that game does so many things my dream game would do. It would be a large and expansive game, with a lot of the stuff DD does, like the way you can grapple epic beasts or use your teammates for specific kinds of techniques. But it would also feature a large variety of situations for battles, like out at sea, you'd be on a ship, but could get knocked off, and you'd have to find wood or something to float on, and this could all happen wnile some lovecraftian nightmare ravishes your ship and tries to kill you. You could drift ashore and be stranded, and you'd be stuck there until you found a way off yourself, like by slapping things together without it being a crafting mechanic, you'd actually have to put things together, not in a menu, and like Scribblenauts, things combined dont magically make another thing, it will be a straight up combination of the things you combined, no bullshit. Party members can also permadeath, so you can either adventure alone, or find new ones on your adventures. It would also be like Way of the Samurai, where there isnt one narrative, you make your own story.
Also, the combat would be similar to devil may cry, with directional based combat and you get rewarded for being badass. The game wont be easy at all either, you fuckingnfight for your right to adventure
There's this game I've had thought about for a while which would be a rpg in the same asthetics of tales of destiny remake sprites with a combat system somewhat similar to it or mixed with stealth elements.
There would be no mana involved, it would be somewhat similar to secret of evermore how they use materials instead of magic to use strong elemental attacks, whatever it may be.
Still alot of thinking and planning to do so far,
Also started practicing C++ and drawing everyday so far so i can develop and make the assets, even thought there's already programs to make games, I want to go and also develop its own engine for it. gonna start very small at first but i don't really know if i'm making enough progress during my practices.
I've had this idea for a while and it's basically the game I think I would like to play the most.
Basically a game about Asymmetrical Warfare.
It'd be a kind of open world FPS like Planetside 2 I guess(but not shitty).
Story background: Most countries on earth sign a radical environmental control pact, including the US, and actually begin following through on it for once. A number of rich American chemical companies are angry that this hugely cuts into their profits, so they work together and come up with a plan. They pay off the corrupt government of a small fictional South American country that never signed the pact, and set up a shitload of chemical plants which take full advantage of the lack of worker's rights and environmental controls. After a decade or so of ruining everything, a rebel group forms aiming to push them out of the country and overthrow the corrupt government. The corporate group hires a PMC to deal with them.
One team is the PMC. They have the best vehicles, the best equipment, the best weapons, actual combat training, military aircraft, etc. Players choose classes from your standard FPS fare: Heavy weapons, snipers, etc. per life. However, they also have a limited supply of money: lose too much money and the corporations pull out because it's costing more money than it would to just make this shit in the US. The PMC team has a cumulative money bank which every player can draw a certain amount out of each day based on their rank, and they gain a certain amount of money each day. Other things can also suck money out of their pool: allowing Factories belonging to the Corps to get destroyed, killing civilian NPCs, and allowing shipments of chemicals or raw materials to be intercepted all sucks money out of their pool. If it hits zero they're done. To keep things rolling they need to protect the highly visible and vulnerable Corporate factories and convoys.
You're in control of a futuristic midget submarine, on a search and rescue mission on an alien sea planet to investigate the disapperance of an underwater colony
This means that you must explore the sea a lot. You have a flashlight with adjustable brightness but a stronger light will attract stronger and bigger fish/alien-fish.
What you bring with you during EVA will affect your speed and survivability. They can be upgraded but stronger gear slows you down.
When you're in your submarine you're invulnerable to most enemies. You also have to micromanage your oxygen, fuel and food
You're entitled to know that his idea is retarded and utter shit. Yes, I know that you're just pretending to be someone else because you're too embarrassed to defend your own shitty game idea on an anonymouse image board. Go cry me a fucking river.
Im actually >>255846889
Stop being a shithead. It doesnt fucking matter if you lkke his idea or not. Its not interferingnwith your ability to enjoy what you enjoy. Theres plenty of other threads for you to be in, but you choose the one made for hopes and dreams, fuck off.
The other team are Rebels. Rebels work very differently. They have shitty vehicles, shitty equipment, and shitty weapons. Every rebel has his own personal money supply, which can be pooled between players, but there is no bank. The only way players can earn money is to steal it from PMC facilities and convoys. Rebels can spend money on things like soviet surplus weapons, cropdusters, pick up trucks, that kind of thing. The rebels have 3 classes: Saboteurs, Technicians, and Combatants. Technicians cost money to spawn as. Technicians are the only rebels that can drive vehicles other than basic cars and trucks and the only rebels who can use or open PMC vehicles at all, and can disable weapon locks on PMC weapons. They're quite expensive to spawn as though.
Saboteurs are disguised as any of the random civ NPCs that PMC guys aren't supposed to shoot. They can get small pistols, bombs, improvised melee weapons, that kind of thing. They're main goal is to sabotage things by sneaking around and fucking shit up and stealing things. If they aren't carrying any weapons and they aren't close to a Factory or Convoy, or a more obvious rebel soldier, killing them counts as killing a civilian. Saboteurs are bad at actual fighting, but can backstab with melee weapons. If they pick up a non-concealable weapon they become Combatants.
Combatants are actual soldiers. They're obvious and wear bandanas/facemasks around their heads. They get actual rifles and weapons, although not very good. They're for actual, upfront fighting and assaults, although they still need to be clever to overwhelm the PMC advantage.
The rebels have secret tunnel bases out in the woods which is the only place they can spawn and buy equipment and such, and lose when all of them are destroyed/captured.
The goal here is for the rebels to deplete the PMC's money supply by stealing/destroying important equipment by using guerrilla tactics, while the PMC tries to defend it all and track the rebels down
I made one asset for it if you can call it that.
My dream game is Avatar: The Last Airbender meets Mount and Blade with inFamous combat plus a touch of grand strategy.
Will I pursue it? Hell no. I don't have the resources nor the patience. Still, if there are any Warband modders out there it would be pretty fucking awesome if you did something like this.
I actually have a couple of ideas
One would be an Aztec themed arcade beat 'em up. You get to choose 2 weapons from maybe 8-10. Each has it's own reach, special attack, etc.
The special attacks use up your mana, and the only way to regain it is to
bathe in the blood of your enemies, so high speed, high risk combat is encouraged.
Also, you only take 2-3 hits tops, and armour is rare, and lasts maybe 3 hits, so you need to
Thanks anon for defending my dream.
May the pussy persuit be abundant and prosperous.
Dynasty warriors mixed with souls series. Large battles in a medievel fantasy styles. Combat mechanics if dark souls but more fluid with combos for different weapons. Instead of just grunts and officers there could be large beasts too, kinda like dark souls bosses. Maybe have like fortresses to deffend/ siege at stratiegic points throughout the map or where your kings chill. Mite b cool
I had an idea for a video game:
You play as mario, sonic, megaman, or pacman and you must fight off waves of popular nintendo characters as well as occasional characters from other video game franchises. You defeat opponets by finishing them off by throwing them off a cliff or knocking them into space or whatnot. You have a wide variety of weapons and items available to you that you can use. Multiplayer is a big thing as well.
the game is made in unity and the story mode revolves around you collecting eight pages.[/sppoiler]
oh, and one more thing: every rebel base would contain 3 big items: say, a map, a radio, and briefcase. They would be large and whoever was carrying them on foot would have their hands full. When capturing a rebel base, the PMC would have to get their hands on 1 of these items. If they grab any one of them and destroy it, the rebel base is destroyed. But if all 3 of them make it out in rebel hands they can be brought back together in the same spot to build another rebel base for a certain fee.
This is so that if the rebels hear that the PMC knows where they are and are coming, they can scatter and regroup later
I used to sit in school and come up with game ideas and sometimes when I'm eating a meal I'll come up with something but they're mostly ideas to expand upon games that already exist.
GTA set in San Fierro and a satirical re-imagining of Tokyo with a neo-80's theme and soundtrack.
You have a mental health status that changes slowly based on the shit you do.
Gameplay, atmosphere and missions change depending on what your mental health status is.
I have a lot more ideas about how it all works but I felt pretty autistic typing this out so I'll stop.
It's a game called Mullican Manor. The story is that the wealthy owner of the lovely Mullican estate, McKinley Mullican , recently had a heart attack and died. Before his death, you, the main character, were great friends with Mullican, and he left you all his inheritance in his will. The only problem is, In order to prove it, you need a physical copy of the will, and the will is in a briefcase on the top floor of the manor, so you need to retrieve it from there. This is problematic, because the mansion is cursed. No "rumors of a curse", no "legend of a curse", it's just a widely known FACT that the mansion is cursed.
In this action RPG, you explore the mansion in an attempt to make it to the top floor and retrieve the will, running into many strange and formidable enemies, solving many perplexing puzzles, and seeing a bunch of stuff that just ain't natural. Can you solve the mystery of the manor and escape with the will? Only one way to find out!
Me and some other guy are working on this game together, I'm doing the music and basically coming up with all the ideas, and he's doing the programming. He's gonna give me the physics engine he's been working on for the game, and so far I've made some boss concepts and the placeholder graphics for the first room. Should I post?
Game mechanic idea:
This is a new spin on spellcasting. Instead of just having an MP pool with spells costing a set MP, you have both a total MP pool (and possibly your HP as well) and another pool that determines how much MP you can use at one time. Spells have a minimum MP that needs to be met, so some spells can't even be used until your secondary MP pool is big enough. The real twist is that you can put more than the minimum MP into spells to make them more powerful.
So say a fireball has a minimum MP price of 10. You could just spend 10 MP, or you could spend 50 MP and make it really powerful. I'm not sure how exactly the spells would scale; whether it would be linear or something else, that part depends on a bunch of other factors.
If you're having trouble understanding this, think about it this way: It's kind of like a pool and a bucket. Your total MP is a pool, that all the MP you have until you level up or do something else. The other thing is the bucket, that determines how much MP you can take out of your pool at one time.
I'll be posting some of the boss concepts then
I'm not talking about Fire 1, Fire 2 bullshit. I'm saying you just have Fire and you can make it as powerful or as weak as you want. You can put 10, 11, 12, 13, 14, ....50,...100...200 MP into it.
Some sort of action adventure game set in a shitty sci fi city.
Main characters are a war vet and a labor droid turned hired guns. Or cops. I don't really know.
I was thinking maybe a buddy cop adventure game would be pretty great.
Because nobody believes that you, a lowly salaryman, were ever friends with the great and wealthy McKinley Mullican. Getting an entire SWAT team to help you? Out of the question.
shit game. lowly salaryman could just put both his hands on his asscheeks, slide up the set of stairs in the apartment he lives in, teleport into the room with the briefcase, pick it up, die, respawn at home and then win the game
I had sort of the same idea
My idea is megaman but with a cop and robotmasters representing different crimes.
Like a theif with a stage in a large warehouse walking on valuable stolen portraits/pottery/money etc
My dream game has been an open world mutliplayer RPG that focuses more on being a world than a theme park. It's simple, but it's something I could sink hundreds of hours into.
entering alpha in about a month.
i used to come up with ideas while i was mowing the lawn because thats how i spent most of my youth
i had one idea for a mecha lawn mowing game
i wrote down some bullet points of the basic idea
in the future climate change or radiation causes lawns to grow out of control
the grass has hyper evolved to the point where it spawns man-eating plants and other measures to defend itself from being cut by conventional means
which is why mankind developed combat equipped mecha lawn mowers
tons of ways to customize your lawn mowing mechs with new parts
lead a squadron of mecha lawnmower pilots
main character as a young lad loses his family and home to out of control lawn
he wanders around and eventually finds an old push mower, takes him years to mow his way out
by the time he escaped he's a hotblooded grizzled man
i think i wanted to have him end up saving the world with the old beat up push mower
one of the bullet points I wrote down is
"conspiracy, some people side with the grass"
i have no idea what i meant by that but it sounds kind of hilarious
>You play a hardboiled Dickgirl Detective
I'd play that.
As you can probably tell, I'm trying to put a lot of detail into the lives of these characters. The game is more lore-driven than story-driven.
Oh. God dammit. I'll never look ay him the same way again.
i want to see a first person shooter where if you take damage you actually respond to it. getting shot in the arm will even make you drop your gun or whatnot. Best part is? You don't respawn.
It's gonna be on steam, don't worry.
Here's my personal favorite boss.
Check it out a Job simulator you don't have to do any of the work. You simply choose how to portray yourself doing the work for the most beneficial social gain.
Coworker is sad-> work quietly or console them?
Customer is angry-> act ignorant, flippant or empathetic?
Early stages. I've had the idea for a while, but we've just started working on it two days ago.
He just gave me the physics engine he's been working on, though. That's right: it's happening. Once i play it, I'll report back.
Call me a shitter, but one of my favorite moments in videogames was the suicide mission from mass effect 2. I went in blind and I liked the idea of a mission where you could very easily lose a comrade to the unknown due to their own or someone else's failure.
I would love to make a game where those kind of missions (as well as allies) can be generated constantly from a huge database. I could seriously sit contentedly and play through mission after mission of the unknown and trying to strategize how to best use my comrades.
>also if anyone knows a game with extensive parts similar to the suicide mission from me2 please share.
An action game where you have the ability to literally see what your opponent(s) will do in a few seconds in the form of colored (say, blue) afterimages. Of course it'll have some kind of limit though, and I still need to find ways to make it extremely useful during boss fights.
I've thought of a boss that makes you almost, if not completely blind.
So your only way of defeating the boss, assuming you're not some kind of god at playing this game, is to use the afterimage ability. You'll still be able to see them as blue afterimages even though it's completely dark.
Oh my i love the tiny villians. He better have an obnoxious squeal voice
So who's doing the music? If you don't have a guy yet i recommend danny b. i dont think hes working on anything right now. Made smb and boi music. Gid tier
what about an RPG where you must defeat the Evil Star by fighting with your might and friendship?
You have a FRIENDSHIP METER that grows whenever you and any of your online buddies do things that are AWESOME together, like winning a round of BEJEWELLED or DONATING BLOOD TO RED CROSS
when your FRIENDSHIP METER is high enough you can power up your friends to activate TRUE BRO MODE and then you deal a billion hits to the final bossed and he goes KABLAM BLAM BLAM BLAM KAPLOWIE BOOM BANG BOMB PLOWOWOW
Easy, wanted to make my own fighting game with a cool cast of characters.
>A gambler whose last bet was all of his blood; He now roams the world as a Jiang-Shi seeking rest, lives off his gambling talents. (Rekka-style character that multiple enders for his rekkas, each ender gets you a different roll. Odds, evens, and a 3rd for damage/hard knockdown- If you have an odd and even roll stocked your next rekka series has a special effect. (1 odd roll and 1 even roll always add up to 7 for a "lucky")
>A middle-aged man whose a botanist by trade, but uses boxing for fights. Not sure how I want his playstyle, thinking similar to Freed from Battle Fantasia. (Cliche searching for assumed dead wife/kid kind of background)
>Reverse-trap ronin character with a heavy empasis on her sword mechanics. (You hold ABCD after a command to switch to sword stance and each button has a different swipe sort of like Johnny's Mist Finers)
>An old wizard who seeks nothing but power (Uses teleports to extend combos and mix-up opponents, but his teleports only work when you make contact with a fireball. So you have to have the fireball hit or be blocked and then you can teleport to it instantly to apply pressure)
>A huge hulking warrior that's like a light grappler- wields a halberd. (Uses charge motions, hits hard but is slow; Can grapple when in close to keep him scary and can use grapples to re-stand in combos for extensions)
Story sort of has a Soul Calibur vibe with a homunculus that changes forms every year but grants you 1 wish no matter what it be- Should you find it.
Probably sounds dumb I know, but I fucking love fighting games so much that I want to make one really fucking bad.
Two days in. Oh boy, good luck. I'm >>255854564
and nine months in. It's going to be long and rough, and the game that gets made might not be what you have in mind right now. Good luck on the early parts, once things start chugging it's worth the grind of getting the baseline stuff in.
I post this every time I run into one of these thread so here you go:
A sandbox game built around you and a group of people getting together to build a base for yourselves. The game is a FPS MMO where you and friends go and create a base for yourselves on plots of land, with extremely in depth base creation tools. Other players have to compete for land to build their bases, so they come to the base youve built to take it from you, since youve built it you have home field advantage, making each raid of another players base a new experience. The more bases you take gives you more land to expand your base in, more efficient player groups having large plots of land. Base creation being a huge point of the game, having an effective base building player who can create bases to utilize your teams strengths and weaknesses are heavily sought after. Large amount of guns of many different projectile types to facilitate different forms of gameplay and to make each base raid that much more unique. The more victories over other players you achieve gives you options to customize your character aesthetically, meaning the more skilled you are the better you look, which means a visual representation of who is better and who you can handle in a fight. Groups warring between one another can be side swiped by third parties if the battles carry on for too lengthy of a time, creating moments of chaos as three teams fight for the base theyre in.
base building and team coordination between builders and team members to be crucial to surviving, meaning writing up blue prints and showing others what youve made, then discussing ways to improve it to increase your chances of survival in a raid of your base. Everything from placement of Windows, boxes, doors, hallways, open rooms, stairways. If you had a whole team of shotgunners, creating a giant maze like base with no long hallways would be a way to use your base building and team play style to your advantage. In a situation like the maze base something like a sniper rifle wouldnt be as effective, meaning that you need to stick with your team to better utilize your weapons strengths because youre in another groups base and dont have the advantage.
how about a game where you play as a leader and you just gather a bunch of people to lead into battle. the game is pretty much on rails (youre always moving right when you arent fighting) and you gather more and more people eventually having an army over twenty screen widths long. Army vs Army battles would show your folks tearing into an enemy army while you issue orders hoping to win, but when youre faced aganst something like a massive hydra you actually play as the leader and fight the thing one on one while all of your followers cheer and support you. the entire game is sillouettes save for occasional detail lines like a yellow line with a gold dot for a magic amulet.
I'm doing the music, silly!
Here are the 3 boss themes (I haven't composed the stage themes or the final boss theme yet):
Sue them m8
I post my cool ideas in these threads all the time, now I'm a millionaire.
It's easy money plus you get to see your ideas become playable without any effort on your part.
Trust me, it's foolproof.
I wanna make something that looks like WW that's an action/adventure/rpg pirate game where you form a crew and travel between countless little hand-crafted islands that all have something worthwhile or at least neat on them. Port towns to plunder, ancient ruins, rival pirate camps, giant monsters, cool rock formations, etc.
It'll be complete with a seamless drop-in/out co-op mode so you could explore with your buddies.
rpg where you are in a cabin on the mountain in a snowstorm and you must make a terrible choice: you have a peanut allergy but all you have to eat are peanuts. you will not survive the night if you dont eat.
I've been playing fighting games since I was like 6 and they've always been my favorite. I always love playing whatever's new just to see what they did to make characters feel different/fresh in terms of playstyle along with any sort of special system mechanics.
My favorite would be Guilty Gear because I like strong okizeme, no comeback mechanics outside of bursts. (Which are easily baited) I just need good artists and the time to do it. Along with a bit of extra dosh.
I'm just hesitant to go to school to learn how to properly make a game of that caliber.
My game is that you are a recently reawoken evil overlord who travels the world under the guise of being the savior to 'purify' the lands filled with corrupt magic, when in reality he's just absorbing his old powers that were scattered when he lost.
The gameplay would be only boss fights, with a training area to test out your abilities
15 bosses total (two sets of 6 and then 3 different final bosses that change depending on certain things)
The game itself would function a lot like Malicious, where you are hella mobile in all 3 dimensions and are able to heal yourself using the same resource you use to buff up attacks/transform
but you'd also be able to transform from a normal person into full overlord form at the cost of a good chunk of the resource + a drain overtime, but it'd buff up your damage and defense as well as change the movesets of your weapons
In both sets of 6 bosses every boss would get stronger, faster, and have more moves/combos available to it as other bosses are defeated and you would gain new moves/abilities/transformations from beating them
but you'd only be able to bring 2-3 movesets and 1 transform into a fight
It's a strategy game based on naval combat with wars broken into three main parts
There's a grand strategy phase that plays a little like something like EUIV where you move your fleets around the greater ocean, then when you come into contact with an enemy it switches to fleet vs fleet combat, which is turn-based grid-based strategy akin to Fire Emblem or Super Robot Wars, and finally, when two ships engage in that mode the combat is a copycat of Skies of Arcadia's ship combat system, except only going maybe 2-4 sets of 4 moves per combat turn
Ships can be upgraded, and all of them have characters assigned to them; each ship has to have a captain character assigned, and then there are two slots for support roles (more on larger ships like cruisers and destroyers) that can either be filled with extra characters for stat bonuses, or just given generic nameless units if you need the characters elsewhere
Combat stats are similar to SRW, but there's also a prominent morale stat that acts as a multiplier on every other stat and can be impacted by everything from the captain's renown to the state of the ship to the current flow of the entire war; if your armada has an advantage, there may be a morale boost, slightly increasing combat effectiveness in one-on-one battle
You can optionally assign a character like the leader or prince of your nation to a flagship, for a very significant morale boost on that unit, but like all characters they can be killed in battle if the ship is sunk, and this would cause a severe morale cut throughout most of the armada
Basically it's stat porn for people that really like turn-based strategy games and numbers
>making your own music
Oooooh nooooo. That's usually not a good idea man
>friends in high places
>all things great and small
Love the passive tinging in the music. That should be the clocktower boss
Ugh, it's eh. At 0:30 it started to sound great though
The Game would be set in a small, sleepy town in mountains of Japan. The town would be filled with scary japanese folklore / urban legends / ghosts stories, ect. The town would almost always be foggy, overcast, or rainy, and there would be very few scenes during the day time. You and your friends (highschoolers, of course) would have a home base where they would group up near dark and choose a mystery / legend to investigate for the night. The legend would usually be something that is making the rounds as a rumor at school. All the things you investigate would be at least based off of actual Japanese folklore. You would investigate abandoned buildings, shrines in the woods, graveyards, and all kinds of other creepy places in the town.
As for the gameplay, there would be no combat. It would be all puzzles and exploration, and possibly some chase scenes. The camera would be fixed, Resident Evil style. It would of course be a scary game, but it would rely more on subtle ambient horror rather than jump scares or gore. Flashlights and lighting would also play a big role in the gameplay.
The whole catch of the game is that a lot of the things you go investigate turn out to be false, and some of the ones that you think are false may turn out to be real.
TL;DR - Scooby Doo set in Japan
RUH ROH RAGGY
RE RAR REHHIG REG ROOH RARH RAGGY RHOR RUH
>I could make a better DF!
>I could make a better Terraria!
>I could make a better Morrowind!
I mean, I can program, but I just don't have the drive or passion to see a large project to the end
Plus I think my pc just died. Takes too long to get past bios and if it does, it hangs on loading operating system
but I heard this story about some survivors of hiroshima, they had no faces and were mostly charred. they couldn't speak, they would only murmur softly as they had no mouth, just black faces and eyeholes
A multiplayer RPG in which there's a dungeon master who is also a player, the idea would work with all players on the same place on the Wii U and over the internet for PC and the rest of the consoles so basically the dungeon master chooses what the other players are going to face, it would be short adventures if you are playing with random players and a story as big as the dungeon master wants if playing with friends, the dungeon master chooses things from monsters, loot and which dungeons and traps are going to appear in it, of course the dungeon master has to build his adventure way before he wants to put it on the internet for players to join in, for random players the master has to tell the players which difficulty and how common or uncommon the loot is a swell as how rare it is, for friends you can go as crazy as you want.
And as an exclusive for each console and pc there would be an special package which would re skin monsters and NPC's depending on the console so apart from the classic look monsters have, let's say on the Wii U you can play with monsters looking like creatures from Zelda games, the same for mascots and franchises from each different platform.
Shootmania and before you look it up- it was designed to be an ESPORT before a good game which is why it failed. Also poor marketing, which lead to no players making content, which lead to ded.
So many bullshit kickstarter "do anything" tier ideas in this thread. It's pretty disgusting. People think scope and size = good game. Context matters and smaller more controlled ideas can be just as effective and even better than something like Skyrim (which is shit). Lots of oceans being pitched here, none seem to go any deeper than your average puddle or Bethesda POS.
I've had this idea for a couple years now, I'm pretty sure it's because of Evangelion.
It would be a third person 1v1 fighting game, and you would control a giant cyborg. The gameplay would be similar to Toribash, in the sense that once you get in fighting range of the other player, you could execute a series of attacks by adjusting limbs and such. You would also be able to control how much energy you would put into a strike. Like, say you put 90% of your cyborgs energy into one punch to kill your opponent in one hit, or evenly distribute it into a few limbs to play it safe.
It would also have a system where there would be three types of cyborgs, based on the amount of organic/mechanical parts in each one. More organic cyborgs would be able to have a faster regen rate on the energy they use in battle, but have less attack and defense. More augmented cyborgs would have a slow regen rate and be heavier, but could take more damage and deal more damage. And the third type would be a mix of the previous two.
That's pretty much all I've worked out so far. I'm a decent programmer and know how to make 3D models, but the scope of what I want to do is far beyond my ability. I just want to get a working engine and maybe I could eventually start a team to get it off the ground.
I'm just shocked this sounds like the crap I would come up with in 4th grade when I had no concept of context, subtly, game design and restraint when it comes to games. All of this shit is just boisterous nonsense.
the full health regeneration doesn't sound like a good idea to me.
most of the time, creatures and bosses with regenerating health (especially of that manner) often turn out to be "that" boss, the really fuckin' annoying one. maybe play around with the idea and find a good balance for the health regeneration, or think of a new aspect to be introduced when he naps. maybe he should gain increased speed for a little while like he's regained some energy/stamina after waking up, and he groggily returns to his original speed a little while before returning to sleep.
play around with this, see what feels fun.
A post-apocalyptic open world online game. >No silly skill trees, no grinding just pure raw survival.
>The world went to shit after X event happened and what's left of humanity is fighting to stay alive.
>Players can form groups, clans whatever. >They can pick a piece of land and set up base.
>Map is massive. it has forests deserts and urban zones.
>Urban zones are New York like cities where players can enter any and all buildings.
>Every single room is explorable
>The metropolitan areas are the hardest and most dangerous areas
This might be impossible but it would be fucking god tier if it happened
>Entire Game runs on one sole server meaning that everything happens in one world where thousands of players play.
>Day and Night cycles are syncronized with Eastern Time.
Thats the jist of it but goddam it would be fucking great
You don't always have to have an objective to enjoy a game. You don't always have to be rewarded. The experience alone is enough to make it enjoyable.
Why do you think people play games like Day Z?
Hell, why do you think people play video games at all?
Yeah, nah. You're trying too hard, son.
You can make your own objectives.
Maybe one day your objective is to kill as many people as possible or maybe you want to build the greatest army in the game or maybe you wanna form a band of bandits that just goes around wrecking shit or maybe forming a band of vigilantes that keep order and such.
Just imagine the possibilities.
If you need someone to tell you what to do in a game then you shouldnt be playing in the first place
A turn based strategy game in the style of the classic Xcom games set in a sci-fi setting where you take control of a counter-terrorism unit.
You'd be fighting against a growing rebellion faction who seek to control prosperous human colonies in Sol, Tau Ceti, and Alpha Centauri. The leaders of said systems appoint you and your unit to protect one of the three. You wouldn't only have to deal with the terrorist attacks from fringe radical groups, but also with the civilian population slowly warming up to the rebellion.
Difficulty would depend on which system you choose, Sol would have tighter security thus reducing terrorist attacks and have a population less to the ideals of the rebels, Tau Ceti would have average security and the population would be sympathetic to the rebels, and Alpha Centauri would be a prime target for these attacks and also have a population eager to join the rebellion.
To deal with terrorist attacks would be your standard turn based Xcom-ish gameplay. Missions would vary from hostage takings, hijackings, robberies, or intercepting terrorist groups in transit or in their own turf. Keeping civilian units alive would be a main objective, as the amount of civilian deaths would affect your funding from colonies alongside the willingness to submit to the rebellion.
To deal with the civilian population supporting the rebels your organization will have to set up campaigns to smear the rebellion’s image. This could range from organizing anti-rebel protests in major cities, paying off system wide media to paint the rebellion in a bad light, and even committing false flag attacks in the name of the rebels. The false flag attacks would be a reverse of the terrorist attacks, as your goal would be to cause as much chaos as possible before fleeing.
Winning the game would mean your group traveling to the source of the rebellion to perform a mass assassination against the rebel leaders
you play as a dog in a large slightly futuristic city. if you try and be social with people you look friendlier and gentle and become weaker, but some people will give you food and shelter.
If you choose to fight and be violent, you get bigger and stronger and people will eventually fear you.
Throughout the game you have what the player suspects is hallucinations of a wolf pack running around the city and the moon talking to you, calling you a bad dog, weak, useless etc.
the game ends with you being adopted (good boy ending) or giving in and eating a human (bad dog ending.)
secret ending is when you find that everything you've seen is real and you do some mystic shit and fight the wolves on the moon to regain your sanity.
A 2-D building-ish game(just think Terraria I guess) with RPG elements
(Not a "real RPG" but it has specialized upgrades and equipment)
You play as a spider and choose from a large variety of spider classes. They all have unique passives that are increased by character level. There is a good variety of weapon types and they all have multiple tiers. You can specialize in a specific weapon type and upgrade it.
There are bosses that drop unique weapons(ex. Dragonslayer is the unique sword class weapon.).
The best part about this dream game is that
I'm almost done making it.
Dishonored could've been that one game that I always dreamed of, but the stealth was shit, powers were shit except for blink, too little powers, and not dark enough for the setting of the game
Just ideas for games based around Liquid SNake or Solidus from Metal Gear.
Like, a Solidus game would have base management to a minor extent, maybe more of a focus on troop management (think Portable Ops but done well and expanded upon). You would be able to go in with squad based combat (it'd need good ai of course) and fight against African warlords and shit with your child soldiers and you can choose who you play as including little kid Raiden/Jack the Ripper and young man Solidus (maybe an unlockable Frank Jaegar as a fun little easter egg?). You would play as whichever character you chose with like 3-5 other soldiers, or perhaps something more like Ghost Recon where you'd have multiple squads at once.
A Liquid game would be set in the middle east and would be a lot like MGS3 but with a focus on combat and ways to take enemies down. Liquid would have tons of unarmed attacks too, like that headbutt charge from his boss battle. And of course there'd be an optional shirtless costume and a Master Miller joke costume.
looking for clean water, trying to find food, avoiding people who would hurt you and being friendly to the right people.
like if a child approaches you, stand still so he can pet you for good dog points, or bark at him for bad dog points.
>good dog points
Kinda reminds me of the whole Praise system in Okami.
>not making a base management type game, but instead of managing soldiers you manage child soldiers and play as an african warlord whose mission is to conquer africa.
It's not on steam. It's not a large game and the graphics/music are really poor. A lot of progress has been made but it still feels really bare-bones to me, so I won't be publicly showing it for a long time.
I do stream it sometimes though.
I'll make a thread on /v/ when it's done, I hope I don't get b& for "marketing", because I'd really like to discuss game mechanics with you guys.
A 3D action game where every attack can be completely modified.
For example your basic attack would be a sword slash.
You could equip your sword slash as a passive, which means you don't have the ability to swing your sword anymore, but instead you automatically parry all attacks.
You could equip it in an active slot, which is just the normal press x to attack.
Here is where is gets crazy; you can equip it as a supplement to another move: eg you could attach slash to your dodge move, and enemies would get hurt if you dodged into them. The combinations here are what makes it really worthwhile imo.
Naw man, It's way too small of a game to be worth any money. I'm happy with just making a fun game and letting you people play it for free.
Maybe one day It'll be good enough and I'll try to make some money off of it.
Thanks for taking interest though.
So here is an example of a fully fleshed out move: Shade.
Active Shade: Conceal yourself for 5s and boost the damage of your next attack by 50%. 10s cooldown.
Passive Shade: When attacked, automatically conceal and spawn a copy of yourself which draws aggro. Copy and conceal last for 5 seconds.
Shade on Slash: Slash produces phantom blades which penetrate enemies.
Shade on Spike(a move that causes spikes to erupt from the ground): Spike banishes enemies for 5s.
Shade on Evade: Concealed while evading, 1s window after evading to do 25% more damage.
I was designing this game's mechanics on paper at work last year. I can't code and I'm not ambitious enough to make it, but it was nice to dream.
An open world adventure game (similar to Fallout or TES) were you play as a colonist on a newly discovered continent. Deal with natives, fight other colonies, etc. Probably set in either a fantasy North America or Australia.
Anyone ever played die by the sword? It had that weird yet awesome way of freely controlling your sword with the mouse and shit. I would like a game that is like that but in an Open world with quests and all kinds of shit. Possibly random worlds and/or gear. Ontop of that High moddability. Most of the time i think of a game i would like to play its just games i have played with added shit that would make it more fun for me. Can't actually come up with any shit that is worthwhile myself. In this case it would probably just be skyrim with random ass mouse aimed sword waving.
>no npc players
This is the fucking stupidest idea for any MMO I've ever seen, even the shit-tier Neogaf ones.
No MMO will ever satisfy you because you're babbyshit and don't know how to play.
A kaiju dating sim called My Little Gamera Can't Be This Cute.
It would never have caught on. I wanted it to be an MMO with permadeath, where you died when your soul passed beyond the Ninth gate. It may work as a singleplayer game as well.
If your character died and your soul was not rescued from the river of death, and was also not drawn into and through the ninth gate, you could continue playing as one of the Dead. Your stats would translate over and change your spirit's form and strengths. A strong knight might become an imposing spirit, and a mage may become more of a trickster.
The goal of the Dead is to consume life, and they are drawn back to the realm of the living, but it takes immense strength (or a necromancer) to get there.
Can continue if anyone gives a shit.
I want to make a game about a Yandere schoolgirl who kills other schoolgirls because she's jealous of them talking to her beloved Senpai-kun.
Later today I'm uploading a new YouTube video showing off some cool new features, and posting an update on the blog.
Something that encapsulates the panic and quick actions a wizard might encounter
Something between Invoker from DoTA2 and Magicka, with the payoff of a high wizard combo from RO
That shit would be golden
Open world arcade style shootemup which takes place in space. You play as sort of a space pirate/space cowboy inside of a small single-manned ship. The gameplay is kind of similar to Star Citizen's, and you can switch in and out of first person. However, there is a lot more emphasis on paying attention to the dashboard in first person which includes an ammunition counter, fuel counter, velocity counter, etc
The ship is fully customisable with different chassis, weapons, paintjobs, windows, engine, boosters, dashboards, etc. Everything is unlocked and the player has free reign to build whatever suits their playing style, with huge upgrade trees.
The player can go up against and take down flagships and fleets hundreds or even thousands of times bigger than their own ship with fucking insane weaponry.
Up to 8 players can join in at anytime during the other players' sessions and team up to take down the aforementioned flagships and fleets and travel around the galaxy together, discovering new technology, artifacts, and the ruins of lost civilisations.
Think of it as sort of a Star Citizen meets IL-2 Sturmovik meets Mount & Blade: Warband along with some other shit thrown in there
I have one and but I posted it in the last "idea guy" thread and forgot to save it, and am too lazy to re-type it all.
Reactions were generally positive at least, if anybody decided to save it, it was the 2d hotline miami music game
Very creative anon i am proud but uh, you see the problem is, i don't think the human mind is capable of comprehending the fourth dimension
an rpg where choices control the story, except you can choose between like 4 different characters that the player controls to make the choices
the characters that aren't being controlled by the player act independently
i have two ideas how it could work as
1: the uncontrolled characters go on autopilot when you're not using them but switch between them throughout the game
or 2: you choose the path of one character throughout 1 play through the next time you decide to play the game again as a different character you can use the data of the previous character to act that way in the new character's story
It's not really turn based like Final Fantasy, like the other anon said, it's more like VATS from Fallout 3/NV. You can play it like an Action RPG, but you can also pause the action VATS style and queue up attacks. There's merits to both styles and you can choose to do only one or the other, or to mix them together.
I always wanted to make a kung-fu game with really complicated controls
Right click and hold to control right fist, then move mouse to punch/swing/chop, same for left fist
Shift/control for legs (jumps, kick etc.)
I had an idea that I'm working on right now. It's a 3D first person game that is at its core the only good part of Dota2, the tower defense/creep game. Players are a wizard (fire ice earth or air) who defends their tower in the middle of the map from waves of elemental enemies that spawn in the 4 corners of the map in themed areas and follow some roads to the center. Enemies getter bigger/ badder every wave and drop some sort of elemental crystals that the player can use to upgrade themselves or upgrade their own troops (not sure if player has their own troops or if they're on their own) No levels, permadeath, and no mana bar, I've always felt that a wizard should be throwing spells out like whoa. Cell shaded grafixx for an adventure time feel without all the bullshit. Thoughts?
A 3D action game where you play as a suicidal young man named Samsara. His dream is to die in battle - the only problem being, he is immortal.
You play as the enemies. Your goal is to kill Samsara, but of course he keeps coming back. As a result, Samsara seeks out tougher and tougher enemies, trying to find a worthy opponent who can finally finish him off. This keeps the gameplay especially fresh, since you will be playing as a whole host of different bosses. Imagine Metal Gear Rising except you play as all the different bosses fighting against Raiden. When it is a group of enemies vs Samsara, it is a hybrid RTS, where you can command the enemies to attack Samsara in certain ways, while controlling one of the units from a 3rd person perspective.
I'm sure the idea needs fleshing out, but I like it a lot. I imagine the art style to be similar to that of Journey's.
A god game in which you play a scientist who has ascended to godhood. Earth and humanity has been dead for billions of years and there only one Star left. You created planets using the atoms from the Star, create intelligent life and watch them fuck with each other. If they do something that pisses you off, send a plague or a big ass rock on they bitch asses. There no goal but to experiment and play god until your little star burns out.
No matter how much it sucks, it'll be trillions of times better then Godus.
A game where you are a person in a large lifelike house. In the game, the phones will ring, someone will knock of the door, all those common distractions of life. If you pause the game 3 times, you lose.
If you don't get it, the idea is that you confuse the ingame effects for real life and pause the game as a result to go answer the "phone"
I want to make a game where you play as an Internationale. Fighting for democracy against mercenaries and fascists with just a rifle and you optimistic utility in the face of a genuine oppressive regime.
>RPG about 2 waring kingdom
>Every class has a unique path
>Warriors gather an army to defeat the other kingdom, collecting supplies and fight on the front lines
>Rogues infiltrate the other kingdom to destabilise the monarchy by assassinating government officials, instigating riots, bribing the army generals and shit like that
>Mages travel to the bowels of the Earth to summon eldritch abominations and find new sources to turn the tides of war
>Armour and weapons are mainly for aesthetics so if you like a set, you don't have to change if you find something better
>Can either help your own kingdom, sell out to the other kingdom or just use your allies and power to become a monarch by your own right
I wanted to make a creepypasta stalker mod and just remove most of the AI and items, but keep a few bloodsuckers in assorted places, as well as add cryptic weird documents in the underground sections, as well as new psychological damage effects
In a universe of necromancers and dead spirits, I feel permadeath is appropriate, especially when death is a place with a lot of depth and thought put into it.
>The Ninth Gate is the stars above the river of Death. There are so many stars that they completely fill the sky in a huge cloud. When seen, if it is that persons time to die, then they will rise up into it. Necromancers do not dare to enter the Ninth Precinct for fear of the Final Gate
It isn't permadeath in the sense that an archer gets a lucky shot on you and then it's game over, it's that your soul struggles and rebels against death after your spirit is forced from your body. It clings to life and consumes weaker spirits in an attempt to regain life, while the ever-present tug of the river of Death keeps dragging you back.
There's also a very nice, open-ended system of magic described. There's Charter magic, which is basically a system of runes drawn onto weapons to provide enchantment, the ground to provide wards of protection, or spoken to be cast as a more traditional spell. There's also Free magic, which isn't gone into much in the series, but is described as harsh with a metallic taste
A first person fantasy game with no skills/leveling. Your objective id to get paid to make your lair looks cool. It would be super realistic to the point where it would upset a lot of people. Casting Magic spells would require holding the cast button then typing sacred characters. Looting characters would show unstrapping animations, pulling, grabbing. Your inventory would be a physical item that you can access if you stand still, hold the run button, and look behind you. These are all ideas that would probably make an unsatisfying game
A game where you play a bunch of nigga ass gangstas niggin out in yo whip driving all over da neighborhood. No really, it's an arcade style side-scrolling, uh, rail-shooter kind of game. Imagine Paperboy but with a streetside perspective rather than birds eye view and instead of just delivering papers, you can shoot other gangstas and civilians and children and animals and whatever else for money and points, pick up hos for more money and points, and commit drive-bys. You only have a limited ammo stockpile per each day, which I'll elaborate on in a bit. While shooting individuals barely depletes even your initial stockpile, drive-bys consume a good amount, so choose your homes wisely, there might be certain homes you have to destroy that day. The game follows a level progression similar to Papers Please in the form of "days", with each day lasting a certain time period, in that the game can either end by reaching the main goal or having your whole crew die out before then. Between each day, the money and points you've earned to go into upgrading your crew, getting more members in your crew, upgrading your car, adding to your stockpile, and even into some useless shit like installing a platform and entertainment system on the back of the car where a couple of crew members will fuck around during the game, and it's all onscreen. Just expect a lot of wacky nonsense while trying to dominate other games, cause mass chaos, and get rich, all from just driving around the block.
this entire thread just proves to me that vidya will never be original or exciting again
literally not a single game from this e3 made me even slightly surprised
its truly incredible how fast videogames stagnated
Nice twist on the tower defense
That wouldn't really be challenging, it's not like the suicide guy is going to retaliate in any way
Finally a sandbox game with particles and atoms
Enjoy your c&d
Or you just open the game and not pause when you DO go to do something
I've always wanted a ghetto game
>it's not like the suicide guy is going to retaliate in any way
He wants to die a glorious death in battle. He isn't gonna stand there and take it like a bitch. He wants to go down and take down as many as he can with him.
I want a game with RPG like elements, that has the taking up quests and killing powerful monsters element of Monster Hunter, giant and epic boss fights of Shadow of the Colossus, the character creation and pawn-esque system of Dragon's Dogma, the monster raising of Monster Rancher plus breeding, comfy small town life with waifus like Harvest Moon plus sons and daughterus, and add Sandbox MMO Online.
SRPG based on necromancy
>collect parts from the enemies you kill and build frankenstein creations and shit
>disgaea and pokemon, kind of.
I can do art and music well enough and would actually do this, but I don't have any idea when it comes to the programming aspect of things. Where do I begin?
An FPS for kids
There is a school that is the largest in America and as such has giant Cliques, especially those who follow Bradley Sutherland and Jennifer Appleton. Brad asked Jen to the prom and she shut him down hard, so now the school is in all out war
How it works is, at the beginning of the match, you pick what items you bring to school in your back pack. Then, you spawn. There are two stages to a match, set up mode and combat mode; setup mode is where you walk around the class, halls, cafe, etc.., looking for additional items. Around the end of the setup phase, you want to start crafting your makeshift weapons, KND style. Any items you don't use can be thrown if you run out of ammo, and you can still craft if you find any extras, and there are some items that are only available during the combat stage
Also, you can select from classes to play as, Nerd, Baller, Jock, Prep, Goth, and some others, I dunno
Sounds fun, right?
>have several game ideas but no talent to make them
>these ideas are almost all mechanical, not theme or story based, so not even fellow idea guys care
One day I'm gonna fucking steal a Net Yaroze and make bootleg games you fuckers will enjoy.
well, do you want to be part of the problem or not succeed?
if it's the former, build a workable idea - like, something that you could actually make given enough resources - and put it on kikestarter then advertise the fuck out of it BY BUYING 4CHAN AD SPACE or viraling it on other forums NOT THIS ONE. even with 10k you could feasibly take at least six months or so off and work on this project, contract/buy assets or even hire more team members
if you want to not be a part of the problem, make sure that you have connections at a gaming company, or fill your game with SJW propaganda to make sure it gets enough buzz that hopefully someone will throw money at you
Sounds fun' but holy shit you would need to make it cartoony otherwise people would flip their shit. Paintballs, not bullets. Cartoon bombs, not grenades. Anything else and you'd be CNNs story of the week.
Oh shit are you me?
I've been thinking up a fantasy RPG that stays true to actual late-medieval tropes, almost the way Assassin's Creed treats their history but with more direct fantasy, and has complex partial real-time and partial turn-based combat where your party of allies all learn their skills independently of you.
The more I flesh this idea out the more I am thinking of inducing more fantasy and more varied game elements as opposed to just the straight combat system.
Also balancing that shit would be bananas. Like, straws and paper should be easy as shit to find, same with rubber bands, but pvc would be hard and the things to make a Water gun
Id love a nice new Shining Force SRPG
Oh no, no magic at all. Talking sword and board and DRAGONS motherfucker.
Not really that I can describe very well, but basically the combat would be something on an instanced grid, kinda like Valkyrie Profile, but the hand-to-hand combat would play out almost like a rhythmn game where you have to predict and counter/use the right kinds of attacks and defenses to defeat your enemies. Combat is really fast and if you take a few hits, you're done, none of the two thousand HP shit.
Attacks break down into Slashing, Crushing, and Thrusting, and each are best countered or avoided in certain ways. And each weapon can only do certain kinds of attacks, so you need to know your enemy's gear as well as your own,
Also thinking of ways to do ranged combat and I sort of have it down in my mind but its flimsy.
I want an L.A. Noire type of 3rd-person open-world detective game game, but you're on a cruise ship or some vacation resort in the Caribbean and all the cases are super lighthearted and everyone's enjoying themselves and you have tons of fun
basically a vacation simulator with a plot
You know speaking of hand to hand combat, ironically the best use of hand to hand combat I have ever seen in any turn-based RPG was Shut up and Jam! Gaiden. Combos were so fun.
A game based on a warcraft 3 custom map called Space Rogues, except a little more expanded.
It's basically a top down 3d space shooter, where teams of players are pitted against each other in intense ship vs ship battles. Before the match begins, each team designs a ship by parts (not blocks, that's dumb, it's more like being able to resize and reorient parts how you want them), and assigns positions to each team member.
The captain/pilot is in charge of controlling the craft's propulsion systems
The engineer is in charge of rerouting power to different systems
The rest of the crew is left to the weapons. Each regular crew member can control one weapon, but can switch in the midst of battle. Weapons left uncontrolled by players is controlled by AI with worse accuracy.
There are different gamemodes like deathmatch, capture the flag, king of the hill, and fleet vs fleet battles.
Maybe a campaign? I'm thinking about it.
I'm actually making this one for my local game dev club to show at the upcoming club fair for my university. It won't be flashy and will probably only have one gamemode, but I think it's going to be a lot of fun.
SUaJ!G is too much of a menu navigation game for my tastes. I really cannot do traditional JRPGs, but I find even good western-style RPGs like Dark Souls don't have the tactical options I love messing around with.
I like the customizations of builds and skills and weapons in JRPGs, and the New Game+ replayability stuff, but fuuuuuck menus. That mentality is actually how I came up with the ideas for the hand-to-hand, it's all on-the-fly thinking and reacting where if you mess up you're fucked.
I'm gonna expand on this with more ideas I had. The player starts with a npc that can be assigned to different professions that help the player, things like armourer, weaponsmith, maybe a potion brewer for quick buffs and a stable master for the mounts I'll get to later. You can also give them power crystals so they can make better shit / keep better mounts. The waves of enemies main objective is to tear down your tower of course but also to steal your npcs when they can and run back to their areas with them, that way you have a reason to actually go to areas to free them (think like the gorons in the fire temple of OoT, you free them, they run off screen in a small forced cinematic and they're back at your tower).
New waves of enemies spawn at dawn and dusk leaving the rest of the day to retrieve your stolen goons and explore the rest of the map. You'll find ingredients your potion guy can use or materials for weapons/armour or things your stable guy can use to make your mounts faster or stronger. There's shit like horses and lizards you can tame/ ride around on. Your dudes could give quests like find me a chunk of iron so I can make metal swords instead of wooden or kill a Roc so I can use the feathers to make a cape of flight or whatever.
One idea I had for a mobile game was a music-based shmup where you shoot at enemies as you progress through a music line and each enemy shot would create notes that go with the song that plays throughout the stage
I think Shut up and Jam! Gaiden had great combat personally, because of how deep but very easy to get into it was for an RPG. But yeah I see what you mean about how menu navigation orientated RPG gameplay can be a bit of a turn off. I just hope you don't make hand to hand combat like Sonic Chronicles combat system.
Never played Sonic Chronicles and don't plan to. That said, I don't think you're really getting the idea I have, which I don't blame you for. I'm just shit at explaining I suppose.