/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

Beginner Intermediate

Experienced AAA

Dream Abstract

Mobile Requests


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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2

Fight for Christmas! A pvp first person multiplayer shooting game.

You were a bad guy and didn't get any presents for Christmas? No problem, you can become a worse guy by stealing the Christmas gifts and shooting people. It's a first person multiplayer pvp, you start with an empty gun, on the map you can find projectiles and presents, at the end of the game the player wich has the most presents wins. You can use the gun to shoot the enemies, if a player dies he looses some presents (not all of them) and respawns after 2-3 secs. There are 4 different kinds of projectiles: regular, red, blue and green: regular deals normal damage, blue deals less damage but has a slight autoaim, red is much rarer to spawn and deals more damage, green is the rarest to spawn and kills an enemy in one shot if you hit. Every match gives you some trophies based on your position in it, and you will get money to upgrade projectiles, life, movement speed and unlock rechargable abilities like healing yourself, dashing exc... You will also get diamond coins to buy skins for your character and gun. There will be maps like: a big park with trees, rocks and bushes to hide and a big Christmas tree in the middle of the map, and it's snowing, or a big maze with stairs like the one from squid game. So... yeah, Fight for Christmas!

0 Comments
2025/02/01
10:51 UTC

1

Survival/Base Building RV/Caravan Game: 3D environments, travelling across the nation and improving your mobile home

It would be like RAFT except you drive from place to place, going through small towns or through beautiful environments to gather different resources and helping various people. I don't picture an overarching story like RAFT, just a cozy game meant to keep improving your RV and you can earn money by doing odd jobs/collection achievements to spend at small towns. This is inspired by people who live in converted vans or busses and people who are completely self-sufficient so one could pull from the resources in the environment to just keep being on the road. There isn't resource management like fuel or hunger, but one would maintain the water in the vehicle and at each small town can get an improvement or two on the RV. The player does have health that can be affected by fall, but there isn't any enemies that would attack the player. The player can adopt animals, improve the RV, and help others with the end goal being a mobile home of their dreams and a life of calming adventure.

This is a game I've wanted to play but I have no code, design, nor capabilities of making something like this :').

0 Comments
2025/01/31
22:48 UTC

5

A Linux OS That Becomes a Horror Game – creepypasta idea

I have no idea if this is the right place to post these kinds of game ideas, but here I go:

I recently had an idea. What if someone could make an OS creepypasta where you get a seemingly normal Linux installation (maybe you install it on VM or it comes preinstalled as a Virtualbox appliance) but then that devolves into a horror game where the further the user tries to investigate the OS, weird notifications, error messages or even terminals pop up to try to defer the user from doing anything. If the user continues, the story slowly develops and the user finds suspicious files. I think this could have different endings depending on what you do. For example, if you never deep dive in the OS you might get weird emails on the system telling you to dig deeper, and if you dont, you could get an ending. Or if you dig too deep and end up discovering things you arent supposed to know the OS tries to negotiate with you to stop digging, and if you agree, it would reboot to a clean OS where from then on nothing can be done and no malicious files can be found. If you keep digging, weird things will start to happen to the OS, like for example it purposefully slows down, prevents terminal access, and so on, almost as if something or someone lives inside or controls your computer. And since its an OS, it would feel really immersive. You could fake domains or websites inside the VM creating a realistic experience.

And if you wanted to go further, you could even embed a small AI to choose what happens like maybe llama and using prompts, get it to interact with the user or choose how the story goes.

If making an ISO is too hard you can still have it preinstalled onto a VM and let the user download it.
As for building the VM, you maybe can use an old Ubuntu image if you want an older look and feel or install Debian and then install whatever is required on top of that. You could also implement achievements as an app on the system and most other game things can be done via batch scripts.

The root of the idea is its not an OS Simulator but an actual OS that is functional.

I think it would be a fun experience to play.

3 Comments
2025/01/31
20:06 UTC

1

1/6th Scale Action Figure Horror Villain Battle Royal

So I’ve had this idea for a long time for avillain unique take on the Battle Royal experience. Horror Villains as 12” action figures fighting for the number one spot. Each character is unique and has their own Passives, Offensive and Defensive abilities I’ve been thinking bout adding a “Ultimate” like ability but call them Finales that are unique to the lore and backstory of each character I’ll give an example below

Passive Ability - "Master of Deception"

Description: Ghostface is a master of disguise and deception, always one step ahead of his victims and capable of blending in or misleading his enemies. Effect: Ghostface can periodically change his appearance to mimic another player on the battlefield. While disguised, his name and appearance match the chosen player, making it difficult for others to distinguish him from an ally. The disguise is broken upon attacking or being attacked, and he gains a brief speed boost when it ends, allowing for quick escapes or surprise attacks.

Offensive Ability - "Stalk and Slash"

Description: Ghostface thrives on the thrill of the hunt, stalking his victims silently before delivering a deadly blow. Effect: Ghostface enters a "Stalk Mode" where his footsteps become silent, and he can see the aura of nearby enemies who are isolated from their teammates. Upon exiting "Stalk Mode" with a melee attack, Ghostface deals increased damage and causes a "Bleed" status effect, dealing damage over time. If the target is eliminated while bleeding, the cooldown of this ability is significantly reduced.

Defensive Ability - "Phone Terror"

Description: Using psychological warfare, Ghostface calls his enemies, instilling fear and disrupting their focus. Effect: Ghostface can target an enemy player and "call" them, causing their screen to display a distorted phone interface and limiting their vision and ability to act for a short duration. While the call is active, Ghostface's location is hidden from the targeted player, allowing him to reposition or set up an ambush. If the target is not attacked during this time, Ghostface regains a portion of his health, reflecting his manipulative and cautious nature.

So you also have basic attacks like light heavy and blocking and dodging and you spawn in looting trying to find your abilities and getting rarer ones as you go and it’ll all take place in an environment like normal every places or even locations from famous horror movies. You can crouch and sneak up on people by hiding in bushes. It’s more of a strategic battle royal experience not the normal run and gun.

Now the biggest problem would be using Licensed characters obviously which is ashame but tho al monster ideas and public domain ones like Frankenstein so there a that it would just take time for it to grow and be able to purchase different characters like Jason and Leatherface. I have ideas for other games modes as well and there would be an offline mode and an Exploration mode of you wanna just learn the maps without having to worry. I’ve been wanting to make this game but don’t have the expertise to use Blender and Unreal Engine to make accurate real life locations.

0 Comments
2025/01/31
19:54 UTC

1

Animal MOBA - I always loved animals and Moba Genres what about combining the two?

  • TL;DR Info.

A long time Moba player, mainly played Hots -> Lol -> Smite, always was a big lover of animals, curious in geography, animal facts. Sometimes playing the games I just imagined what a cool MOBA concept would be? We have Marvel Rivals as a brand new paint job on the hero shooter genre, and one the biggest + of MOBAS and Hero Shooters are the characters, what about if you could play your favorite animal like a Gorilla or Eagle just going mayhem through the arena?

But that just sounds cruel pitting animals against each other for no reason, but what If those animals were just fakes?

What if those animals were just a simulation made by aliens who founds a capsule filled with content of animals which humans had sent into space long time ago? Filled from scientific books about animals to what kids thinks or imagine them to be?

So these aliens out of curiosity wanting to witness these ''animals'' in the ''flesh'' they create a digital environment where they recreate what they find in the capsule about each animal in various arenas depending on which biome they choose!

The Aim is more to be like a HOTS in terms of map and everything, various objectives, camps for each of the biomes, but leaning towards the League style more with having a more varied jungle and importance of solo levels instead of a team wide level system like in HOTS.

  • Gameplay:

The aim is to be like the similar moba's to have 3 lanes in which ''Little Drones'' Move to push farther the lanes to destroy the ''Power Module Beams'' and to destroy the enemies ''Central System'' to shut down the simulation for the other team to see which animals were strongest on earth.

Between the lanes lies the ''Off-lane'' as it can be a Jungle, Dunes or Mountains depending on which map, and in that Off-lane there is various camps of Alien like creatures which are there to see how would earths animals would fare against their fauna.

Various maps include different things like Mountains having far more walls in off-lanes and having set paths from lane to lane in between and things like Dunes having practically no walls in-between but having some cactus that damages when touched and stuns if you get knocked back into it.

  • Some Lore:

Year 2750, A capsule was sent out by humanity containing various books, drawings and information about earths animals, Insects and nature, ranging from 100% scientific data to basic drawings from kids with wacky descriptions of how they see them.

A race of Aliens discovers that capsule and couple of their scientists deem it worthy in exploring and finding out about earth's fauna so they set a giant arena for a simulation to test various animals, biomes, insects and just information from that capsule out of pure curiosity. So they start engineering different simulations of battles with them seeing how would they perform, who are the strongest, and who would pose the most threat if they decided to come to earth one day!

I had this idea for a long time and even made some word docs for some characters of how would they play out but I never could get this idea even getting pushed as I don't know much coding but even if I wanted to learn it I know I would probably be horrible at modeling so I am always stuck in an impass of it just being and idea or a dream.

0 Comments
2025/01/31
11:08 UTC

5

Initial idea for an auto generated skill tree mechanic using player assigned tags to determine outcomes

I have been trying to think of a way to improve upon an idea I had for an auto generated skill tree. The idea is that every player will be assigned "tags" based on players selection during character creation or statistics surrounding their play style, those tags will then be used as the basis for what skills are added to a players skill tree each level.

For example let's say that a player has played extremely aggressively primarily using heavy attacks with two handed weapons, prioritizing blitz attacking over more conservative play styles. That player would earn tags such as "berserker", "attacker", "heavy", "2H", etc. The system would then take those tags, look for a skill base that correlates to the level of the player and the "2H" tag, then modifying it with attributes that match the rest of the tags to create a "unique" skill. Like a 2H skill that can be charged to deal "heavy" damage while giving some poise break resistance due to the berserker tag.

  1. Initial thoughts that formed the basis for this idea - Skill and item Effect/Type tags

The start of this came from me trying to think of ways to make skill/object interactions more inherent to the games design instead of directly coding every interaction for each game object. The initial thought that I had was this:

For skill/object interactions, tag each part of a skills effect as an individual component. I.e. "Leeching Strike" having a leech tag on it's hp drain effect and a physical/melee tag on it's hit damage. This would allow immunities and resistances to be more versatile, an armor that is high penetration defense stopping a skill that penetrates without needing to code the interaction in directly for each item combo, an item with electric immunity that stops the electric damage from the lightning strike but not the physical impact (collision) damage. This would also allow spells that are counter to each other in properties to potentially cancel each other out, adding a layer to skill use and combat. (This may very well be close to how it's currently done currently in games, I don't have enough experience to know if that's the case so let me know if it is)

You could also implement a crafting system where you can create in game objects representing skill tags and use them to forge custom modified gear, spells, tools, etc.

  1. The implementation of the above into a skill tree generation sytem

While going over that I thought that it could be the basis for a skill tree randomizer. Having levels correlate to specific "skill template" tags instead of skills directly and using those tags, along with player assigned tags, to generate level appropriate skills that are a unique set to each user based on something they would have some level of control over.

Perhaps use their play statistics to determine their style and have the first few levels be generic buff/heal/game specific skills to give the player time to build the statistics out? Specific statistics (maybe also character stats?) correlating to specific tags. i.e. the more damage you do in proportion to the amount you defend or heal increasing your propensity to get the "attack" or "damage" tags.

Or maybe allow them to pick a certain number of key words and favoring the tags that fall under those words? Typical words like stealth, tank, or attack, but also more technical/game termy(?) stuff like kiting, glass cannon, single target, crowd control, berserker, etc. This would give them control over the direction for the character and allow them to gain skills that are in line with their idea.

I think the first option would be the best as it would allow the players skills to change as they level and their play style evolves. Though some combination of the two to allow for more direction control as well as play style growth might be the best.

  1. Concerns I have so far in its implementation

The first glaring issue to me is the feasibility, in my head it seems like the hardest part would be just creating a large enough set of tags that there is a good amount of diversity which can tie in to as wide a range of play styles as possible while also coding the interaction between each of those tags. I don't have enough game development experience to really be able to see implementation issues beyond that and the processing heft that would come from having a long list of potential tag interaction to check against for each in game skill/object/etc interaction.

It would need to have a way to reroll a skill, one that you can pay for in game as well as a support system in game for when a skill is rolled and genuinely has an issue with it. (I.e. mana cost is too high in comparison to a spells usefulness/cooldown is too long for a low level attack skill)

The balancing of the skills so that it isnt just relying on RNG would become another difficult part of the system from what I've thought of. Ensuring a fair amount of utility vs attack vs support skills throughout all possibilities while also making sure their stats are fair and proportional to each other for the level they are gained.

I'm looking for any feedback into the technical feasibility of a system like this, issues you see that would come from a system like this, ways you believe it could be polished, as well as whether or not this sounds as appealing to you as it does to myself. Thanks for any insight you have!

0 Comments
2025/01/31
05:33 UTC

8

My Idea for the most intensive horror game with a mechanic I have never heard of before

My Idea for the most intensive horror game with a mechanic I have never heard of before

I don't know if there is a game like this on the market but at least I have never heard of a game like this, if there is such game you are free to comment it

I had an Idea for a horror game that adapts to your play style and analysises your play style, by your movement how much you get scared by analyzing how hard you shake the mouse for example. I thought that you could analyze how you reacted to for example some jump scares or on what particular things the player looks or trys to not lock. There would be monster that have not real form they would be adaptive and have the key features if the thing that the player is scared of for example if the player is scared of spiders the monsters should develop long haired legs and many more eyes. And in the beginning you can choose what you are most sacred of so the game can adapt to that or while playing with the gather information you could figure out of what exactly the player is scared off the most. And of course you can choose thing you absolutely don't want to have in the game. I imagine that there could be different Levels or one open world with a few quest you have to do or maybe it's like a move. The atmosphere should be that you never feel really safe because I mean it is a horror game.

If you want to learn more about this Idea you can send me a message and I give you all of my information and if you want to use this idea to create a game I'd love to be mentioned in the credits, you can use this Idea for free and don't have to mention me

10 Comments
2025/01/30
23:13 UTC

0

Crime Theft Auto "CTA" (2027) A Future Project from Superstar Games

Crime Theft Auto (also known as CTA) is an upcoming video game which will be developed by Superstar Studio & Superstar Production and published by Superstar Games sometimes in 2027.

  1. Set in: Year 2017

  2. Main Protagonists:

•Claude Spade •Tommy Vocando •Colt Johnson

  1. Other Characters:

To be added

  1. Main Antagonist:

•Dave Witson

  1. Gangs:

i- Empire City:

•EC Triads •Leone Crime Family •Forelli Crime Family •Diablos •Yakuza •Uptown Yardies •Colombian Cartel •Southside Hoods •EC Bikers •Avenging Angels

ii- Magic City:

•Vocando Crime Family •Vince Crime Family •Trailer Park Mafia •Cholos •Cubans •Mendez Cartel •Gonzalez Crew •Sharks •MC Bikers •White Stallionz

iii- Los Angela:

•Grove Street Families •Ballas •LA Vagos •Varrios Los Aztecas •SA Bikers •South Bouville Families •Temple Drive Families

iv- San Franco:

•SF Rifa •SF Triads •Da Nang Boys

v- Las Venturra:

•The Italian Mafia

  1. Cities / Locations:
  1. State of Empire:
  • Empire City

• Brooker • Dueen • Borderland • Gamma Island • Colonal Island • Mangoquin • Freedom Island

  • Upstate Empire
  • The Carraways
  1. State of New Alder:
  • Alder City
  • Mainland
  1. State of Fionida:
  • Magic City

• Magic City Beach • Magic-Dale County

  • Fionard County
  • Cottonwood
  • Hamlet
  • Fionida Keys
  1. State of San Andreas:
  • Los Angela
  • Red County
  • Flint County
  • Whetstone
  • San Franco
  1. State of Rovada:
  • Las Venturra
  • Bone County
  • Tierra Rovada

  1. Vehicles:

• Cars:

  • Leone Sentinel
  • Banshee
  • Esperanto
  • Kuruma
  • Patriot
  • Stinger
  • Cheetah
  • Diablo Stallion
  • Infernus
  • Moonbeam
  • Blista
  • Bus
  • Idaho
  • Manana
  • Perennial
  • Rumpo
  • Bobcat
  • Cartel Cruiser
  • Coach
  • Fbi Car
  • Landstalker
  • Pony
  • Taxi
  • Cabbie
  • Admiral
  • Blista Compact
  • Bloodring Banger
  • Comet
  • Cuban Hermes
  • Deluxo
  • FBI Washington
  • Glendale
  • Greenwood
  • Hermes
  • Hotring Racer
  • Love Fist Limo
  • Oceanic
  • Phoenix
  • Regina
  • Romero's Hearse
  • Sabre
  • Sabre Turbo
  • Sentinel
  • Sentinel XS
  • Stretch
  • Virgo
  • Voodoo
  • Washington
  • Kaufman Cab
  • Zebra Cab
  • Alpha
  • Buffalo
  • Bullet
  • Euros
  • Hotknife
  • Super GT
  • Turismo
  • Windsor
  • ZR-350
  • Blade
  • Broadway
  • Remington
  • Savanna
  • Slamvan
  • Tahoma
  • Tornado
  • Elegy
  • Flash
  • Jester
  • Stratum
  • Sultan
  • Uranus
  • Echo
  • Compact

• Motorcycles:

  • Angel
  • Faggio
  • Freeway
  • PCJ 600
  • Pizza Boy
  • Sanchez
  • BF-400
  • Bike
  • BMX
  • FCR-900
  • Mountain Bike
  • NRG-500
  • Wayfarer

• Trucks, Vans, Buses and SUVs:

  • Benson
  • BF Injection
  • Boxville
  • Burrito
  • Flatbed
  • Gang Burrito
  • Linerunner
  • Mesa Grande
  • Mr. Whoopee
  • Mule
  • Packer
  • Rancher
  • Sandking
  • SpandExpress
  • TopFun
  • Trashmaster
  • Walton
  • Yankee
  • Huntley
  • Mesa
  • Monster
  • Picador
  • Rancher
  • Sadler
  • Yosemite
  • Newsvan

• Government:

  • Ambulance
  • Barracks Oil
  • Enforcer
  • FBI Car
  • FBI Truck
  • FBI Rancher
  • Fire Truck
  • HPV-1000
  • ECPD Cruiser
  • MCPD Cruiser
  • LAPD Cruiser
  • SFPD Cruiser
  • LVPD Cruiser
  • ECPD Patrol
  • MCPD Patrol
  • LAPD Patrol
  • SFPD Patrol
  • LVPD Patrol
  • ECPD Bikes
  • MCPD Bikes
  • LAPD Bikes
  • SFPD Bikes
  • LVPD Bikes
  • Ranger
  • Rhino
  • ECPD Chopper
  • MCPD Chopper
  • LAPD Chopper
  • SFPD Chopper
  • LVPD Chopper
  • Securicar

• Boats:

  • Coastguard
  • Dinghy
  • Jetmax
  • Launch
  • Marquis
  • Predator
  • Reefer
  • Speeder
  • Squalo
  • Tropic

• Remote Control:

  • RC Bandit
  • RC Baron
  • RC Goblin
  • RC Raider
  • RC Tiger

• Trailers/Rolling Stock:

  • Articulated Trailer
  • Baggage Box
  • Boxcar
  • Farm Trailer
  • Flatcar
  • Passenger Car
  • Tanker Trailer
  • Tractor Trailer
  • Tug Stairs

• Trains:

  • Subway
  • Brown Streak Train
  • Freighter Train
  • Magic City Metrotrain

• Helicopters:

  • Maverick
  • Hunter
  • Annihiliator
  • Sea Sparrow
  • Cargobob
  • Leviathan
  • Buzzard
  • News

• Airplanes:

  • Jumbo Jet
  • Jet
  • Jet-MAX 10
  • Shamal
  • Dodo
  • Beagel
  • Hydra
  • Skimmer
  • Sparrow
  • Stuntplane

• Cable Car

  1. Fast-Food Restaurants / Drinking Machine Company / Bars / Street Foods:

• Fast-Food Restaurants:

  • Chuckin' Bell
  • Burger Plus
  • Dominant Pizza Hat

• Drinking Machine Company:

  • Sprank

• Bars:

  • Ten Green Bottles
  • The Craw Bar
  • Club Empire
  • Lucky Windy
  • Comrades Bar

• Street Foods:

  • Ice-Cream Magnet
  • Chilli Hot-Dogs
  • Pack Noodles
  1. Clothes Shop:
  • Bando Clothing
  • ProShirt
  • Urban Sub
  • ZIP
  • Victory
  • Didierbys
  1. Airliners:
  • US Airlines
  • ADR Airlines
  • Air Emu
  • Los Angela Air
  • San Franco Air
  • MyFly
  • Magic City Air
  1. Assets:

• Empire City:

  • Capital Autos
  • 8-Balls Autoyard
  • Pay & Spray
  • Kaufmans Cab
  • Luigi's Sex Club
  • Sex Kitten Club
  • Kenji's Casino
  • tw@
  • Safehouses
  • Ammu-Nation
  • Phil's Gun Shop
  • Car Wash and Lube
  • Basketball
  • Bowling

• Magic City:

  • Malibu Club
  • The Pole Position Club
  • Sunshine Autos
  • InterNation Studios
  • Phil's Gun Shop
  • Ammu-Nation
  • Printworks
  • Capital Autos
  • 8-Balls Autoyard
  • Pay & Spray
  • Kaufmans Cab
  • tw@
  • Safehouses
  • Car Wash and Lube
  • Basketball
  • Golf

• Los Angela:

  • Phil's Gun Shop
  • Ammu-Nation
  • Capital Autos
  • 8-Balls Autoyard
  • Phil's Gun Shop
  • Pay & Spray
  • Kaufmans Cab
  • tw@
  • Flight School
  • Safehouses
  • Car Wash and Lube
  • Basketball
  • Golf

• San Franco:

  • Zero RC
  • Driving School
  • RS Haul
  • Vank Huff Hotel
  • Safehouses
  • Ammu-Nation
  • Phil's Gun Shop
  • Capital Autos
  • 8-Balls Autoyard
  • Pay & Spray
  • Kaufmans Cab
  • tw@
  • Safehouses
  • Car Wash and Lube
  • Golf

• Las Venturra:

  • Rovada Meadows Airstrip
  • Dragon Hotel
  • Diamond Casino Hotel
  • Safehouses
  • Ammu-Nation
  • Phil's Gun Shop
  • Capital Autos
  • 8-Balls Autoyard
  • Pay & Spray
  • Kaufmans Cab
  • tw@
  • Safehouses
  • Car Wash and Lube
  • Golf
  1. Gas Stations:
  • RON
  • Xerox
  • Addio Gasoline
  • Global Oil
  • Terroil
  • LTD Gasoline
  • Ike's Props
  • Pharter Gas
  1. News Companies:
  • Empire News (ECN)
  • Magic City News (MCN)
  • San Andreas News (SAN News)
  1. Supermarkets:
  • Carniceria El Pueblo
  • Chico's Hypermarket
  • Corner Store
  • Grapessed Supermarket
  • Italian Food Center
  • Pioneer Supermarket
  • Willie's Supermarket
  • 24/7 Supermarket
  1. Banking Companies:
  • American Bank of Los Angela
  • Bank of Empire
  • CityBank
  • Flooca
  • Kayton
  • Lamb Bank
  • Maze Bank
  • United Depository
  1. Prisons:
  • Alder State Correctional Facility
  • Fionida State Department of Correction
  • San Andreas State Prison Authority
  1. Military Bases:
  • Fort Alder
  • Fort Empire
  • Fort Baxter
  • Area 69
  • Fort Zancudo
  1. Airports:
  • Empire International Airport (EIA)
  • Magic International Airport (MIA)
  • Los Angela International Airport (LAIA)
  • San Franco International Airport (SFIA)
  • Las Venturra International Airport (LVIA)
  1. Private Airfield:
  • Bone County Airfield
  1. Radio Stations:
  • State of Empire & State of Alder:

• Head Radio - Pop, Rock • Double Clef FM - Classical, Opera • K-JAH - Dub, Reggae • Rise FM - Trance, House • Lips 106 - Pop, Top 40 • Game Radio - Hip Hop, Gangsta Rap • MSX FM - Drum and Bass • Flashback 95.6 - '80s Pop • Chatterbox FM - Talk Radio

  • State of Fionida:

• Wildstyle - Hip Hop, Electro • Flash FM - Pop • K-Chat - Entertainment Talk Station • Fever 105 - Disco, Soul • V-Rock - Hard Rock, Heavy Metal • VCPR - Politics Talk Station • Radio Espantoso - Latin Jazz, Mambo • Emotion 98.3 - Soft Pop, Power Ballad • Wave 103 - New Wave, Synthpop

  • State of San Andreas & State of Rovada:

• Playback FM - Classic East Coast Hip Hop • K-Rose - Classic Country • K-DST - Classic Rock • Bounce FM - Funk, Disco • SF-UR - House • Radio Los Santos - West Coast Hip Hop, Gangsta Rap • Radio X - Alternative Rock, Grunge • CSR 103.9 - New Jack Swing, Contemporary Soul • K-JAH West - Reggae, Dancehall • Master Sounds 98.3 - Rare Groove, Classic Funk • WCTR - Talk Radio

  1. Stadiums:
  • Empire City Memorial Stadium
  • Magic City Memorial Stadium
  • San Andreas Memorial Stadium

  1. Side Missions:
  • Viginlante
  • Firefighters
  • Paramedic
  • Well Snacked Pizza (10 levels)
  • Pimpin'
  • Taxi
  • Freight
  • Trucking
  • Courier
  • Burglary
  • Quarry
  • Valet
  • Stadium Events
  • Bumps and Grinds
  • 9mm Mayhem (10 kills)
  • RC Triad Take-Down
  • Karmageddon
  • Car Salesman (reach 6 level)
  • Bike Salesmans
  • Avenging Angels (15 levels)
  • Slash TV (5 waves)
  1. RC Races:
  • Thrashin' RC (at least level 1)
  • Ragin' RC (at least level 1)
  • Chasin' RC (at least level 1)
  • Street Races
  • Red Light Racing (1st place)
  • Low Rider Rumble (1st place)
  • Deimos Dash (1st place)
  • Gangsta GP (1st place)
  • Wi-Cheetah Run (1st place)
  1. Non-Required Tasks:
  • Receive the good citizen.
  • Having "Godfather" Criminal Rating.
  • Having "Stuff of Legends" Media Attention Level.
  • Having "Perfect Triple Insane Stunt bonus" stunt ranking.
  • Having a sum of $999,999,999.

  1. Features that added:

•Add GTA Trilogy DE UI •Hangout with other characters •Add Air Traffic •Add Air Transportation •Add Gang War •Diving Animation •Can watch TV (Add GTA 4, GTA 5 & GTA 6 TV Show) •Add Mission Passed Theme on each character •Claude talks •Tommy and Claude swim like CJ •Add Achievements from GTA Trilogy DE •Add Mobile Phone from GTA 5 •Add Switch Character •Make the cities alive •First Person View •Top-Down Perspective View •Add Wasted / Busted from GTA 5 with sound •Can play at Del Perro Pier •Can go to Car Wash •Can be a passenger of cab •Can rob a bank / supermarkets •Can buy at street foods •Can eat or drink at restaurant, drinking machine and bars •Can heal using ambulance

  1. Changes:

•Make the game with Unreal Engine 5 •Make a variant of cop car in every state:

  • LCPD livery in 2010s
  • VCPD livery in present day
  • LSPD livery is classic
  • SFPD livery is classic
  • LVPD livery is classic

•Change the size of aircraft to the real life size

  1. Release Platforms:
  • PC
  • Android
  • IOS
  1. Theme Song: L.S Mob

  2. Ending Song: The Setup

  3. Storyline Missions: 150 & just like GTA 5

  4. Project Start: December 2025

  5. First Trailer: July 2026

  6. Second Trailer: August 2027

  7. Claude's Trailer: 5th September 2027

  8. Tommy's Trailer: 10th September 2027

  9. CJ's Trailer: 15th September 2027

  10. Third Trailer: 25th October 2027

  11. Gameplay Trailer: 1st November 2027 (CTA), 5th November 2027 (CTA Multiplayer)

  12. Release Plan: 15th November 2027


Crime Theft Auto (Beta and Removed Content):

Before the release of Crime Theft Auto, there were features that were removed from the final product. These changes range from deleted vehicles and player skins to the removal of entire characters and mission strands.

  1. Characters:

•Claude Spade was originally named "Clark Spade". •Tommy's surname was originally "Vercetti". •CJ's nickname was "Carl". •Dave Witson was named Danny Watson •CJ's original outfit was a green hoodie instead of singlet.

  1. Gangs:

Originally, there are 10 gangs in San Andreas, but it is unknown why they are removed:

•Orange Grove Families •Gang 9 •Gang 10

  1. Missions / Side Missions:

There are some missions that were planned in the game, but is was removed for various reasons:

• The Fate of Love - was cut due to it's reference to 9/11 terrorist attack.

• The Ice Blowed - was cut due to it's too violent.

• Option C - originally, CJ was a character to die in this mission by killing himself, after Tommy found that CJ is dead, Tommy would kill Dave. And his role will replace with Ryder Wilson.

• Nrg 500 Challenges and Chiliad Challenge side missions was planned, but it was rejected for unknown reasons

  1. Weapons:

•The MAC-10 was supposed to have a silencer. •The Land Mine was cut. •The Grenade Launcher was cut. •The Tazer was cut. •The Nail Gun was cut. •The Desert Eagle was able to be used in free roaming but it was cut. •The Steyr Aug was cut. •The Ruger was cut. •The Sniper Rifle was going to have an ammo clip. •The Combat Shotgun had a longer barrel. •The Silenced 9mm was cut. •The Silver Colt 1911 was cut. •The Staple Gun was cut. •The Skateboard was cut.

  1. Vehicles:

•The Panto from Grand Theft Auto 2, which was based on a Fiat 128 was cut. •An unnamed sedan based on a 1980s Chevrolet Caprice or Impala. •The Buggy, which was an early version of the BF Injection. •The Forklift was cut. •The Tanker, which was manufactured by RON. and was easily explosive. •The Rumbler, which was based on Dodge Viper and could have been reworked into the Banshee. •The Luton, which had two variants and was possibly reworked into the Mule. •The Diablo's vehicle was originally from Infernus. •The Scooter was cut. •The V8 Ghost was cut.

  1. City / Map:

The city during development stage was very different:

• There's only single road to link three states. • Carcer City and Bullworth was planned. But it was rejected for unknown reasons. • 8-Ball's Garage was supposedly in the area names on the screen. • Fionida Keys doesn't existed. • Alcatraz Island was planned. • Originally, the Freedom Island was a real Liberty Island in Empire City. • Some of Petroleum company were removed:

  • Amigos
  • Bristols
  • F.F.F.T Gas

• Some of supermarkets were removed:

  • Lolita's Market
  • Modern Food Market
  • Olympic Market
  1. Gameplay:

• A very early HUD was very different. There was a percentage next to the radar instead of lifebar. • During Vigilante, Paramedic & Firefighters, the radio could go out of range, forcing the vehicle to go to the nearest station.

  1. Soundtracks:

• Tom Novy - Back to The Streets, originally intended to air on Head Radio. • Derrick May - Kaotic Harmony

Crime Theft Auto Multiplayer:

Crime Theft Auto Multiplayer, more commonly known as CTA Multiplayer, is a story-driven online multiplayer action-adventure game developed by Superstar Studio & Superstar Production & published by Superstar Games.

Since its original release in 2027, Crime Theft Auto Multiplayer is considered by Superstar Studio, Superstar Production & Superstar Games as the series' dedicated multiplayer title, set in a continually evolving world designed to grow in size and ambition over time. Unlike its predecessor, the game was never considered as an online component / multiplayer mode for Crime Theft Auto by the developers.

  1. Settings:

The game is set in the State of Empire, State of Fionida, State of San Andreas and State of Rovada in 2017. You can choose one state only.

  1. Character:

In CTA Multiplayer, players create their own customized characters through the use of a Character Creator tool. Unlike many other games where players can create their own character, physical appearance is not user-defined, but derived from the pre-set parent and grandparent characters that players choose.

6 Comments
2025/01/30
11:23 UTC

0

City vigilante game- but you are not OP- can leave evidence?

This is a LOOOOONG post, a lot of detail (yap). Feel free to skip or read, that's fine. Title is weird, yes, but I was just rewatching The Amazing Spider-Man and I thought of this game idea. I noticed that in TASM, Peter Parker, after getting bit and experiencing the change, begins tracking down the man who shot uncle Ben. But he's in rugged civilian clothes, an amateur mask, and he doesn't have any webs yet. He's just a man with a desire for revenge who can.. climb things.

I'm not asking for a spider-man game. Many already exist. But imagine that concept; Peter is limited. He's not skilled. He can be hurt, he runs from a group of like 6 guys whereas spiderman would wipe them all out without much of a problem. He's human, still. He fears. He has vulnerabilities, weakness. He's not overpowered (yet). When he stopped that first mugger, and fled from the group of guys, he didn't even have a mask.. and for a while after he got the mask he didn't even wear gloves. He was a true amateur. He wasn't yet fighting a bio-engineered lizard man.. he wasn't yet fighting a man in a steel rhino suit. He didn't fight aliens, he didn't work with the Avengers. He was just fighting regular guys, who posed an actual threat to him, and fled from the police.

I'm tired of power scaled games. Red Dead Redemption 2 is great, but Arthur is basically unkillable, especially on PC. Just dead eye everything, tank multiple shots to your vitals, etc, no problem. Sony's spider-man game.. you're spiderman, of course you're pretty OP. GTA, you carry an arsenal in your pocket. Also inhumanely strong. That's all fine, those games might suck if they had 1:1 real IRL damage responses. Think of Watch Dogs. You're just some guy who has ONE special ability; he's "hackerman" whatever. He's just a dude in a coat who wears a bandana. Ofc in gameplay you also carry an arsenal in your pocket and can take unrealistic damage, but it's better. You're just a guy. Who lives in a city. Not in gameplay, but obviously in the sense of it, he puts his pants on one leg at a time like everyone else.

Look at the game "Shadows of Doubt" by ColePowered games, you're a detective. Procedurally generated city, people, and murders. You have your own apartment in a building, can leave and come back at any time with no loading screens. You have to eat and drink, you don't have a detective license nor do you work with the "enforcers" (the game's private corporation version of police). You have a radio scanner and listen for murder reports, and eventually break into the apartments to investigate the body. You take finger prints, search and ID the victim, etc. You can get killed and lose your save or end up in a hospital, nobody is holding your hand, and you don't really have any "super power".

- WHAT'S THE GAME IDEA? Like Shadows of Doubt, you have to manage your own money. You either get a job or you steal, whatever. You go homeless if you don't pay rent. But you have some sort of MO that drives you to do something. Maybe you're like a Travis Bickle who decided to "clean the scum off the streets". You start out broke, maybe in debt, just lost your job, an alcoholic, etc. You tried to ignore the crime in your city until someone you know closely died as a result of it. Maybe the prologue/opening is you, as an amateur, no gear, no mask, nothing, for the first time, track down the criminal who caused the family/friend's death and kill him. Or.. I don't know, beat the hell out of him. Maybe the player can choose. Either way, you find out you like it, and you possibly saved other people's lives by stopping that person.

After finding out that your action has had a positive effect on your city, you do it again the next week. Find another person. Carry a mask and gloves with you where ever you go. You see someone getting mugged, someone robs the gas station and you see it before the cops do, you cover your face and you deal with it. Maybe the player can choose whether they kill the criminals or not. And if they do or don't, their "rep" goes one way or the other, police crack down on you harder or not so much. You start to get known by the public, their opinion of you is a result of your chosen actions. Say there's an evidence system in the game; you avoid or wipe cameras or wear a mask, if you don't wear gloves your fingerprints are left at a robbery you stopped and the police track you down, now you lose progress or restart the save. Maybe if you're wounded and bleed, the police have your DNA, and if you get picked up for a lesser issue (or brought in for questioning if you become a suspect) they can link you to it.

Maybe you do have one special ability. I don't even know what it would be. Can't be something done before. Can't be web-slinging or climbing walls. Can't be something too special/overpowered like teleportation.. A guy who is exeptionally strong but.. not to the point of lifting cars? You know? Some ability that makes the game NOT boring. Or no ability at all, I'm not sure.

Maybe cameras can be viewed to see that the "vigilante" returned to your apartment complex, so the cops go door to door asking questions. Maybe your apartment gets raided and you have to hide your bag of gear else-where. On the roof of your apartment tucked in an AC unit, in a vent, in your apartment, etc. It's up to you. Maybe if the city is procedurally generated, if you get too much heat on you, you can keep your character, your stats, your gear, etc, but go to a "different city" (a new one is generated). It's all freedom. Maybe the police know it's you, they raid your apartment while you're gone, but you're still free. You find out, you can move to a new city.. your skill levels like lockpicking or your fitness level remains, but you lose your apartment and your gear, so you have to escape the city and start again. It's either a "never ending" game or you "win" by eventually bringing down the crime rate by a certain %? You can start different saves at any time, with varying customizable difficulty levels? Just.. some game mechanic ideas there.

- So.. yeah. A mix of a lot of games. You can eventually make enough money by looting the criminals or taking some cash from the robbery you stopped for yourself that you buy a kevlar vest. But you choose what crimes to try and stop and are rewarded based on your success in various difficult scenarios. Maybe you're too weak or too smart to try and intervene in a BANK robbery as an average guy in a mask.. maybe next time. Skip it, go home. Take the day off. Or try, and if you're shot, or take too long and police storm the bank, you're either killed or arrested.. if the charges can stick, you lose. You could reload a save file or start a fresh save. Maybe there can be a "one life" mode with save-loss when you die. Idk. I'm bored and this seems like it'd be a fun game.. but also one that'd even take Rockstar Games a few years to make. What I specifically like about Shadows of Doubt is that you really do have your own place. Not some gamey "hideout". Your apartment. You go to the store and buy food. You're just a guy. A civilian. I'd like something like that in this pipe dream.

Any other thoughts? Any criticism? Any ideas to add on? Especially about a game "ending".

Edit: Just thought of an alternate idea. Maybe your one special ability is closer to a MUCH weaker Deadpool. You're not acrobatic, and headshots are still deadly, any vital organ damage is still pretty serious. But you can get shot in the stomach, you're severely wounded, your stamina is halved, the damage you deal is much less, the damage you receive is more severe, but you bandage it, and heal within a day or two, for example. Make the game not so boring, but not OP. You can still die. The immediate effects of the damage you receive are the same as an average person, but your healing is short. Stabbed in the right arm? Either you can't use hand-held weapons or they're in your non-primary hand, which means they deal less damage and are slower. I can't think of an excuse to make you regenerate over a few days.. the idea is by no means refined or even logical, but it's an idea at least.

1 Comment
2025/01/30
06:04 UTC

7

A Jurassic Park inspired zoo tycoon game that has a horror twist

I might actually try to develop this because I’m in love with this idea so much.

So, the concept is pretty simple. Most of the game is a pretty straightforward tycoon game where you build your own Jurassic Park, but for licensing reasons you obviously can’t call it that, and it might be more interesting to have it be more like a mythical beast/kaiju park instead of just dinosaurs, but that’s besides the point. One system I will put in place is that you’re incentivized to design the layout of the park in a way where it’s easy to get lost (foreshadowing), so that visitors spend more time there and can see more of the exhibits. You also have to add in security measures just in case any of the dinosaurs get loose. Another emphasis will be on research in order to create new genetically modified dinosaurs, like in the Jurassic World movies.

Now here is where the twist comes in. The game has a story mode that’s pretty standard and ensures you have built certain buildings, discovered certain dinosaurs, and met certain goals like the previously mentioned park layout one. At what seems to be the end of the story mode, the game transitions to a first person cutscene where you are in your office in the evening getting ready to leave for the day, when suddenly there is an explosion and the building starts shaking. You hear screams and before you can react a piece of debris falls from the ceiling and crushes you. You wake up a few hours later and it’s night time and the park is silent. Upon exiting the building you were in, you see damage all around the park and many of the dinosaur containment systems are destroyed or disabled, meaning the dinosaurs are loose in the park. You are now the only person in the park and it is your job to escape the park that you built, which was designed to be difficult to leave, while also optionally trying to piece together what happened to get the true ending. The game transitions to a survivor horror game where you have to find resources to help you get out and there is no map, so you either have to find one or rely on your knowledge of the park that you built.

After escaping the park and potentially finding the culprit, the game fast forwards and you’re free to continue working on your park as usual, while also being able to switch to first person to explore the park itself.

1 Comment
2025/01/30
05:43 UTC

4

2D Unity Tic Tac Toe Project / REASSURANCE & " HOPE "

2D Unity Tic Tac Toe Project / REASSURANCE & " HOPE "

So I've been working on a " tic tac toe " project in Unity for the past 3 or 4 months maybe more not sure and this has been the only project that I am dedicated to as I'm a complete beginner to the amazing world of game development & limited on coding with C# / C++ my thing is I have scrapped so many other projects for some reason this specific one keeps me motivated on my journey.

Also was told that small projects like Pong, Tic Tac Toe etc. are a great start for newcomers the thing is I already have a few critics stating and asking who would want to play a pornographic version of tic, tac, toe?

I'm not looking at it in that way because my....

  1. Target audience are " couples " due to the spicy, hilarious and sexy twist along with the 2D sprites being placed as ( donuts & bananas ) I want to also release a multiplayer version after it's published.

  2. Old school ( OG ) tic tac toe players because of the win/reward system of ranking up and earning different humorous emblems & prizes etc.

  3. IT WILL BE FREE ! I just want those interested to have fun that's all...

Any thoughts or ideas on how I could make the game look more " presentable " or maybe ideas for funnier twist & gameplay so it won't be so NSFW?

EVERYONE is welcome.

5 Comments
2025/01/30
03:38 UTC

3

Open world RPG where you can grind and level as much as you want....but so can your twin

You're dropped into the world. Its a big world with a lot of things to do. You do normal RPG things like questing, killing monsters, gaining exp, leveling up yourself and your skills, earning increasingly powerful weapons.

But, someone else in the world is doing that too. You go to a dungeon, but its cleaned out, all the treasure looted, the monsters dead.

You find a town, but they've already been saved, their problems solved, even their fetch quests fetched.

You're confused, but you move on. The more you explore the game, the most you see the results of this mysterious other adventurer. You try to take over a guild, but find out that someone already took over and they're not looking for a new leader anymore.

Eventually, you realize this other person is completing quests, killing monster, and grabbing loot just like you are. You think you're the Chosen One, well, half the people think he is. Some quests you can't even do because he did it first, you lose out on all the treasure he already looted.

You finally meet, and he has your exact same stats (maybe a little higher for gameplay purposes). You can't outgrind him, you can't outloot him, you can't gain all of the powers of the game without him having some too.

This would make for an interesting Skyrim mod. Whenever you complete a dungeon, the game automatically completes a random one for you. If you do an important quest, the game marks a corresponding quest as complete so you can never get the loot. You join the Thieves' Guild, the game finishes the Dark Brotherhood quest. You serve Sanguine, the game finishes Sheogorath. At the end, you basically fight someone with your broken gear and spells in a duel.

For the hell of it, let's make it so that there's a 1% chance you can run into your twin out in the wild just doing stuff, and you can fight him or run.

1 Comment
2025/01/30
01:05 UTC

2

remake beach head 2002 with modern take on it let me hear your thoughts

Remake Beach Head 2002

Released in 2002 by Digital Fusion, Beach Head 2002 was an intense arcade style first person shooter that put players in the role of a stationary gunner defending a fortified position against relentless waves of enemy forces. Unlike traditional FPS games that focused on movement and exploration, this game relied on pure reaction speed, precision, and resource management. Players were tasked with holding their ground, using machine guns, cannons, and missile launchers to fend off waves of infantry, tanks, helicopters, and fighter jets. While simple in design, Beach Head 2002 delivered a raw and thrilling combat experience that kept players engaged with its non-stop action.

Now, in 2025, a modern remake of Beach Head could take the core experience and elevate it with new mechanics, improved visuals, and expanded content while staying true to the original stationary defense gameplay. One of the most crucial areas of improvement would be going from one era to the next, like for example going from old school 1800s era where you have a fort and you defend it against incoming ships, to world war 1, world war 2, cold war, and now modern war, another area is weapon customization and upgrades. Players could modify their arsenal with attachments like enhanced scopes, heat seeking missiles, explosive rounds, and cooling systems that reduce overheating. Different types of ammunition, such as armor piercing rounds for tanks or incendiary bullets for infantry, could add layers of strategy. Upgrading turrets to improve reload speed, rate of fire, or stability could allow for a more personalized playstyle, making each player’s defensive setup unique.

The original game featured a single beachhead environment, but a modern version could introduce multiple locations with different strategic challenges. Players could defend a desert outpost surrounded by dunes, a frozen Arctic base with blizzards affecting visibility, or a jungle stronghold where enemies use the terrain for cover. Dynamic weather conditions, such as rain, fog, or sandstorms, could impact aiming and create moments where visibility is reduced, forcing players to rely on thermal vision or radar tracking.

Another major upgrade could be a deeper progression system. Instead of simply surviving wave after wave, players could earn experience points to unlock new weapon systems, defensive reinforcements, and AI controlled support units like automated turrets or drone strikes. The ability to call in supply drops with temporary power ups such as explosive drone swarms, EMP bursts that disable enemy electronics, or air support from friendly jets would add another layer of tactical decision making.

To keep the action fresh and engaging, enemy AI would need a major overhaul. Instead of predictable attack patterns, enemies could adapt to the player’s tactics. Helicopters might circle to avoid gunfire, tanks could deploy smoke screens, and infantry could use coordinated assaults rather than mindlessly charging forward. Special enemy types, such as heavily armored juggernauts, stealth helicopters with radar jamming, or fast moving drones that swarm the player, would increase the intensity and require players to adjust their strategies on the fly.

Multiplayer integration could take the experience even further. A cooperative mode would allow multiple players to defend the beachhead together, sharing resources and coordinating their attacks against increasingly challenging waves. Competitive leaderboards could track high scores for the longest survival time, encouraging players to refine their tactics and climb the global rankings. A limited time event system could introduce seasonal challenges, such as night-time invasions or boss battles against massive enemy war machines.

With modern technology, Beach Head 2025 could deliver stunning visuals and immersive sound design. Explosions could send debris flying, tracer rounds could light up the sky, and realistic physics could make enemy vehicles react dynamically to incoming fire. Destructible elements, such as sandbags and bunkers, could erode over time,High quality audio with surround sound effects would make the roar of helicopters and the distant rumble of tanks feel more real than ever.

0 Comments
2025/01/29
10:54 UTC

11

Game where youre the henchmen doing base management stuff when suddenly the Main Character shows up to wreck it all.

Was playing Far Cry 5 and was thinking how fun it would be if you were the henchmen at one of the outposts. Minding your business, doing villainy, when all of a sudden, stuff starts blowing up or the guy you're talking to gets his head blown off mid sentence.

The setup would be that you're dropped into a square mile area with a dinky base and a list of duties (make drugs, suppress rebelion, etc.) to complete to make money to fortify your little base with bigger guns or more goons. Armor upgrades. Higher walls or a watch tower for early detection. Guard dogs or a buy a juggernaut with insane high armor. Bed and food management. Morale. The list goes on, but the point would be to make your base as defensible as possible, while managing resources, because eventually the Main Character will come to liberate the outpost.

My idea would be that the MC would show up randomly on the 3rd-ish day and have a pool of different ways they begin their engagement based off the base building decisions you made. If you have a fully upgraded watch tower or alot of cronies, the ai would be less likely to choose a stealth approach. If you chose to upgrade your gate, it would be less likely to send a car bomb through it, so on and so forth. The MC will soak a tremendous amount of damage unless you chose to upgrade weapons. The MC will turn invisible if you or any other npc henchmen lose line of sight for more than a few seconds or you didnt remove all the debris creating hiding spots (you can have security cameras installed to mitigate). None of you henchmen can sprint unless you paid for calisthenics training. How much you paid for new hires would determine their ai intelligence level. The goal would be to kill him before they kill all of you. Maybe if your character dies, you go into the body of the furthest living teammate to continue the fight? The balance would come from never having enough time or money to fully upgrade every single aspect, always having a few areas that are more vunerable than others. Every choice would be a trade off between time or money. Each level area can have a different theme like jungle outposts, urban warzones, penthouse suites. Each with its own unique challenges, maybe a puzzle to solve to unlock a unique weapon (sacrificing time you could be spending on building a wall or something) possibly a procedural generated aspect where each playthrough base has some randomness to give it more replay ability. Was thinking FPS or maybe top down? Or both!?

I don't know. Thought the idea was cool.. please recommend more suggestions. Thank you for reading.

4 Comments
2025/01/29
06:05 UTC

6

I need a minigame mechanic were you cook a sausage in an horror game.

I'm working on a horror game, with a bit of comedy in it. I would like suggestions to create a mechanic where you need to cook a sausage in a pan. How can you cook it? Or how can i make cook a sausage entertaining? It isn't the core gameplay, but this minigame is supossed to be repeated a couple times. Also, it is supposed to be funny and feel out of place within the horror theme, because it has a purpose for storytelling and game-pacing. I would prefer an idea that it is non physics-based, but i won't discard the idea if it is. Finally, the assets that i have to be involved in the minigame are the sausage, a pan and an oven. If your idea needs it, i can create more assets, so dont be afraid to share an idea that needs more assets. If it is possible, i want to reduce the UI the most i can, but as the physics-based concept, it doesn't bother me that the ideas that contain it. The game is in 3D and most of the time is a walking simulator, interrupted by this minigame sections. Also, everytime that you play, the number of sausage can (or not) increment, so it doesn't have to take too much time of gameplay.

10 Comments
2025/01/29
00:51 UTC

0

Open World Rogue-Lite Set in the Adventure Time Universe

I’ve been brainstorming a game concept inspired by Adventure Time, particularly the Dungeon Train episode. It’s an open-world rogue-lite set in the Land of Ooo, and I think it could be a great mix of chaotic fun and endless replayability. Here’s my concept so far:

🌟 Story Premise:
You’re not Finn or Jake—you’re just another adventurer created by Princess Bubblegum. The game gives you two story paths to choose from:

Option 1: The Hero Search
Finn and Jake have mysteriously disappeared, and Princess Bubblegum is creating adventurers to track down clues and uncover their fate. The story revolves around piecing together their whereabouts and saving them from whatever strange force is affecting Ooo.

Option 2: Restore Balance to Ooo
A disorder has begun spreading across the Land of Ooo, destabilizing the kingdoms. As a new adventurer created by Princess Bubblegum, your job is to explore dungeons, defeat bosses, and restore balance to the world.

Every time you die, Princess Bubblegum “creates” a new adventurer, keeping the rogue-lite mechanic tied into the story while maintaining a sense of continuity.

🗺️ World Exploration:

  • The Land of Ooo is a vast, open world filled with locations like the Candy Kingdom, Ice Kingdom, Fire Kingdom, and more.
  • Dungeon Zones: The dungeons are handcrafted but feature multiple versions of each section, ensuring variety while maintaining intentional design. Each dungeon has unique themes, such as slime caverns, lava halls, and candy-themed mazes.
  • Familiar Faces: Characters like Finn, Jake, Marceline, and others will roam the world or station themselves in specific areas, offering quests, lore, and rewards.

🎮 Gameplay Features:

1. Loot and Powers:

  • Discover over-the-top loot like swords that shoot fireballs, shields that turn enemies into candy, or boots that leave behind trails of lightning.
  • Stackable powers let you experiment with abilities, such as combining flight with fireballs or using stretchy gloves for long-range punches.
  • Loot defines your playstyle, ensuring each run feels unique and exciting.

2. Combat (Inspired by Breath of the Wild):

  • Combat is skill-based and dynamic, with a focus on timing and environmental interaction.
  • Use the environment to your advantage—burn grass to trap enemies, drop bombs to uncover secrets, or push enemies off ledges.
  • Magic and ranged attacks complement your melee combat, offering variety and creativity in your approach.
  • It’s fun, lighthearted, and stays true to the spirit of Adventure Time.

3. Handcrafted Dungeons with Variations:

  • Each dungeon is carefully crafted, with multiple variations in each section to keep things fresh while maintaining a sense of love and design.
  • Dungeons feature traps, puzzles, and wacky bosses (think candy-themed gelatinous cubes or talking swords).
  • No Permanent Upgrades from Bosses: Bosses drop loot that can be used in your current run, but there are no permanent upgrades from bosses, so the rogue-lite cycle remains intact.

4. Replayable Objectives:

  • Quest types range from dungeon exploration and boss battles to gathering rare items or solving world puzzles.
  • Random events can happen during your runs, like a Dungeon Train-style event where you board a magical train that takes you through new dungeons filled with unique loot and challenges.

🍭 Tone and Style:

  • The game stays true to Adventure Time’s humor and art style. Enemies taunt you mid-fight, NPCs have absurd dialogue, and random events keep things chaotic and fun.
  • Loot and abilities reference iconic moments from the show, such as the Enchiridion or Jake-shaped boxing gloves.

🤔 Why It Works as a Rogue-Lite:
The chaotic and unpredictable nature of Adventure Time makes it a perfect fit for the rogue-lite genre. Handcrafted dungeons with random variations, loot-driven progression, and stackable powers create a fresh and exciting experience each time you play. The two story paths provide meaningful choices, and with no permanent upgrades from bosses, the progression system remains balanced and rewarding.

This is just the beginning of my idea, but I’d love to hear your thoughts! What do you think about the concept? Does it sound fun? Any feedback or suggestions for mechanics, quests, or loot? Let me know!

3 Comments
2025/01/28
18:03 UTC

0

Seeking Passionate Developers to Bring Astralis to Life – A Revolutionary VR MMO with Adaptive AI

Hello, game development community!

I’m looking for a talented and dedicated team of developers, designers, and visionaries to help bring Astralis to life—a groundbreaking VR game that pushes the boundaries of what’s possible in gaming. Inspired by hit anime like Infinite Dendrogram, Sword Art Online, Shangri-La Frontier, and Bofuri: I Don’t Want to Get Hurt, So I’ll Max Out My Defense, Astralis aims to redefine how players experience virtual worlds through adaptive AI, deep customization, and an evolving, immersive world.

The Vision for Astralis

Set in a vast and beautifully detailed world, Astralis is a VR MMO that takes full advantage of modern technology and the potential of future advancements like full-dive systems. Players, called Espers, will shape their own destinies in this living, breathing world where every decision has an impact.

Here are the key pillars of Astralis:

1.	Self-Learning AI Administration System

At the core of the game is an innovative AI architecture:

•	A main AI system oversees the game’s ecosystem, managing sub-AI systems responsible for aspects like NPCs, enemy AI, and weapon/skill creation.

•	NPCs aren’t scripted—they are dynamic and adaptive. They respond to players in real-time, allowing full conversations, alliances, or rivalries that feel organic.

•	The custom weapon and skill systems analyze individual playstyles, creating unique abilities and tools for every player. No two experiences are the same.

2.	Intelligent Enemy AI

•	Enemies are powered by tiered AI systems that adapt and learn from players’ combat strategies.

•	Low-tier enemies provide accessible challenges, while high-tier and boss enemies evolve over time, forcing players to adapt to stay ahead.

3.	Player-Centric Systems

•	Character Creation: One of the most advanced customization systems, allowing players to design their avatars down to the smallest detail.

•	Job System: Players can start with a base job (class) and evolve into hybrid roles based on their choices and playstyles.

•	Skill System: Skills evolve dynamically, with the AI generating new abilities based on how you play.

•	Magic System – Airel: A deep and flexible magic system that adapts to player preferences, letting you experiment and craft unique spells.

4.	An Immersive World

The NPCs, lore, and environment are designed to make Astralis feel alive. Cities are bustling, dungeons are unpredictable, and every interaction has the potential to impact the world.

Why This Game Matters

With VR rapidly advancing and the concept of full-dive gaming on the horizon, Astralis has the potential to become a cornerstone of the gaming community. It’s not just a game—it’s a living, evolving experience powered by self-learning AI that adapts to each player individually.

This project is more than a dream; it’s an opportunity to push the boundaries of what’s possible in the gaming industry. With the right team, Astralis could redefine the future of gaming.

What I’m Looking For

I’m seeking passionate, skilled developers and creators who are excited to work on a project of this scale. Specifically, I’m looking for:

•	Game Designers: To build the mechanics, systems, and overall experience.

•	AI Engineers: To develop the self-learning AI systems and ensure their reliability and scalability.

•	Artists: To create the game’s stunning world, characters, and animations.

•	Writers: To help craft the lore, world-building, and NPC dialogue.

•	VR Specialists: To optimize the game for current VR platforms with an eye toward potential full-dive compatibility in the future.

Next Steps

If you’re interested in being part of this revolutionary project, let’s connect! Whether you’re an experienced developer or a newcomer with fresh ideas, I’m open to hearing from anyone who’s passionate about bringing Astralis to life.

Let’s build something that could change the gaming world.

DM me or comment below if you’d like to discuss the project further! i have more info on the game this is just a shortened down version of all the ideas i have for the game

3 Comments
2025/01/28
17:11 UTC

5

I need help validateing and guaging interest for my Fitness Idle RPG idea.

4 Comments
2025/01/28
15:07 UTC

3

Modern Nautical/Ghost Ship squad based tactics and exploration

It's the 1960s, and advances in occult navigation have enabled ships to pass through the Bermuda Triangle anomalies. Whatever lies beyond could mean an advantage in the cold war, so the great powers are assembling expeditions to control this untapped new resource - even if it is a power better left alone.

Your organisation must be the first though, learn about the anomalies, and if possible prevent the inevitable Old Ones/zombies/Hell from breaking out.

Mechanically, think X-COM on a boat. Instead of a global strategy later, you guide your modified trawler through an endlessly shifting ocean. To research the anomalies, you'll need to board vessels that have disappeared over the centuries - hulking tankers, WW2 corvettes, Spanish galleons, cruise liners- and survive whatever their crews have... become...

Your squads will need to balance breaching experts, toughened security personnel and squishy investigators.

Eventually your modern ammo supplies will dwindle, and you will need to incorporate antique and improvised weapons into your boarding parties. As your ship becomes damaged, you will be forced to Frankenstein it with salvage.

As time passes, the situation escalates- the US and USSR expeditions have arrived, they are not your friends and have not all remained entirely human. Your ship and crew are sustaining casualties, reality is increasingly fragile, and each wreck you investigate brings you closer to contact with the Deep Things that are surely watching.

2 Comments
2025/01/28
03:14 UTC

3

SEGA Eras: A series of gigantic SEGA video game compilations

Whenever SEGA releases a compilation, it's arguably common for said compilation to either be Sonic-related or have dozens of games from their Genesis library, including most of the Sonic games that were released for the Genesis (with Sonic the Hedgehog 3 nowadays being left out, for obvious legal reasons), leaving the rest of SEGA's rich gaming history practically lost to time. So, with this in mind, I've thought of something to help preserve said gaming history: SEGA Eras.

SEGA Eras is a comprehensive series of big video game compilations celebrating the rich history of SEGA, as well as their diverse portfolio. The series would consist of four installments, sorted by the following decades: the 1980s, 1990s, 2000s, and 2010s. Each installment would be curated to showcase each decade's defining titles, as well as their innovations, thus highlighting SEGA's impact on the gaming industry. The SEGA Eras series would capture the evolution of gaming through the lens of SEGA, offering older players a nostalgic journey through the legendary game company's greatest achivements, while introducing newer generations to the very video games that helped establish a gaming legacy.

The first SEGA Eras installment is SEGA Eras: 1980s, where players can relive the golden age of arcade and early console gaming with SEGA's formative classics. From iconic platformers like Alex Kidd in Miracle World and Wonder Boy, to revolutionary arcade hits such as Fantasy Zone, OutRun, and Space Harrier, and even foundational RPG titles like Phantasy Star, this first SEGA Eras compilation is a tribute to the innovative spirit of SEGA in gaming's early days.

Next is SEGA Eras: 1990s, which is where players can experience SEGA's battle with Nintendo in their legendary Console Wars, as well as SEGA's dominance in the arcade scene in the very compilation that helped define gaming in the 1990s. Featuring the birth of Sonic the Hedgehog, the rise of fighting games like Virtua Fighter and Eternal Champions, groundbreaking RPGs like the Shining series, and cult classics like NiGHTS into Dreams... and ToeJam & Earl, this compilation captures SEGA's relentless push for innovation, as well as the blending of creativity and technical prowess.

SEGA Eras: 2000s has the players enter the age of 3D gaming with SEGA's ambitious ventures into their Dreamcast console, as well as their then-new ventures as a third-party company, bringing their fan-favorite franchises to other powerful consoles at the time, with this compilation featuring the likes of Shenmue II, Jet Set Radio, Panzer Dragoon Orta, Sonic Adventure 2, and Ecco the Dolphin: Defender of the Future, as well as Jet Set Radio Future, Gunvalkyrie, NiGHTS: Journey of Dreams, and Super Monkey Ball.

Last but certainly not least is SEGA Eras: 2010s, where SEGA brought players a modern era of storytelling, refinement, and franchise revival, featuring the likes of Valkyria Chronicles, New Sakura Wars (the Sakura Wars game that was first released in December of 2019 in Japan), Sonic Colors, Bayonetta 2, and Sonic Generations.

Game Features for Each Compilation:

Remastered Graphics & Performance: Each game is enhanced for modern platforms with improved resolution and frame rates, staying true to the original art and design.

Save States & Rewind Feature: Seamlessly save progress or rewind the gameplay for a more convenient and forgiving experience.

Multiplayer & Online Features: Enjoy co-op and competitive gameplay in select game titles with local and online multiplayer support.

Game Selection:

Unified Game Library Inferface: Players can browse through a sleek, user-friendly interface that categorizes games by title, year, genre, or platform.

Game Previews: Each game features a description, box art, and a brief history. Players can also look at screenshots before diving in.

Multiple Versions: For games with multiple versions (e.g. Sonic CD or Virtua Fighter), players can choose between different iterations. Each version comes with its unique features, graphics, and improvements from its time.

Save States: Every game supports save states, allowing players to save progress abytime and resume later.

Customization Options: Players can adjust game-specific settings like aspect ratio, graphical filters (e.g., scanlines, smoothing), and difficulty levels.

Starting a Game:

Seamless Loading: Once a game is selected, it launches almost instantly, with an optional nostalgic startup animation based on the original console or arcade hardware.

Enhanced Presentation Options: Players can toggle between original and enhanced visuals. Enhanced visuals include HD upscaling, widescreen support (if available), and remastered audio for some games.

0 Comments
2025/01/27
23:09 UTC

1

Multiplayer game about players diving for hunting sea monsters and completing missions.

A multiplayer game following the steps of another popular games like phasmophobia and lethal company. The players spawn in a ship with diving equipment, a crane with a minisub, and sonar. One player can stay in the ship with the sonar, the other take the sub as a portable workstation. The divers take valuable objects and attach buoys with lightmarkers to send them to surface and search the misterious creature lurking in the shadows. Once found the team needs to take pictures and try to capture/kill it while avoiding disappear into the depths. Divers can recover corpses and other divers bodies sending them to the surface. This is an interesting idea that can be molded to make an asymmetrical multiplayer or a frightening experience about exploration, survival and hunt. The ship team work is based in recovering the buoys and advise the divers with the different systems like sonar, cameras, etc but they're not safe as the creature can attack the boat. Creating the need to repair the ship because without ship there's no going home. If the entire crew dies the players also lose but if they won and make momey they can improve/personalize the ship, buy new equipment and access new sea nighmares and ruins to discover. A players points chart system can also improve the game by appeal to competitiveness between crews and be the best divers between missions like hunt, ruin exploration and body recoveries. Thank you for your attention.

0 Comments
2025/01/27
21:19 UTC

5

Journey through Expedition, a pirate game similar to no man's sky

so this is a pirate game where the player can freely sail to any island they want, and each island is procedurally generated with different types of loot and enemies.

HOWEVERRR, beyond exploration, the player does have a goal: find Copper John's treasure. there are thousands of islands in the game, finding the one specific island that has the treasure could take...a while.

the game is basically a "one piece simulator" where they must travel through every island to find a hint and eventually find...the one piece!

Copper John's treasure always spawns on a random island, inaccessible until the player finds all the required hints. some islands will have hints, others will be a dead end. but of course, if you dont want to find the treasure, you can always just freely explore and build a base or even find the best boat.

you can hire your own crew who will live with you on the ship and fight for you. you can hire a helmsman to automatically drive for you, a navigator to automatically show waypoints, a quartermaster that gives you a "portable inventory" so you can swap between your owned weapons/ships from anywhere instead of having to gather your weapons at the ship. and of course, more types of crewmembers that will do different things.

there are even special types of ships such as ghost ships which have low HP but have the special ability of intangibility, allowing it to go through obstacles such as small islands and rocks, making movement easier

you can use living creatures such as whales or squids as ships. these "ships" dont have ranged weaponry but can regenerate health and dont require repairs

and whats a ship exploration game that doesn't allow you to trade? you can make a profit by being a merchant and buying goods for low and selling them for high to make a profit.

but no matter where your journey may bring you, there's always one thing that every NPC talks about...that every island is connected to...

the treasure of Copper John

1 Comment
2025/01/27
16:10 UTC

3

A multiple player strategy game about chemicals with a grid

This game will be about two or more players playing against each other with a board/grid where all the action will take place, each player will have a build/deck/load out of elements of the periodic table, and the different elements would be used for different strategies, each element could either be placed down onto the board as a soldier of sorts or can be used to create/craft either more advanced soldires or tricks, but you will need some form of energy production to create the elements or to fuse elements into more powerful ones.

Examples of potential strategies: EX1:nickel copper and iron(defense and anti fusion) This deck will be about playing The Long game and/or stalling,all the elements will have high stability (which is this games stand in for HP) nickel and copper have high health and deal low amounts of damage?(I haven't come up for a name for "damage" yet) but they could be combined to create steel(the highest "HP" soldire in the game)amoung other fusions I haven't come up with yet As for iron it cannot be used for fusion but it has magnetic properties that increase the cost of fusion for the opponent or opponents elements.

EX2: uranium rhodium and francium(the late game offense) This deck will consist of mediocre elements with incredibly powerful on hit or on death abilities such as recovering a large amount of energy to repurpose or to deal tons of "damage" or to change the properties of the board/grid,francium and rhodium (and potentially other radioactive elements) will almost be exclusively used for these on hit/on death abilities, and uranium will be used for very powerful fusions (like a nuclear bomb),they would highly effective against the previous example because of their lack of dependence on fusions.

EX3: hydrogen and helium(the early game aggro) Hydrogen will be the only element in the game thats entirely free they are basically fodder that have low health and do no "damage"and they should be exclusively used for fusions Helium is an incredibly cheap element that has the special ability to grow more powerful the more helium elements there are on the board/grid, because they gain the ability to delete an opposing element after a certain number of turns or an amount of time,they would be highly effective against the previous example because they would avoid triggering on hit/on death abilities,but they would also be incredibly weak against the first example due to their reliance on fusions (especially hydrogen) and they would be able to fuse into a star they would be incredibly expensive but they would give back half the energy and half the hydrogen / helium used to make them and they would also passively be able to send solar flare strikes against the enemy or enemies.

1 Comment
2025/01/27
13:55 UTC

3

W.M.C (Workers of Mass Construction) PvP Construction-Based Shooter

Hi! I've had this idea brewing in my head for nearly a year now, and unfortunately, I've not been able to do anything with it yet, so I figured that I would share it here!

Whilst watching The Rookie (great show btw) I had an idea for a shooter, similar in tone to something like Team Fortress 2, and with an equally cartoony art style and set of characters.

A 3v3 to 6v6 team-based shooter, where everyone's goal is to blast one-another away with construction equipment whilst trying to track up the most premiums and best reward on their construction efforts.

The weapons roster would be things like jackhammers, nail guns, claw hammers as throwing axes, and screwdrivers as throwing knives. Perk system like current CoD but in the form of a lunchbox that you get to set up pre-match, with different mains, drinks, and sides providing the three different categories, all complete with different animations when loading a mission up.

It's very scattered, but I've had loads of little ideas here and there, like the logo would be a skull and crossbones, except it's a pair of hammers, and the skull has a hardhat on, things like tutorial NPCs Foreman Dave and Concrete Christopher (who is literally just a bag of concrete with a smiley face and hat.) Most of the ideas I've had for it are little things like those, and quite a few are courtesy of my best friend and girlfriend, both of whom have been a huge help with brainstorming.

It's not a fully complete idea, but I really feel like I found something potentially one of a kind, and I really wanted to make sure that one day, in case I never managed to do something with it, the idea could potentially take flight on its own.

I'd be glad to answer any questions about other sorts of things that had come up during the brainstorming process if anyone is curious, and I hope that people at least get a chuckle out of the ideas above. Thank y'all for your time!

4 Comments
2025/01/27
13:39 UTC

0

FOREVER FUTURE WARS THE ETERNAL WARS BEYOND DEATH AND TIME

https://www.instagram.com/p/C4YD_7isk4h/?igsh=MWNxbDBjdGJiempneg== Man against Man Tribe against Tribe Nation against Nation Species against Species Worlds against Worlds Time against Timelines Concepts against Universes BEHOLD The Eternal Battle Royale The Valhalla of Wars The Crucifix of Battle and Strife The Plane Beyond Time Space and Death itself Behold The Eternal Wars The Everlasting Battle Royal THE FOREVER FUTURE WARS

In this universe of The Forever Future Wars, the concept of death is erased, but war rages on endlessly across countless dimensions, planets, and timelines. This is a world where soldiers, civilizations, and species from every corner of existence—whether human, alien, advanced, or primitive—are drawn into an infinite battle simulation. These entities are not merely fighting for survival but are locked in an eternal struggle where death is a temporary inconvenience, and the battlefield spans the fabric of space, time, and reality itself.

When a soldier falls in combat, they are not truly lost. Instead, they are whisked away interdimensionally, respawning in a different layer of reality, on an unfamiliar planet, or within a new time period. This constant shuffling creates an unpredictable and chaotic environment where no warrior knows where they will land next. Civilizations with radically different levels of technology—ranging from sword-wielding tribes to star-faring empires—clash in these eternal wars.

This endless war is not just about individuals but entire civilizations caught in the same cycle. Entire worlds are uprooted from their home dimensions and thrown into the fray, forced to fight alongside or against other societies with vastly different values, histories, and technologies.

0 Comments
2025/01/27
03:12 UTC

4

Ever wanted to be the prophet of the world’s largest religion who was actually just schizophrenic?

Hello, I have no clue how game design works, but I’ve been inspired by the various videos I’ve seen by a YouTuber called Blackthornprod, and now I’m inspired to post game ideas. I have no idea how or intention to start actually becoming a gamedev, so I’ll post my game idea here. I probably won’t use the fancy game dev terminology or stuff either. Take my idea and run with it! I wrote this all in one sitting, and rambled the whole time. There will be grammar errors and POV switches throughout the writing. Try and bear with me.

Note, this is a post write after a huge text wall further below. The basic premise of this game is that you are a hallucinating, really really old crippled man who outlived his family in broadly late antiquity. You get visited by a bunch of (eleven) other hallucinating dudes who by random ahh video game logic, are all seeing the same hallucination of a blacksmith claiming to be god in human form. The blacksmith promises to sacrifice himself to resurrect your grandson, when in reality you straight up dug up your grandson's day-old grave. The corpse is taken by “authorities” and next thing you know, the eleven men name you Prophet of their new religion. The player however, has no clue about this, and everything will appear completely real and just a part of gaming logic/magic to the real world player, with the only hints being small “breaks” in the visual narrative, and that consistently all NPCs out of the players bubble will say that the player and the eleven men are insane.

The gameplay revolves around trying to write the religions holy script, and as the prophet you are in charge of establishing all of the doctrine. You have to work with all the other hallucinating fellows (eventually called councilmen), who have unique backstories, and things they want out of the religion. They will all have things they swore this “human god” figure that resurrected the prophets grandson told them specifically, and will make doctrine/factions over it. A really unique gameplay element will be in order to interact with the world and spread the message, you will switch POV’s with the various councilmen, and travel around the map, seeing what they see and playing as them. This will have widespread affects on the game. As a reminder, the prophet is a cripple, so they rely on these councilmen to spread the religion.

That’s the basics!

I was debating wether or not I should tell you the big reveal from the story from the get go, or if I should have you read my text wall down below first. I have decided to tell you the general premise, so even though the story won’t be as impactful to read for you, it’s important to know what game I’m actually suggesting and to see if you want to spend your time reading it at all.

Text dump: The player is a farmer in roughly during roughly late antiquity. They had a good farming life, a family, and relative to the time, they weren’t completely squalid. However, for an unknown reason, they outlived their entire household. Because they weren’t passing, their “assets” didn’t pass on to their kids, and those from other families noticed, so they stopped arranging marriages until the player and their family were no longer producing more children.

After the player’s last grandson passed, the player, an old man at this point, and is more or less immobile. He had no one to care for them, and they lost a foreseeable purpose. The only thing the player held onto was their faith in “The Bringer”, who is pretty much the generic god figure of the region the players from. A young blacksmith arrived at the players home, with an entourage of eleven elderly men. At first, the blacksmith was silent. One of the men asked “do you see the smith?” As the player nods, the blacksmith tells the player that he is The Bringer’s avatar manifested in human form. He says something along the lines of “If you decide to journey with me, and spread my will to all tribes, I will trade my life in human form for your grandson to be reborn, and allow you to rest once he, firstborn of the undead, is coronated as king of [insert regions name].”

The player agrees, seeing this as the only way for him to regain meaning in his life, and to of course regain his grandson. The entire group goes to the nearby towns cemetery, with the old man being drawn by carriage. For a lore reason the game dev can create, the cemeteries full of onlookers and activity. The player then sacrifices the smith with a spear, producing surprisingly little reaction from onlookers. The grandson, fully rejuvenated, rises from the dead, and the eleven men go wild. Now, onlookers are in complete horror, as they see the young boy “risen” from his grave.

The group returns to the players house. Alas, the grandson is without the ability to speak, so the player is now reliant on the other old men to spread the word of this divine intervention. It is in short order that the entire group is assaulted by military/police type fellows from the empire that rules the local tribe they’re from. They steal the silent grandson, and the player is knocked unconscious. When they wake, the grandson is said to have vanished entirely from the world, and the eleven men tell the player that the only way to get his grandson back again is to spread a renewed version of the bringers teachings. Upon all nations converting, an event called “The Second Bringing” will occur, which is when all on earth will be brought to a higher, purely good state of existence, in which the grandson is theorized to now lay.

The Player is now the “Prophet of The Second Bringing” as not only was it their grandson that got revived, but the player is exceptionally old, considered to be a miracle (although at some point it is revealed long lives are not uncommon in the players ancestry). It is up to the player to essentially design all of the workings of this “new” religion, in tandem with the other eleven.

And THAT is where the actual game part begins. The players task is to write the new religious text. However, the player has to make sure that whatever ideas they come up with are approved by the council. It will take a lot of work, but try and give the player a lot of different choices for how to take the religion. The councilmen will all have unique backstories and positions, and based on the decisions the player makes, they will work with the player, or in the worst case scenario, create a schism!

As a reminder, the player is more or less immobile, so they rely on the councilmen to spread the word and grow the religion. Without the councilmen, there are no heralds or messengers for the religion. A core mechanic of the game is that whenever the player sends a councilman off on a journey of some kind, they will actually change POV to the councilman, and interact with the world. When playing as a councilman, they will have RPG style choices they can make, and all of the councilmen will have their own visions they see, and encounter unique challenges and environments. I could even imagine monster design and combat being implemented if this is made a core mechanic like I envision.

What’s really nice about this is that the councilman's experience will actually be felt by the player. So instead of “annoying councilman making the game more difficult and saying something stupid”, the a player will actually experience all of the origins of different perspectives on a certain issue, and deal with the consequences on each councilman. I know that eleven different backstories and unique ways to incorporate councilmen sounds really hard and complex, so maybe just make 3-4 councilmen perspectives, and then the rest of the council will start “siding” with the playable ones to form factions and decide doctrine votes.

As the player continues to play the councilmen, they can visualize the impacts of the decisions they make and the doctrine they chose as prophet.

Through the eyes of these councilmen, the player will notice that everyone they meet thinks they’re crazy at first, and says that the story they heard of this new cult is that they dug up a young boys grave. While the players knows this to not be true, select councilmen who developed low approval of the player may get flashbacks to the opening scene, where it flashes a bit, and they see the player pulling the grandsons dead body out of the ground.

Each councilman will have a personal quest, determined by their backstory, subject to change by the actions the player takes while possessing them. Dev can take this where they want, but it’s integral to the endings the player can get.

As the religion slowly grows, (and it will be SLOW) the player will start facing two new mechanics: first, the player will start being able to complete small “miracles”. Future dev, I trust that you will take that how you will, and create a fun mechanic with that general idea. Second, once the prophet starts performing these miracles, the empire controlling the tribe will begin sending out more authorities to find/suppress the new religion. That’s another mechanic concept I think the dev will have a lot of fun with taking their own way.

There will be five alternate endings/ways the story can develop from here.

(Bad) A Schism will form: There are three conditions for this. First, a councilman must have completed their personal quest, received a positive conclusion, but a negative prophet opinion. Each councilman gets unique schism dialogue, and it triggers immediately on completion of the personal quest if their opinion is negative. The title is pretty self explanatory. The councilman will organize at least a third of the “not playable” council, and exit the council with a sizeable following. The player will have a time sensitive opportunity to fix the schism, subject to the devs wishes. Try and make it hard tho. (Bad) Prophet Assassinated Three Conditions are required for this ending. Councilman’s personal quest must be completed with a negative conclusion, with negative approval. Triggers immediately. Requires the prophet to have made some kind of investment into security to prevent. There will be unique endings based on who killed the prophet, but the player won’t know. The only hint is that the method in which the prophet is killed is unique to each councilman. (Bad) Prophet arrested by imperial army This ending is up to the creative liberty of the dev based off of the system they implemented! (Good) THE BIG REVEAL If the prophet has completed all of the councilmens’ personal quests with at least 2/3rds having positive approval (not dependent on positive or negative outcome), this good ending will occur. After reaching what feels like the pinnacle of leadership, and having left a mark on the philosophy destined to take over the world, the Prophet is brought back in his dreams to where it all began. The prophet will experience the same flashback that occurs when a councilman dips into negative approval. The entire process is shown to be what truly happened. The scene where the prophet sacrificed the blacksmith is played, and instead of a blacksmith being speared, it is thin air. Instead of the grandson being risen in beautiful perfect condition as the first undead, the visual is of the grave being dug up, and the lifeless grandson is raised to the sky. The imperial guards stole a dead body, not the risen grandson. The player is given a choice: continue ruling knowing their entire organization and experience is a lie, or to abdicate, and hand pick a successor. Though… without purpose, the exceedingly old man finally passes.

4 Comments
2025/01/27
00:20 UTC

0

Dc llllllllllllllllllllllllllllllllllllllllllllllllll

A game that would be generational is a game based on the dc multiverse that is open world and like gta.where you can be a criminal, antihero, or hero and you create your own character in the online mode and has a campaign. My campaign idea is you chose out of many heroes where you play as the hero and their arch nemesis and you experience events from both of their points of view and you view the outcome of each characters actions from both views and you develop a personal bond with each one of them and understand their motives but since it would be so many to pick from and it would be a lot of storage you would have to download them individually . The online mode is you have Gotham at nighttime and metropolis at day and criminals and heroes fight against each other and anti heroes chose what they wanna fight for. Different characters archetype’s have their own traversal tactics or gadgets and missions with A.I are directly from comic books and has matchmaking like gta and you have a reputation level/rank. When criminals cause chaos in your lobby hero’s have to report to what ever’s going on. And since it’s a multiverse say for example if you want your batman to be a villain or you want your lex Luther to be a hero than you can. I don’t think aqua man and Atlantis would work well. at least on release I think but would have to be a dlc later in the game. But you get it nothing more else to say. I imagine this being a fckn banger

0 Comments
2025/01/26
22:57 UTC

6

Open world battle royale multiplayer chess game. (More than 2 players)

I have an idea for an open world chess game, where you start with a few pieces (for example a king and a rook) and you spawn on a random place on a server (within world border). you can gain points by capturing other players' pieces and buying your own pieces with the points. at the start your pieces have a smaller range (for example bishop can move only 5 squares in each direction) but you can upgrade. The game would have to either be turn-based or have cooldown between moving the pieces for obvious reasons. A player loses when all of his kings get captured (you could buy multiple kings), so if you can have all of your kings in danger. Like in standard chess, Pawns are worth 1 point, knights are worth 3 points, but because of the open-world bishop, rook and queen would have to be worth more, so for example Bishop is 9 points, rook is 15 points (3x more than in standard chess) and a queen is worth 30 points. King would have to be worth more, so for example 50 points. to make the game balanced, pieces would have to be more expensive than they are worth. to make this game even more interesting, you could upgrade the size of your spawn (where your purchased pieces spawn), starting at 5x5 up to 16x16. in your turn you could either buy a piece or make a move. when you buy a piece, you can place him anywhere on your spawn. One player wins after he defeats all of the other players.

Edit: I realized that is is somewhat simmilar to "Heroes of might and magic"

3 Comments
2025/01/26
21:32 UTC

7

A list of gameplay ideas spanning different games aspects

  1. Environment

• A weather system affected by moving creatures: the creature would roam the immense map, generating large scale weather effect around them. Two creatures or more crossing each other could generate unique new weather. Adding a systemic environment reacting to those weather could create a complex world. Bonus point if the lore justify the mechanic and if you can try to steer those creatures to your advantage.

• A discolored world were you would be able to readd color to it by finding it in the world. Adding color to the world would unlock new mechanics and interactive items.

  1. Multiplayer/server

• A system of server raid portals : in games such as Minecraft, valleim, project zomboid, enshrouded and so on, a system of invocation allowing you to tp to another open server at random. You would receive a mission to complete and a time to do so. You would be able to tp with your base.

• in extraction shooters similar to deep rock, a class of "extreme risk" missions where you would, among other risks, sometimes have to invade or protect against another team.

  1. Ai

• A game where a neural network would learn over the course of the game to predict the next player move and the best counter move according to it. The final boss would use the neural network with the weights frozen(stopped to learn). The only way to defeat the boss is to think at how you play and learn to play differently to vanquish the boss.

4 Comments
2025/01/25
23:15 UTC

2

Be the border officer for a checkpoint or station in space.

I know the idea of a border is kinda saturated but I have always thought of one in space. And while I am not saying this should be star wars. It kinda follows the theme of it. I’ll be telling it as star wars so I don’t have to makeup a faction.

Let ships come through, check documents, order flagged or suspicious to land in the checkpoint, use advanced technologies to detect things.

Board landed ships. ID everyone. Order a search from your soldiers. Manage your personnel of the checkpoint.

Call in special units for special situations. Hazmat, infestation, quarantine, tech crew, forensics, etc

Dispatch your checkpoint’s squadrons to those who think they can go around.

Come across trafficking, criminals, crime lords, politicians, prison transports, crime scenes, hazardous materials or spillage, imperial working conditions violations, ship unsafe to fly, hijacker’s, impersonating imperial personnel.

Work as the politics of the galaxy makes its way to your doorstep on the daily. As an Imperial, uphold your duties to the Empire or allow Rebel activities to prosper. Even helping them with possible or committing sabotage. out for ISB Agents investigating you. Or call them in when Rebels pass through.

Become a powerful force. You can be the checkpoints officer or its tyrant. Utilize fear. Upkeep discipline. Maintain your standing with the Empire, crime groups, and corporations.

This game might not be for everyone. I just would like a realistic but still gameplay packed experience. I would like it to be thorough. If I have a console station infront of me, the buttons should all actually do something. This game is also understandably a lot to develop. So there’s that.

2 Comments
2025/01/25
21:39 UTC

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