/r/gameideas

Photograph via snooOG

A place for redditors to share their game ideas, theorycraft mechanics and look for inspiration on their next game. Please read the pinned Read Before Posting -Megathread if this is your first visit.

With this, we can have a place for redditors to post ideas they can't utilize themselves, while people who are idea-starved can get some inspiration!

Check out the wiki for post templates and flair break downs to help make your post more easily accessible and readable!


If you need help actually developing the game head on down to /r/gamedev

If you want to find people to collaborate with head over to /r/GameDevClassifieds


Search for specific ideas based on the flair

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Rules of /r/GameIdeas

Click here for detailed descriptions of each rule.

1. Practice good reddiquette.

2. Please do not post blatant copies of already existing games.

3. Please do not post spam.

4. Please tag your post with an appropriate flair.

5. Please be ready to accept criticism.

6. Your idea is FREE RANGE.

7. Do not advertise your game here


While we appreciate game ideas of all difficulty levels, before you post a game idea that is unlikely to ever be made it is worth checking out http://yourgameideaistoobig.com/ (Credit: /u/clintbellanger) as there is a good chance it is too big. For this reason you should try and distill it down to the smallest and simplest concept you can, that way an interested game developer can actually make it.

/r/gameideas

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0

An idea I thought of for a silent hill game were are 4 characters you can play as each with there own troubled past

I was driving in my car when I thought of the silent hill games and after 4 they went really down hill (pun intended) mostly picking ideals that could have worked but fail short due to execution and how they handle characters but enough of that you came the idea well I want to make a silent hill game were there are 4 characters you play as each with a unique style of play and character the first being Xìngcún zhě a Chinese grandma from world War 2 that was a survivor of the Japanese invasion lookingfor her grandson, an ex mexican carlet man name Joel that is looking for his daughter, a widowed wife named sana that came to buried her husband ashes in his home town of silent hill that turns out her husband was suffering from depression, Jericho a paranormal explorer that has seeked out silent hill foe the mystery and the last request of his best friend memory

Each character will start in different locations of silent hill to there own perspective troubles and each character will different monsters they deal with that is the manifestation of them pain and trauma but each will have a different way of dealing with enemy's Xìngcún zhě for examples for instance is really to old for combat bur she is clever she knows how to useful tricks and traps to take care of enemy and more stealth based, Joel is more obvious knifes and guns and aggressive style of fighting, Sana is also different she is also fighter however the ashes of her late husband can manifest into humanoid creature protecting her from monsters and helping her with situations that require alot of strength, Jericho has a way of combating the obstacles by using the equipment he brought to silent hill his EMF or sprit box can be use to frequency that can repel and anger enemies and a book of spells which he'll find in the beginning in the building to fight and navigate through the section of silent hill

Each character gets about 8 levels that can cross and interact with the other characters in the game and there going to be a choices in game on how to deal with some bosses and decisions that would eventually determine weather you get a good ending or not

I'm still working on the idea in my head for fun but that's all I got for now at least

0 Comments
2024/05/19
04:09 UTC

3

DMC style combat meets Borderlands leveling system and level design

The premise is is the title. DMC meets Borderlands. Let me explain.

The game is a 3rd person action game with similar controls to DMC, but but but but, it has RPG elements, and weapon drops. It's "open world" having big open areas you load into, but it isn't entirely all one connected world with a single over world (like how borderlands does it).

You're character would explore each zone and do questst and side quests for characters in that area until you unlock a new area, which you'd repeat this process.

Each class would have its own skills trees, weapons categories they can equip (EX: Sword, spear, hammer, etc). The skill tree contains active and passive skills to purchase and upgrade. The active skills must be equip, the player would use the D-Pad to activate them.

The player can learn new combos, but classes that use sword would share the same sword combos, this applies to all the weapon categories. Each class has two weapon categories they can use, so each would have a unique combination.

While every weapon type shares combos, that is entirely true, legendaries can modify how certain combos work. For instance, the base combo X, X, (Pause), X will always do the same combo, but legendary weapons can modify what that action does, allowing for unique combos. Like DMC the player has moves associated with (lock-on) tap forward, X. Which can also change with legendary gear.

Each class has three individual trees they have: Weapon Tree, Skill Tree, Style Tree

Weapon Tree: Gain technique points to unlock new weapon combos and skills as well as unique abilities, this unique skill is based on the class you choose. (Example: Circle (PlayStation) would be your unique maneuver. Similar to Dante's Sword Master or Gunslinger, except this unique skill would be based on your class. And evolves through this.

Skill Tree: The player gains skill points used to unlock and upgrades passives and active skills. Active skills would have cool downs, similar to action skills from borderlands, they can be simple such as shooting off fireballs, or they can be complex and change your basic combo routes. Alternatively, a characters unique action could be in their skill tree instead, potentially allowing them to unlock new unique skills which could be toggles in the D-Pad.

Style Tree: This feels more like skills you unlock through leveling up and you'd choose which best fits your build, essentially the player can activate an ability, but under the condition the player has a certain rank (D,C,B,A,S ,SS,SSS) When they press the ability button it will trigger a special powerful attack, the higher the rank, the more powerful the attack, after using this skill naturally it has a cool down. So it's best to wait to use it. Originally I thought that this would only be for one class, but if style is a huge element all character should have access to such a skill.

This game would also be Co-op but could be ran solo. This sounds like a fun game I'd wanna play. Could you imagine doing combos with the boys and unlocking sweet new weapons for your character? Flip yeah

0 Comments
2024/05/19
03:03 UTC

2

Time Loop Game Idea

So I have thinking of this game where god will destroy earth in 1 month.Where you have go back in time each time you die

Context: This is A superpower filled world where at puberty people get powers or you just cant get powers

The beginning takes place in a very poor area

Yorios and Sorios are childhood bestfriends and also brothers (not by blood)

Beginning Of The Game: You Are A 14 Year Old black boy at school and you are in class when out of nowhere a random people arrives at the class and one activates his power which is being able to change his arms into weapon . They threaten a kid who's father is in rival gang and then Yorios try to step because he wants to fit in so he thought that saving him would make people love him . While Sorios did it from the goodness of his heart. Both die in the Process but god decided to give them powers.Sorios being the incarnation of love and happiness get to create anything if given good enough materials Yorios the incarnation of hatred and sadness gets to control speed

The more powerful they become their power will upgrade themselves to time control and alchemy

but to get those powers one of them has to kill the other one but Yorios will get the bigger bonus and Sorios will become depressed if Yorios dies but if he overcomes and makes everyones lives better and love eachother it he will become the strongest out of everybody only rivaled by Yorios If he makes everybody lives worse or make them all hate eachother.If one scenario happens then the other one will become way weaker

Yorios Moveset : Time travel , SuperSpeed , Time Stop , Slowing people down , Breaking people's bones by speeding them up, Healing , Gauntlets forged by the love of a Parent

Sorios Moveset : Gadgets(Grappling hook , Glide) Superspeed suit(made it for yomios) , Nuke armor , Nuke , Legendary Blade Crafted with the Blood of A God, Guns made from the scales of a dragon

There is a energy bar and if you with either two characters you will be sent back

This is just basic ideas

0 Comments
2024/05/19
00:06 UTC

1

Jaguariana, an animal survival game idea where you survive as a jaguar on a 10,000 acre map. I don't have any experience on making games, so just enjoy reading the idea.

The map has 4 regions: southern tropical forest, northern swamp, eastern coastal mangroves, and southern-western grasslands. As a jaguar, you are a carnivore, and animals you can hunt and compete with in the game include Caiman, turtles and tortoises, anacondas, pampas deer, ocelots, cougars, tapirs, giant otters, giant anteaters, capybaras, and many others. The game has a gui that includes 7 things you need to manage: health, oxygen, stamina, hunger, thirst, sleep, and cleanliness. Whenever you gain enough XP, gained from maintaining any of your gui stats, you level up. You can upgrade your gui stats as well as your damage stat after upgrading 1 level until you've maxed them all out. At that point, you stop leveling up. When you encounter another player, you can either ask them to be your partner or go into combat with them. If they are your partner, you can press the "mate" button if they are female (there won't be any realistic mating animation, or it would be a bit more "age-restricted"). After pressing the button, you now have a cub. You can take care of the cub until after 40 days. At that point, the "cub" isn't a cub anymore and ventures out to live it's own life. On the other hand, if you choose to go into combat, who the winner will be depends on how upgraded their damage is and their experience. That's all.

So what do you think? Is there anything you want to ask me? Feel free to do so!

1 Comment
2024/05/18
22:46 UTC

1

Rise of Altheria: Hometown Heroes [RPG, Action-Adventure, Town Building]

Rise of Altheria: Hometown Heroes is a game idea that combines role-playing, action-adventure, puzzle-solving, and simulation gameplay. It allows players to immerse themselves in the world of Altheria, where they can create a hometown and engage in diverse activities. In this game, players can battle monsters in dungeons, manage resources for their residents, and organize festivals.

The Hero's journey in Rise of Altheria begins when the player embarks on a quest to rebuild the town and retrieve the Anima Gems. The Anima Gems were lost in a catastrophic earthquake that occurred after the player was mysteriously transported to the world of Altheria. The malevolent Gloom emerged, and the inhabitants of this unfamiliar world were initially wary of the player's sudden arrival. However, a single Altherian named Arlie or Quinn speaks out in the player's favor, believing that the player holds the key to beating the Gloom. As Altheria's chosen hero, the player must travel the world, build a new town, and find and restore the Anima Gems to defend the world of Altheria from the Gloom.

Gameplay

The gameplay in Rise of Altheria combines the following elements:

  • Role-playing: Players can customize their character and complete quests while interacting with non-playable characters (NPCs).
  • Action-adventure: Players can explore the ruins of Altheria, battle the Gloom, and retrieve the Anima Gems through dungeons, combat, and challenges.

Puzzle: Players can solve puzzles to unlock hidden areas, find clues about the Anima Gems, and collect rare items.

  • City-building: Players can rebuild the town from the ground up, attracting new residents, establishing businesses, and restoring its glory.
  • Simulation: Players can manage resources and protect their new home from the Gloom. Their decisions will affect the future of the town and its inhabitants.

Players can customize and upgrade the town by clearing out space for new developments, building facilities, and adding attractions. Upgrading the town involves expanding existing buildings or constructing new ones. Inviting new residents adds diversity and life to the community. The game allows players to shape their town according to their preferences, from landscaping and architecture to choosing facilities and residents.

I don't care if you use the idea, but I'd like to be a part of the process, if so.

0 Comments
2024/05/18
19:30 UTC

1

Treasury hunt Game idea for PC (Co-Op Multiplayer)

Hi everyone,

I hope you're all doing well. I wanted to share my game idea with you and get your thoughts on it. The concept is a realistic treasure hunt, similar to the films Uncharted or Indiana Jones, with a Co-Op feature and regular tournaments. Imagine a new treasure hunt starting every three months, where the first person to solve all the mysteries wins a real prize, such as $1,000.

My vision includes creating authentic treasure hunts with compelling stories, like the search for Montezuma's treasure or the Ark of the Covenant. The map would be expansive, filled with diverse obstacles and challenging mysteries. Players would have the freedom to explore the entire map with only one clue to start with.

To enhance the realism and complexity, the game will feature changing weather conditions and day-night cycles. Non-playable characters (NPCs) will provide hints, sell useful items, or present side quests that contribute to the main treasure hunt. Additionally, the stories and settings will be based on historical facts and legends, making the game more immersive and educational.

I plan to set the difficulty level quite high.

What do you think? Would you be interested in joining a treasure hunt and playing it in a Co-Op session with your friends? :)

Thank you in advance for your opinions.

Best regards

0 Comments
2024/05/18
16:08 UTC

2

Open World Survival Hiking Game with a Linear Story, Go from Point A to Point B.

Hi! So I have always wanted to make a game about hiking since I was a kid as I have a tremendous amount of love for it.

  • Open World, Set in a beautiful vibrant mountain landscape (think the smoky mountains in Tennessee, but as you progress you go through different landscapes -

  • Start with a backpack with food, water, water purifier, tent, etc. Have to find rivers or streams to fill up water, water can be contaminated and get you sick if not careful or don’t use purifier -

  • Start at Point A and the goal is to walk the trail but you meet other hikers (would kind of be side quests), you can choose to hike the entire rest of the trail with one of these hikers after meeting them or do it alone, you come across things in nature that you can solve, if solved get collectibles, things like broken down houses, old mills, things of that nature. Tons of world building through those -

  • Very Interactive World, Can make hiking sticks from wood, make traps for food for the night, make water skin bags, backpack system similar to the forest -

Just hoping to get some feedback, maybe get some ideas from everyone and here if anything I said was absolutely a terrible idea haha. I’m still in the very early stages of this so just gathering ideas and making some concept art for it. It’s heavenly inspired by the long dark, but I want it to be less dark toned. However there will be some heavy themes through parts of the story. Im thinking maybe a 30 hour play through at most.

1 Comment
2024/05/18
15:14 UTC

3

An idea for a Berserk game. I think it's about time we get a good one.

Okay it's simple:

  • Combat of Chivalry
  • Hero system of the Star Wars Battlefront games

It's set during the Golden Age arc

You're dropped into the match as a grunt from the Hawk/Falcon company or rival merc company. You get a chance to have loadouts, pick different weapons. Throw in some cosmetic armor choices, all that good stuff.

You fight, get kills. Top killers get a chance to select a hero with special powers i.e Guts, Griffith, Casca, etc. or if you're the rival team you get to pick from any of the other big boss dingbats that make an appearance in the manga/anime.

Casuality still plays it's part, so like the heros don't die, they just flee the battlefield, and if the Falcons/Hawks lose, the in-game lore just pushes them to a different field or they retreat, no biggy.

1st game could have some DLC where there's an endless horde mode for the Eclipse moment.

2nd game could be the Fantasia arc, now you got a Warhammer thing going where its the Falcons/Hawks vs Monsters/Mercs/Tentacle hentai creatures.

My payment for this idea will be $100,000 and a free steam copy. Thanks!

Any thoughts?

1 Comment
2024/05/18
15:05 UTC

4

1V4 Fight Sim game - An underground fight club where fighters team up against the greatest fighters never known to the public

Story: The true greatest fighters in the world had so little competition that they were banned from official world championship matches in fear of killing their opponent and stunting the fight community's development, so they had to resort to underground fight clubs to make money, but they were so good as fighters that they'd be paid money to battle multiple opponents at once in a fight to the death. (In a nutshell it's a more grounded version of Baki)

Gameplay: 5 players could join a single que and 1 of the 5 will be chosen as the "Underground Champ" while the other 4 players have to team up in an MMA cage match to beat this unstoppable foe, the gameplay would be very reminiscent of the UFC games just with ridiculous tag-teams and a slightly bigger arena. The match will not end until all 4 weaker fighters are unconscious at the same time or all dead, or if they somehow beat the underground champ.

Underground Champ: The Underground Champ will be completely overpowered, busted like a bugged UFC4 character with moves that ragdoll opponents and move faster than they can react to, this game would be blatantly Underground Champ favored and reward those that somehow overcome this favoring. But you can't pick who you'll play as which would counter ques being role sided.

Tag-Team Fighters: These 4 lesser fighters must tag-team the better fighter coordinating precise strikes and even pulling off tag-team moves to overcome this greater foe.

Gore: Underground Champs can only be knocked out, but Tag-Team fighters can be beaten until their faces cave in, it's not usual but you will get extra points for killing normal fighters from so much damage.

Brownie Points: The lesser fighters will get brownie points for how long they survive the underground champ.

Progression Incentive: You can buy special moves with Carnage Coins which are glitchy and fun as all hell & tag-team moves and emotes/cosmetics with brownie points. Brownie points are the abundant gold coin currency while Carnage Coins are the rarer diamond currency in games.

Champ Special Move Ideas

  • Combo Delay: Know that glitch where your combos delay and then they barrage your enemy super-fast all at once? Thats this moves, you can click all the buttons you plan to use while charging this attack and then barrage your enemies in a sped up delayed combo that can destroy enemies.
  • Lightning Bolt: Do a lightspeed dash so fast you are just a flash of color to the point it could be confused with a glitch, you will pinball off of the cage walls before going back to normal, but you will mow through any fighter in your path.
  • Death Strike: Pull an unassuming punch that knocks the hit opponent out after a couple seconds.
  • Sucker Flash: Punch your opponent so fast they just see your arm twitch, they might even miss it and get knocked out of nowhere.
0 Comments
2024/05/18
01:00 UTC

0

Some combat mecanics for a 3rd person RPG, melee and magic mecanics

I planned to talk about many more things, but after reading some posts on this subreddit, it seems wiser and more useful to simply discuss these two ideas.

Melee Combat Mechanics:

  1. The goal would be to create your own combos from basic movements. You could choose between vertical movements (left/right), horizontal movements (up/down), spinning movements (left/right), thrusts, etc. (I don't have many ideas for basic movements yet). For example, on an Xbox controller, you could assign a left vertical movement to X as the first attack, then choose to assign a right vertical movement to the next X, and a spinning movement to Y, and be able to repeat this process within a certain limit (or not, I'm not sure yet).
  • Basic movements could have bonuses or penalties depending on the weapon's characteristics rather than the weapon type. Weapons would have stats for weight, balance, attack range, and hitbox. A halberd would have a long range, but only the metallic part at the end would deal significant damage. If you hit the target with the shaft, the damage would be similar to or less than a staff. You could use a two-handed sword as a one-handed sword, but its weight would make it nearly unusable unless you have a lot of strength, endurance, and well-thought-out combos.

  • Basic movements could have bonuses or penalties for transitions (damage, speed, endurance) relative to other movements. For example, doing a left vertical move after a right vertical move would be more effective than doing a second left vertical move. This would encourage creating coherent sequences of movements, simulating the weapon's momentum.

  • There would be bonuses based on the complexity of the combo. If a 5-hit combo only has two different moves, it would have little to no bonus compared to a 5-hit combo with five different moves. Each successful hit would give a small boost (damage or other) to the next hit.

  • The last move in a combo would have a damage bonus, which would be greater if all attacks in the combo hit without interruption. Finding the right moves for the weapon used, creating good movement sequences, and finding the right combo length according to your level would be encouraged. This would promote more thoughtful combos rather than simply spamming the same attack.

  • Instead of a big attack at the end of the combo, it could be possible to use another button (Xbox=R2) to return earlier in the combo, allowing for an infinite combo.

  • These combos would then be "recordable" to create different combat styles. These combat styles would have a sort of progression (XP). The more the player progresses in this style, the more effective they would become (small bonuses to damage, attack speed, etc.). I have in mind an XP system inspired by the game Kenshi. Instead of simply having levels after a certain amount of XP, there would be a progression system that adds small passive bonuses through practice, without necessarily having levels.

  • These styles could be modified after being recorded, but the more significant the modification, the more the player would lose in progression in this combat style. It might also be possible to switch between different styles in combat to adapt to the enemy.

Magic Mechanics:

  • I imagine a magic system inspired by anime/manga rather than what is already done in video games. Magic would be something extremely static, slow, and very vulnerable but with great offensive (or defensive) power. A mage would have a hard time fighting large monsters alone.

  • The gameplay would be based on mini-games. When a player casts a spell, a mini-game would trigger, and they would have to succeed to cast the spell. The more complex/powerful the spell, the more difficult the mini-game. In case of failure, the character's mana would still be consumed, but the spell would either not be cast or would be cast with a penalty proportional to the mini-game's failure.

  • The goal would be to have several elements, each with its own type of mini-game. For example, mini-games like those for hacking in Warframe: one element based on reflexes, another on memory, and so on. This would allow the player to develop a natural affinity for an element.

  • Like the melee mechanics mentioned above, spells would be created/modified by the player. There would be "bases" like projectiles (ball, lance), area effects on the ground, effects on a target, etc. (like the movements, I don't have many ideas yet). These bases could then be modified to change the number, size, power, etc., of the projectiles, or for the areas, modify the intensity of their effect, their size, etc.

  • You could choose before or after casting the spell where the spell would land. If chosen before, the spell would be riskier (as the target might move), but it would have a bonus in mana efficiency or damage (or both) to reward this risk.

  • The more powerful the spell or effect, the larger the area, the more "efficient" the mana consumption would be, and the more complex the mini-game would be. If a basic spell deals 10 damage for 10 mana consumed, a spell that deals 100 damage would cost 80-90 mana. This would encourage players to find the right balance between a powerful spell that takes a long time to cast and is difficult to succeed at.

  • These spells could then be recorded, modified, and improved like the combos explained above.

Mana and Endurance

For mana and endurance, I envision a more "flexible" system than what is typically done. There wouldn't be a strict limit, but the more you use this resource without letting it recharge, the longer it would take to recharge, and the more penalties you would incur at certain thresholds. If you have 100 endurance, between 80 and 100, you would have no penalties, and your endurance would recharge normally; between 60 and 79, you would have a damage and regeneration speed penalty; 40-59, a greater penalty, and so on.

This is just an example; I don't have specific values in mind. This system would encourage players to pace themselves during combat rather than simply spamming. They would need to find the right balance between power and consumption.

These are my few ideas. I hope to inspire some people with them

2 Comments
2024/05/17
13:33 UTC

2

Bar Fight game idea - Multiplayer hangout/fight club game! Fun fighting game idea with street fight and bar fights, very cool!

Basically, the game would just be a rural bar called "Toughies" during the evening and it'd be your stereotypical tough guy bar. Players can initiate fights by pushing each other causing their screens to become locked on one another like a fighting game, eventually when a player's health is too low, they will get knocked out for a short period causing the fight to end.

Fighting Mechanics

  • Pushing: Pushing itself is not a fighting move, you can't just go up punching people you need to push them first then your screens become locked on each other. If an opponent does not want to fight, they can pull a switchblade to scare away their enemy.
  • Knockouts: Players will get knocked out when their health is low, the time they get knocked out will start at 2 seconds and they will need some recovery time otherwise the knockout time will increase by 4 seconds per punch. While knocked out a player's avatar will be ragdolled while making a snoring sound and their screen will be black with the text "Technical Knockout" with a wake-up button in the bottom right corner that they need to spam click to speed up their awakening, drinks can be poured on their face to wake them up sooner.
  • Body shots: Body shots do not knock enemies out, but they stun enemies and deal the "crippled effect" when their body meter is too low and can be dealt on top of knockouts or vice versa, the player will fall to the ground covering their stomach and all they can do is turn upwards to cover the back of their head or face downwards to cover their body and face.
  • Punch: A basic punch that can be aimed at body or face, requires a simple mouse click.
  • Uppercut: Hold down the mouse button instead of clicking to charge an uppercut which can be aimed at chin or stomach.
  • Kick/stomp: When an opponent is down you can choose to kick them with right click, hold right for curb stomp or end the fight.
  • Grapple: You can try to take your opponent down to the ground to do a Ground'N'Pound which is 2x more effective for knockouts and does bonus damage for pumbling their head into the ground.
  • Choke: While on the ground you can hold C to attempt to choke your opponent, after they pass out the fight ends. If the bottom player being pounded holds C they can attempt to turn the tables and switch their opponent onto the bottom position so they can be grounded pounded.
  • Concussions: After being knocked out or near knocked out players get concussed causing their screen and audio to get distorted and causing their avatar to stumble around, they will have a recovery time to recover from concussions but right after a fight or waking from a knockout they will be much easier to knock taking more damage from headshots than normal.
  • Headbutts: If you hold H as you are being pushed you can preform a headbutt into the enemies in the face significant head trauma.
  • Weave: You can weave punches and create counter punches which do 2x damage if they land.
  • Block: Blocking decreases damage but it never outright prevents it, weave and block simultaneously for maximum effect.

Enviromental Fighting:

  • Wall Slam: While near a wall-like surface you can bash your opponent's head into a wall similar to RDR2.
  • Throw: Throw your opponent into the environment potentially dealing more damage and you can throw them through bar windows as well or break a table with them.
  • Chair Slam: Grab a chair and break it over your enemy dealing both head and body trauma.

General Mechanics

  • Affiliate: You can attempt to join a player's posse, if this is successful you will handshake the player if not, they won't handshake you, you can create your own posse and invite people in proximity as well.
  • Enemy Meetup: You can choose between the parking lot, bathroom or backlot and ask an enemy to fight there, they can choose to agree or disagree to this fight, if they agree their avatar will nod if not they will shake their head. The location will remain pinged until you meet there, if you have a posse, you can choose a 1V1 or a group brawl.
  • Bartender: You can ask for drinks in glass bottles and drink these, but you can also bash them over enemy heads dealing concussive damage or drop them.

Visual Damage:

  • Broken Noses: Noses can physically be broken physically stunning the player for a short duration.
  • Bruising: The face will gradually bruise swelling up and turn a dark purple until it opens up into a gash.
  • Split Lip: Lips can split after too much trauma.
  • Head bleed: Head bruises can eventually burst from trauma causing blood to run down an enemy's face.

Note: You can't kill people in this game, maybe dying could be a special achievement if somebody gets clobbered by like several guys at once for a prolonged period or something.

1 Comment
2024/05/16
22:46 UTC

8

1970s "Hippie Trail" road trip RPG/adventure game, where you would travel from the UK to Nepal by land

The "Hippie Trail" was an overland backpacking route that ran from Western Europe to India, Nepal and Thailand, travelled by thousands of people from North America and Western Europe from the mid-1950s until 1979, when the Islamic Revolution in Iran and the Soviet invasion of Afghanistan.

Players would be in control of a party of travellers heading from the UK on this journey in a VW-type van, having to:

  • Manage money - and exchange it!
  • Make sure the members are fed, watered and healthy.
  • Deal with the various requests from the party to go to various places or get certain souvenirs.
  • Make sure there's enough petrol in the tank and the vehicle is in good condition, especially as garages get harder to come by going further east.
  • Obtain visas and deal with bureaucrats, some of whom will want bribes.

The goal would be to get to Kathmandu with as many points as possible, based on:

  • Souvenirs
  • Money left
  • Happiness of the party
  • Other achievements.

You would travel between various cities along the way with multiple routes to choose. From example - do you do the direct and cheaper route through central Yugoslavia or the scenic route down the coast? Which way do you go through Türkiye?

Money could be made by:

  • Working in bars or other places.
  • Buying and selling goods across borders... including illegal ones. You run the risk of getting your vehicle searched at the border crossings.
  • Completing various quests in the cities.
  • Donating blood.

There would be dangers and challenges along the way like:

  • Bandits, who you will have to deal with. Possibly in a minigame.
  • Dangerous animals, like tigers and snakes.
  • Road crashes,
  • Someone having a bad reaction to some drugs,
  • An argument with the locals that turns violent - and the police take their side!
  • Someone insults the local dictator and gets arrested.
  • A member ending up being wanted by the authorities. Do you hand them over or try to smuggle them out of the country?
  • Being caught smuggling - can you get your party member out of prison?
  • The weather - like being snowed in on an Afghan pass.
  • Various diseases, including dysentery.
  • A woman wants to you to help her escape an arranged marriage - what do you do?

You would also not have access to modern mobile phones - you'd need to find a telephone or post office to send telegrams.

Characters would not die, but they would be incapacitated enough for their adventure to end.

I am personally thinking this would look good in a pixel-art style, myself. I like the idea of a cute pixel youth hostel or Greek beach.

2 Comments
2024/05/16
20:46 UTC

3

Tactics game where combat takes place in "bigger on the inside" nested stages.

I've had an idea brewing in my head for years now for a sci-fi setting. Miniaturization technology becomes so advanced that it becomes possible to shrink an entire room to fit inside a cardboard box. And it turns out you can put that box in a room, shrink down the room, and put it in another box. And so on and so on. As population increases further and further, miniaturization becomes the only way to combat the rising cost of land. Soon entire countries are housed in nested cities that only take up a space equivalent to a moderately sized warehouse. But as a side effect, even a small group can gain control of a nation if they make it all the way to the top layer. And when they can bring an entire army with them in a shoe box, a single person can usher in a world shaking coup.

It hit me while watching my partner play Fire Emblem that this setting could make a fascinating tactics game. Combat would take place in rooms and corridors, but rather than just exploring a linear dungeon each room is contained inside another. You can manipulate the battlefield by picking up and moving subrooms, forcing enemies into and out of them to take advantage of environmental traps, or hiding a room out of sight to set up an ambush.

As you play through the game you'd be able to collect new rooms you pass along the way in addition to units, to continually build out your own hand-held barracks and army. Collect bedrooms for more troops, forges to improve your weapons, or even hazardous trap rooms to drag enemies into in combat. The greatest threat would be complexity: you can bring an entire mansion with you into combat, but if your allies have to run through a mile of hallways to come to the fight then they may not be able to fight at all.

1 Comment
2024/05/16
01:26 UTC

3

Deck Commander, an FPS steam ship game where the captain maneuvers both ship and crew.

This will be a game where the player commands a Steam Ship from the helm of the ship. The camera will be locked to first person perspective behind the ships wheel, but the player will be able to see NPC crewmen on the deck as well as crew stations that can be manned. Success will depend on maneuvering the ship to get into good firing positions and managing the crew so that the guns are reloaded, the boiler fed, and damage is mitigated.

Control interface

* Keys A/D turn the ship left and right

* Keys W/S increase and decrease throttle.

* Left mouse click selects the crewman the player is looking at

* Right mouse click sends the crewman to the station the player is looking at.

Crew stations include:

* The Boiler - which needs coal to increase the steam pressure to make the ship go

* Cannons - that shoot at enemies in their fire arc, and need to be reloaded. One crew member is needed to shoot, but multiple can help reload.

* Weapons Rack - which contains cutlasses used to repel boarders

* Med Pack Dispenser - Used to revive downed crew members who are injured by enemy fire or borders.

* Patch Supply - which contains hull patches to repair holes in the ship letting in water

* The Bilge - which pumps water out of the hull. If too much water gets in it will cause a boiler explosion

* Drive Shaft and Gear Box- may get damaged and need repair. to allow forward/backward movement.

* Rudder control lines - may get damaged and need repair to allow turning

Combat encounters will vary between small fast ships filled with borders, medium ships that are equivalent to the player's, and large slow ships that the player has to dance around to stay in their blind spots.

1 Comment
2024/05/15
20:55 UTC

0

"Siege of the Ancients: Rise of Defenders" a Multiplayer, Survival, Strategy Game

In "Siege of the Ancients: Rise of Defenders" players are thrust into a medieval world teeming with supernatural threats and besieging adversaries. As the defenders of ancient strongholds and fortified cities, their journey begins in the humblest of settings: a rudimentary fortress with limited defenses and resources.

Facing relentless onslaughts from hordes of undead, ferocious beasts, and rival factions, players must adapt and innovate to survive. Initially armed with nothing but basic wooden palisades and crude catapults, they fend off the encroaching dangers.

However, victory brings rewards. With each successful defense, players gain access to precious resources and unlock advancements in their technology tree. From forging improved weapons and armor to erecting towering stone walls and formidable defensive towers, the progression is palpable.

As threats escalate in complexity and ferocity, so too must the defenders' strategies and equipment. What begins as skirmishes against mindless zombies and feral creatures evolves into pitched battles against grotesque monstrosities and cunning adversaries.

Collaboration is key. Players can team up with friends to defend each other's strongholds, pooling their resources and expertise to repel the ever-growing menace. Together, they embark on daring missions to rescue civilians, thwart enemy incursions, and secure vital resources.

With each victory, the defenders rise in stature, becoming legendary champions of their realm. But the challenges are unrelenting, and only those who can master the evolving threats and unlock the full potential of their defenses will stand triumphant in the "Siege of the Ancients: Rise of Defenders."

Base idea was from nadeau686's Post-> Medieval helldiver Coop Castle defense/zombie game.

Should I made this game ?

0 Comments
2024/05/15
11:52 UTC

0

My idea for an open world crime based action adventure game:

Heres my idea for an open world crime based action adventure game:

I want a modern open world game with modern graphics, modern physics, driving and combat mechanics, the whole 9 yards, but it takes place in New Orleans LA in the Early 2000’s, the game would have hundreds and hundreds of licensed cars, licensed songs ALL period correct and as many licensed brands as i can get in the game to make the setting more resemble real life, we’ve seen so many fantasy brands and fake cities and companies based off real life companies and i want to change that, i want all electronics of the era to be 100% accessible and usable in the game, everything from Motorola Razr’s, PDA’s, Laptops and The Internet in FULL early 2000’s style, Alpine and Sony X-Plod Car Headunits etc

Im going to say this now: there would be ZERO references or mentions of Hurricane Katrina in this game, the timeline would be 2002 to Summer 2005 before Katrina, Katrina wouldn’t be mentioned as it wouldn’t exist

The story is about a young transgender woman in her 20’s who lives in the Lower 9th Ward of New Orleans, she drives a beat up 80’s-Early 90’s Pontiac at the start of the game and lives with her sister, at the beginning of the game nobody respects her, misgenders her and deadnames her, the idea is to hit the nail on the head with how trans people are treated on a daily basis, she progresses through the underground hustling ranks of New Orleans after being offered a job and proves to be someone who will go to great lengths to get the job done, everything from street racing in a scene that fully captures Early 2000’s tuner culture, winning cars in pinkslip races, shootouts from deals gone bad in nightclubs, encounters with corrupt police officers etc, at the end of the game shes a wealthy kingpin in the city and has earned the respect of mostly everyone and everyone speaks highly of her, i also want to slip in alot of little references to games and franchises i love like Earthbound, Clock Tower, Tony Hawk’s Underground 2, 2 Fast 2 Furious, Bad Boys, Need For Speed etc and make the user interface and menus feel like its from the Early 2000’s but also pay homage and respect to New Orleans Mardi Gras and jazz culture and for the world to be crammed full of life with NPC’s, animals, weather, random events, random encounters and interactions and basically how it would be in real life

The map i want to be the most accurate virtual recreation of New Orleans ever done just circa 2002-2005, i want as many enterable interiors in the game as possible, i want to include everything from Jazzland Theme Park, the Bayou areas, Lake Pontchatrain, East New Orleans, The SuperDome, the then New Orleans Arena next door, Shopping Malls, Car Dealerships for each brand in the game, Upper class Neighborhoods, Trailer Parks, Nightclubs, bars and of course the French quarter and Canal Street

I also want to take customization to a whole new level, give a Sims like ability to customize, furnish and build your home and character however you like, and of course the Early 2000’s fashion will be in full swing here, i want the most in-depth car customization of any game ever, its the early 2000’s after all, i want body kits, bumpers, hoods, wings, headlights and tail lights, the ability to customize the headunit in your car, put subwoofers in the trunk, rims, spinners, donks, lambo doors, underglow and of course in depth performance upgrades ALL parts be name brand, like Bomex body kits, TYC tail lights, JL Audio Amps, Subwoofers, Lowenhart, Lexani, Asanti, DUB and TIS rims, APR aluminum wings etc, i basically want to make the customization in Need For Speed Underground 2 look like a mobile game

And the car list, i want to have over 600 fully licensed cars in the game minimum and be fully customizable down to every single part, since the plot of the game starts in 2002 and ends in 2005, i want NOTHING newer than 2006 in the game

Cadillac Escalade, Hummer H2 and Chrysler 300C are a must, but i also want to have the 99-04 Mustang, both V6 and GT, Ferrari 360 Modena, Spider and Challenge Stradale, Ferrari 550, Lamborghini Murcièlago and Gallardo, but also include more common lesser loved cars like the Chevy Cavalier, Pontiac Sunfire, Pontiac Grand Am, Geo Metro, Dodge Neon, Chrysler Concorde, Chevy Celebrity, Ford Taurus etc, and of course i’ll have bikes, boats, planes, helicopters and all other types of vehicles

Yeah its a GTA/Saints Row type game, but i want to raise the bar, push boundaries and do something different thats never been done before

16 Comments
2024/05/14
05:24 UTC

7

Recent beginners game idea - Monsterball (Pinball x Roguelite)

Hello everybody.

As I am nearing my graduation from my computer science bachelors I habe been able to gain more and more programming experience. Finally feeling confident in my coding abilities I decided its finally time to start a project. Thinking about this I had many ideas, most of which are sadly not realistic. And using the approach of taking two popular genres that have not really been combined before I wondered whether it would make sense to create A Pinball x Roguelike Mix. The general idea is that you start off in a dungeon and the playable character is a mage that has transformed himself into a magical pinball. You will try clearing out the dungeon room by room, with every room being a separate stage with smaller enemies and loot. You damage the enemies whenever your ball/character crashes into them ( Damage depending on the speed of the ball). And after navigating the dungeon you will eventually get to a boss that has some unique way of being killed like having to break things in his lair with sufficient power. The levels would look like normal top down Roguelike dungeons with the modification that they will be extending up and down a lot more than they do to the sides, so the pinball flippers can be placed at sensible locations allowing you to reach the enemies and exits by hitting the ball with the flippers. Core gameplay mechanic would be to explore a dungeon collect coins/points/loot from enemies and make it to the next boss Stage. And after dying you get ways to permanently improve your ball. The minimum viable product Id upload to get it testes would be one beginner dungeon with a main path 1 or 2 side rooms and one boss stage with a boss mechanic and loot room after. And a tiny selection of permanent upgrades. Does anyone maybe have more ideas , questions or feedback on the idea?

Greetings

8 Comments
2024/05/14
00:57 UTC

2

Your World: Legends of You. an immersive world-simulator with different gamemodes

this game is inspired by games like rimworld and dwarf fortress aswell as a little bit of rainworld, games where the player is largely unimportant compared to everything that happens in the game world

aight so, at the start of the game, its a "god sandbox" where players can freely customize their world. shape lakes, choose biomes, etc. how "life" is formed isn't actually controlled by the player but happens automatically based on the evironment. your world will be populated by life overtime.

at this point, the player can choose between two gamemodes: colony and adventure

colony mode is a mode where the player controls a group of characters who build structures, plant farms, etc. and try to survive as a group. the colony itself aswell as the things the colony DOES are permanent parts of your world and will be in the world even when you aren't playing as that colony specifically. the player can have several "save slots" on one world, each save being a different colony that co-exists with the other saves.

when your colony builds a structure but your colonists die before deconstructing it, that structure will be a permanent fixture in your world and can be visited in future playthroughs. maybe someone else can use it...

adventure mode, on the other hand, is more like a survival mode. in this mode you customize your character and only play as ONE person. you can free roam around the world, hunting animals, harvesting crops, doing everything you can in order to survive.

in adventure mode, you can actually visit colonies you built and get an "immersive" look at the inner workings of it. in this case, your colonists will be NPCs that your adventurer can interact with.

alternatively, you can also raid colonies and kill your own colonists, with the consequences of doing so appearing in your colony save. remember that everything is permanent, thats the whole premise of the game.

colony mode is a top-down town management simulator, like rimworld

adventure mode is a third/first-person survival, like minecraft

0 Comments
2024/05/13
20:00 UTC

5

Realistic JRPG, a fantasy JRPG with realistic elements, like characters not knowing how to read or inventory items breaking if you don't store them carefully.

This idea would play with the contradiction of being set in a fantasy world but filled with grounded elements.

Imagine the typical colorful lighthearted elements of JRPGs but you are constantly confronted with ugliness and hardships of what it'd actually be like to travel the world fighting monsters.

Like finding out the main character can't even read because he's some kid from a small village, or being confronted with ancient values and morals that are hard to swallow for today's standards.

For example, the game has fantasy elements like a species of cat-people, healing magic, teleportation

But the realism comes when:

You need to pack food when traveling, and the cat-person party member has an exclusively carnivore diet. Travel between towns takes a day or two (the game would fast forward the traveling) and meat would spoil if not cured. Over half your inventory would just be camping supplies.

Healing magic just acts as temporary bandaging/painkiller, like throwing a cast over the injury. The actual wound needs to be treated with supplies post battle. Real healing magic actually makes tissue regrow, but it burns a lot of calories on the patient and may cause tumors to grow. Then you need to go to another type of doctor/healer to remove tumors.

Teleportation is strictly controlled. If anyone could use it then kingdom borders would dissolve, kings wouldn't be able to control their vassals.

Of course the goal of the game isn't to be actually realistic, just to use realism as an inspiration to come up with new but fun twists on the traditional JRPG formula.

Such as managing inventory, where you're supposed to carefully place items in your baggage to make sure they're safe and the weight is properly distributed, like in Death Stranding.

3 Comments
2024/05/13
11:59 UTC

0

An SCP game where you have to wipe your own memory to survive 096

For context, for those who aren't familiar, SCP is a world involving strange abominations, crimes against nature. Some are monsters, some are gods, some are just teddy bears that can make organs and perform surgery on you. 096 is a creature that hunts down and kills anyone that sees his face.

My idea is for a game where you navigate a containment facility following a breach. Most of the other SCPs have moved on by now, assuming that the facility is barren and all personnel are dead. The only one that has stayed behind is 096. You have to use cameras to ensure you don't walk directly into 096. However, if you happen to see 096 on a camera, this causes him to enter his rage state and come for you.

Luckily, due to the numerous dead containment personnel left behind, amnestics are available. You have to find one and wipe your own memory before 096 reaches you, calming him down, as you no longer remember what he looks like. However, each time you wipe your own memory, the map switches randomly, as you've forgotten the layout of the facility.

The goal, of course, is to reach the exit while avoiding 096.

1 Comment
2024/05/12
21:14 UTC

22

single player FPS where you are a kid playing as what he believes Fire Fighters do.

The main premise of the game is that you are a kid who dreams about being a firefighter, though you have no clue what they actually do. your dad is a firefighter and you think he goes guns blazing into fires with squirt guns. Every night you dream and enter the world of Danny's Inferno a low poly and simply lit world that looks similar to your house. each room is a level where you travel around and defeat fire elementals using your squirt guns. you lose a level when you are too restless and wakeup scared. (from a nightmare).
the game is played by a kid so the world scale will reflect that, objects will appear larger than normal, maybe use some non euclidean geometry to make the rooms feel massive.

Weapons:

(all of these will be reskinned to look like squirt guns)

  1. pistol: simple water squirt gun, doesn't pull from water reserve
  2. smg: tec 9 style and can aim down sights
  3. m16: burst fire when hipfired, single shot when aimed.
    1. loads by a 5 gallon jug on the bottom which can be used as a portable water source
  4. Gatling gun: fire hose that can attach to a water source

Enemies:

  1. Grunt: similar to the fire spirits from clash royal
  2. Elite: larger and more aggressive with a range attack
  3. Healer: a stationary tower that can heal and summon more elementals. acts a beacon or capture point

POI:

  1. Fountain: to fill up water reserve and calm down
  2. ammo dumps: random water bottles on the ground to refill

each level will have a stuffed animal at the end that you can collect (save) from its captors. when you load into the next level you can equip it to get perks. (extra fortitude, larger ammo capacity, scavenge ammo, sneak, or movement speed).

the enemies can also light sentimental items on fire, you can use a water balloon to extinguish the fires. you are rewarded more points at the end of the level if you can protect all the items from getting burned.

4 Comments
2024/05/12
19:26 UTC

7

A survival game where the "survival" aspect is based on your character's emotion

My idea is that there are 5 emotions, 4 of which have 3 forms. Each one* has good & bad effects on the player

Those being:

•Nuetral: no effect

•Slightly Happy: heals player, but makes them slightly weaker

•Happy: Heals player alot, but makes them even weaker

•Very Happy: Heals player even faster, but they cant attack

•Slightly Scared: makes player slightly faster, screen shakes & player becomes more vunerable to damage

•Scared: makes the player even faster, 1-2 weak monsters begin to appear to harm the player

•Very Scared: the player is very fast, even more monsters stronger monsters appear to harm the player

•Slightly Angry: makes player slightly stronger, but the screen starts to turn red

•Angry: player is even stronger, screen turns redder

•Very Angry: player is very strong, but starts to take damage

•Slightly Sad: player starts to heal, becomes slower

•Sad: player healed further, becomes very slow

•Very Sad: extreme healing, cant move

All i need now are ideas for how the player could invoke/remove these emotions, or any more emotions, im working to make the emotion system idea more complex, any ideas?

13 Comments
2024/05/12
15:20 UTC

0

PIKACHU'S WRATH, so what if Pokemon went Bloodborne?

Ok, i had this idea in mind for a while: The Sinnoh Region gets torn apart by a revolt of rogue killer Pokemon who are pissed and done with being caught and forced to fight each other the whole friggin time, a mysterious substance named Wrath that turns humans into humanoid Pokemon as well as burn their nerves with endless pain and the Aether Foundation ruling the ravaged region tiranically while trying to find a solution for the catastrophe. You play as Uzey, a victim of Wrath turned into a humanoid Gardevoir who needs to survive in the deadly ruins of the region while trying to save the region's residents from their 3 unfair fates.

OK, i might have stolen this idea from those who made Lies of P, but who doesn't enjoy a good, fair challenge? You can just slice cute little Pokemon in half with any weapon you can find in the game, as long as they don't cope with you first! Speaking of weapons, there are 3 types of weapons in Pikachu's Wrath: Swords (Balanced), Spears (Dexterity & Range) and Maces (Strength & Knockback). You can equip 2 weapons at a time, and if you equip two weapons of the same type, they get an attack boost! So swing, stagger and smash trough your enemies!

I thought of a mechanic that might make the game a bit harder: the Stress Meter. This meter fills itself as long as there are strong enemies nearby, and the meter fills faster if the enemies are stronger or in larger numbers! If the meter gets full, your attack power and speed decreases as well as your defence! So you better think twice if you want to cope with a strong-looking enemy!

Of course, i want to keep a few aspects of the Pokemon Games intact. Enemies drop EXP when defeated, which you can use to crank up your stats (HP, Mana, Strength, Dexterity, Defence). And you can equip Technical Machines (TMs) to use a Move in battle. And you can also equip Effect Polishes that add an Attribute Type and Status Effect on both weapons you have equipped, dealing more damage if the enemy is weak against the Attribute Type.

I also had the idea for Arc Stones, which are protected Pokemon-resting spots created by Arceus himself (kinda like the Bonfires in Dark Souls and the Stargazers in Lies of P). You can rest at an Arc Stone to restore your HP and empty your Stress Meter, as well as restore weapons that lost some Durability or just completely broke. Yep, weapons have their limits here too! Attacking too much with the same weapon will damage that weapon, and if you continue this process and thus drain all of its Durability the weapon will break and lose half of the attack power. Arc Stones also allow you to teleport to other Arc Stones you already visited.

A soulslike won't be easy, of course. No, this game is hard as heck (or at least i want it to)! You will die over and over again with an obvious "You Fainted" text appearing in front of your face each time you do. If you die, you drop a Wrath Spectre on the spot you perished, which contains ALL the EXP you had before death and also makes your Stress Meter smaller, which thus gets full faster. You just need to shatter the Spectre with your weapon to get your EXP back and get your Stress Meter back to normal. It's that easy! What? You died on a hard to reach spot and don't remember how you got there? Oops...

So? What do you think? it'll be yet another "Never gonna make it myself" game and Nintendo probably demonitizes me if i DID make this game, but i'll hope you like this idea! If you got any ideas for improvements, you're welcome to tell me!

7 Comments
2024/05/12
14:05 UTC

4

A game where you're an ancient or modern explorer and nothing else

I'm reading 'The History of World Exploration' by the Royal Geographical Society, and I cannot but imagine the wonder and excitement one must have felt after crossing long swathes of seas, deserts, grasslands and many such terrains to come across an entirely different culture or scenery.

I wonder if such an experience could be replicated through a game. This game might have a scale that could be as small as a city, but what's important is its realism. You already have Google Street View, but I am talking about a third person or first person character. Essentially, it could be used to learn the roads, places and extent of a city.

This has already been somewhat done in games like GTA, but I do not wish for the missions and whatnot in the game. Nor do I mean games like Flight Simulator or Truck Simulator.

I mean two 'boring' games, in one of which, you walk, or ride a horse to somewhere. The distances and time taken should be realistic. If could also be set in history.

The only danger in the game could be nature or bandits at most. Like you could die if you fell from a great height, or got hypothermia.

0 Comments
2024/05/12
10:48 UTC

8

This would be a game about paranoia reflecting my own experiences living alone.

I’m sure plenty of games like this exist but for some reason tonight I got the idea for my own that I want to know what people think of it. It would take place in a basic apartment likely over a few nights and the more paranoid the player is the more creators spawn. For example if the play is constantly checking the window a guy will slowly appear and start watching the player through the window and would be a risk they take the dog out. But there would also be one that if you don’t take your dog out before a certain time when you finally do it will follow you, the longer you wait to take the dog out the faster the creature would be.

The dog itself would likely serve as a warning that you’re getting close to spawning a monster. It would start staring at the area the monster would be, which would act as a double edged sword since if you didn’t know and you look where the dog is looking could result in something spawning. There would also be a mechanic to send the dog into a room before you to clear out any monsters that you hadn’t seen.

There would probably be 3 endings. One where the player just slept through the nights and continues living a pretty happy life One where the player lives in constant paranoia due to the creatures And then one where the player managed to spawn in all the creatures and so the character would likely do something drastic to escape.

It’s mainly something that would reflect my own paranoia and what my nights look like (obviously the monsters in mine aren’t real) but it’s something I’m sure plenty of people could relate to. Long story short, it’d be about freaking yourself out to the point where you convince yourself something is there

2 Comments
2024/05/12
03:44 UTC

3

Mech/Robot Stealth Action Game à la Metal Gear Solid

General idea: you play as a quadruped or spider-like mech, infiltrating enemy facilities by climbing in through vents, ceilings and passages normally inaccessible for human operators. Gameplay is third person with weapon aiming being first person like in the Metal Gear series for added challenge and discouraging a rambo playstyle.

Setting: Dystopia comparable to Deus Ex, Cyberpunk, Ghost in the Shell & Akira although more dark and less neon, allowing the player to use the climbing ability of the mech to explore a 3D space.

Content:
Optionally include customization of the mech between missions where the player can switch between lethal & non-lethal weapons, different equipment for the mech/robot. Weapons could be tranq-guns, lethal guns, electric prods, thermoptic camouflage, APS systems.

Missions take place in semi-open levels with some exploration aspects where players can discover lore, secret passages and learn the layout of the level better with each mission. With each mission the story progresses unlocking new missions having the player complete different objectives. Objectives could be to download corporate data, place explosives, kill high ranking corporate enemies and such.

I think this idea would have potential though players might dislike not being a humanoid mech but a spider mech.

0 Comments
2024/05/11
21:34 UTC

2

Thoughts on someone creating Destiny's Strikes as a game in itself.

Not a dev but had this thought - Destiny's Strikes were probably my most played mode when I played the game.

But these "Strikes" being 15 minutes or so with missions where the objective is kill and platform until you get to a halfway point - then it's a small puzzle or waves until you open a door which leads towards a boss of various ways to kill it (button that knocks the shield down, enemy that constantly heals boss, etc)

Each strike having exclusive gear for that strike - the rewards being map/boss aesthetic gear (weapons/armor).

These rewards could be difficulty/modifier based - the higher the difficulty, the higher evolved gear - studded armor that becomes large spikes.

Or maybe using the armor (certain parameter: kill enemies in that strike), would 'evolve' it, but you can always revert it to the skin you like best.

Just needs longevity - maybe strikes that lead up to the boss strike - like links in a chain, which would allow you to obtain their gear.

Obviously not all the gear at once, you'd run it multiple times and each piece would give you the aesthetic with values, be it 'increased lightning dmg', etc.

Then you'd need a system that allows you to change the values to suit your playstyle.

Game could be a FPS or TPS - gun game or hack-and-slash - preferably third person so you can see your gear as you play.

Maybe Destiny Strikes + Remnant could work.

Just a thought.

0 Comments
2024/05/11
07:57 UTC

1

F1 Manager but you're the Race Director instead (in a nutshell)

So it's essentially a first-person "racing" simulator like F1 Manager but for a multitude of racing series like NASCAR, F1, INDYCAR, WEC, etc. But it's sort of in the third person whereas you're the race director (or flag man depending on the series, I'll explain this in a second) so you can watch the race via the TV perspective, In-Car cameras, static cameras, etc. and issue warnings, penalties and change the status of the race like a (depending on the series) Full Course Yellow, Safety Car, Red Flag, Green Flag and for stock car racing just caution.

From this point on I'm going to separate NASCAR and F1 as any other series fall under the categories provided by these two.

F1 Race Director POV:

  • Issue Penalties

  • Red Flag the session

  • FCY or Safety Car

F1 Flagman POV: (basically every few turns there's a localized flag to avoid an FCY or SC)

  • Green Flag

  • Yellow Flags and penalty flags if told to do so by the Race Director (AI if the player isn't)

NASCAR Race Director POV:

  • Issue Penalties (track limits depending on the track, basically just COTA rn)

  • Issue Red Flags, Cautions, and more.

NASCAR Flagman POV:

  • Choose which flag to wave (depending on the RD OR if it's a smaller track and non-sanctioned series the flagman controls the race)

  • Issue penalties, red flags, cautions, and restarts (if it's a small series/local track

There should be mod support so the game devs don't need to change the mechanics for a bunch of series on launch, however, they could release DLCs and make it super easy for mods to be created and change the rules. This game is very possible as we've seen it recently in games like FC24 and F1 Manager 23. These games blew me away with how the AI responds and acts depending on what happens. ESPECIALLY the commentators. While it's pre-recorded and there are not a lot of recordings it's still very impressive to me and I'd love to see this game happen whether it's made by some guy in Unity or by a game studio. Also, VR support would be SICK, especially for the flagman positions where you can grab the flags and actually wave them.

Sorry for the shitty explanation of this but I hope you get the point. Feel free to ask questions!

2 Comments
2024/05/11
03:46 UTC

3

WW2 Simulation/Management. Built upon the Unity Engine.

The idea is bare bones right now but I wanted to publish it anyway, see what people think.

It would be a Simulation much like we've seen on the rise lately, First Person Managment basically. You'd pick what country you want to serve and than be placed in command of a unit. Be that Infantry, Armor or Aviation, it'd be up to the player. The player would need to keep an overview of their Unit, ranging from requesting soldiers/officers, keeping stock of materials and goods (Ammunition, Repair Parts, Food ect). As the Commander, you'd be given broad orders to achieve objectives depending on the branch you picked. (Capture a town as Infantry, surveillance as Aviation or mount a defense as Armor and many more).

You'd select the units and their commanders, giving the Player the immersion that he's sending actual soldiers and officers to do a task and making the player feel that he's putting resources and manpower at play to achieve a goal. The player would make the overall strategy and depending on the Officers' skill and experience, they would either act independently and make the right choices or screw up big time and cost the player valuable resources. The player would see this play out on a map with limited options to influence the battle, having to make decisions with the knowledge they have (Example: Radio Commander).

The player would play a crucial role in the war and depending on how well they achieved their goals, the resource and manpower supply could dwindle or increase.

This would be built upon the Unity engine. Any and all advice/criticism would be greatly appreciated.

3 Comments
2024/05/10
13:38 UTC

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