So basically Pikmen + Minecraft.
So basically Pikmen + Minecraft.
man there are so many idea i have about this alien world survivalist game, i gotta make them all be a thing
@MaskedClaus: So, kind of like the expanded version of Minicraft Notch is developing?
ha ha what's all this old crap Past Me put in his signature, get that stuff outta there
A game where you are given a blank slate, and when you type something in, it happens. Complete with an omniscient (but not rebellious-- or even emotional) AI to parse your every whim into machine code.
H.A.M (the game I made), except remade professionally by indie game developers with online support.
A game that plays sorta like Binding of Isaac, except as you wander along you find procedurally generated guns. (This is actually a game I was thinking of programming, but I'm too lazy to start it :*( )
An MMORPG that plays like one of the top-down LoZ games, except more 3d.
Evil Genius 2
Wew, big question.
I'd have a lot of ideas, one of which I am trying to actually make into a videogame by myself, but apart from that, at the moment nothing comes into my mind!
I remember talking with a friend of mine some time ago about how cool it would be to have a game very similar to Left 4 Dead (maybe even an actual clone, gameplay-wise) with the only difference being that the game would call the zombies "Ghouls" and that there would be boss battles against the vampire(s) that turned all of the population into brainless blood suckers. By vampire I mean some sentient, charming and strong guy with superhuman strenght and speed and all that shit. Victorian style setting and/or weapons and actual "staking the vampire in his heart" strategy were also among the possible ideas, the only thing that bothers me about this idea is firstly, what to replace the special infected with (they are essential, ghouls-only is no fun of course) and secondly how do you make four humans fight an overpowered smuggy vampire prince and make it a "realistic" balanced fight. I'd hate to do a class based thing, there's too many of them, but maybe just one member of the group needs to be a priest, protected by the other three during the whole campaign only to act as a vampire-weakener at the end. Or something.
I want Littlebigplanet 3, but in 3-d. Too bad MM dropped LBP after the 2nd one.
You know what? I would actually like a video game based off of GURPS rules. Or even just a program that let you make your campaigns and play them on the computer with friends, kind of like how NWN let you GM your own campaigns and control all of the NPCs while others played the PCs
I wouldn't really like to play a game where getting hit once anywhere severely cripples or kills me. Unless that's, say, the game mechanic of an infiltration/espionage game.
It would make a pretty boring multiplayer experience as well.
As a possible mechanic for the construction of structures on an alien planet: your ship's computer possesses either all or a large range of schematics that detail how to build these survival utilities. However, you can't possibly build it single-handedly, nor can your workers possibly understand the schematics. So your computer can spend cycles converting schematics into instructions your new friends / slave labour can understand. Cycles are used up over time, with more advanced structures requiring more time. So it adds an element of surviving long enough to get that next vital life-support apparatus.
I bring this up because somebody mentioned progression mechanics, and I like to throw ideas like that around.
The way I'd do it is you'd have a supply of air and food for a few months, and just enough materials for a basic shelter. You'd have to dismantle the life support systems of your ship to convert a local gas seep into air. With science. Your resources would start to run out at the end of the first year and you'd have to make long, dangerous treks to establish outposts. Also the toxicity of plant species would be randomized on each playthrough and the only way to find out if they are harmful is to eat them or wait several days for your computer to analyze them. Somehow I'd have to prevent savescumming. Maybe always randomized until you save after determining whether or not they're edible and a set number of them are and aren't.
And no animal friends! Pikmin only in the being stranded on a toxic alien world thing.
However, I think it would be a blast. Yeah, the game could be slow-paced. It could be complicated. And it may be hard to implement successfully, especially in a shooter.
As far as a multiplayer experience (if it's even necessary to have one): I don't think it would be bad. If it was something like an MMO, yeah, probably. But for like a versus sort of mode? You drop almost immediately after being in someone's sights in FPS games like CoD. In Mount and Blade, being killed in one hit with a crossbow or greatsword isn't even uncommon. And they're still fun to a lot of people.
But I see the points Super and Chirality are making, even if my personal tastes disagree. I'd love to play a realistic game where if I get a gash in my leg, I walk with a limp. Maybe I'm just weird? SHRUG.
My gog.I think the reason the industry isn't incorporating these ideas is because they'd have to get rid of their scantily-clad ladies and give them *shock* CLOTHES!
Sigquotes, my Soundcloud, and folders for Kanaya, the Derse Siblings, and General-JWJ's SBaHJ-style comics below!
This is what's up with the colorful candycorns. Don't see one suited for you? ADD IT.
Here's a concept is abstract enough it can be put in nearly any setting. Fantasy, cowboys, spaceships, alien planets, mafia for all I care. I'll just use abstract terms like "stronghold" and "crafting" and "ingredients" and "monsters".
Maybe you could call it Fiefdom.
Abstract: A non-pvp MMORPG where you can build (Somewhere in-between Minecraft and castle-building games, so something like building a room wouldn't take hours) anywhere in an open world by crafting using ingredients, mostly based off of monster drops. However, there is incessant wilderness danger and no cities, so all shelter is provided by players who are essentially working to build "strongholds" with the most wealth, benefits and influence. High-level benefits/items would be made by using not only a few high-level drops, but copious amounts of low-level drops, and so the came would revolve around the concept of high-level players needing to "employ" lower-level players, and low-level players depending on high-level players to get ahead.
Quests would essentially all be coming from other players. If there was constant wilderness danger that could harm "strongholds", protection would be added initiative to join a stronghold. If a high-level player who is running one of these "strongholds" wants to keep consistent labor and continued patronage, they must invest in things that will benefit their own people of the stronghold, ie walls, NPC guards, NPCs that can buff employees, vaults/banking systems, standard armories etc. Essentially, the key would be that only incredibly influential and wealthy players (or coalitions of players) could afford to sustain strongholds in areas where the wilderness danger was high. Low-level players would have to balance continuing income from their employer with saving up to attempt to start their own settlement/watchtower/whatever. If they wanted, they could be a solo player, maybe doing freelance or relying on trading wilderness drops, but the very concept of drifters/hermits would add to the diverse mix.
The concept of "protection" would expand a lot further than a bunch of people you like to adventure with - When you are logged off, you literally just sleep, and are still killable in-game. Wanderers would need to find and reinforce caves, strongholds could generate currency with inns, or choose to build dormitories for their patrons. It would certainly add significance to the traditional "Guild Ranks" - better benefits for better patrons. It would add realism: The head of a stronghold could not micromanage everything, and would need to appoint other players to run the stronghold, ie dealing with recruitment, crafting to make sure that the armories are stocked (or assigning quests to get ingredients to build said armory), managing the stronghold's general business at times when the main player is typically logged off. Mid-level players would perfectly fit this niche - when Trustworthiness is a commodity, it's not necessarily the greediest people who get ahead.
Cooperation between strongholds could also be a thing. If building is mostly based on monster-drop ingredients and different ingredients are only found in certain areas, it would be the most economically viable to trade a few commodities between strongholds for mutual prosperity - patrons could be traders, transporting boxes (the builder of the box would specify who could open it) to and fro strongholds, making their living based on fees and fighting monsters in-between. It'd be a low-level quest, but not something you would trust to someone who you think might die halfway there. If you want your stronghold to run based mostly on trading, you would invest in perhaps roads, or signs, to accelerate travel.
Shame that stronghold wars would be impossible, because if players could sabotage other players' buildings... Well, nobody would build anything I guess. In terms of "claiming turf": maybe a "benefit" would be that players could craft NPC monsters/fighters/guards/whateva in immediate areas who are clearly indicated as belonging to a certain player/stronghold (Expanding on the idea of delegating power to mid-level players to build watchtowers) who are programmed to attack anyone who builds there. That way you couldn't deliberately destroy any construct, but you could prevent new ones from being made.
The biggest issue is that you couldn't get anywhere if you were playing casually (well granted this is most mmorpg's), and that you would need a large player-base to even get started.
Next biggest issue is that it would be impossible to balance. Economy vs Wilderness threat for the need of improving/restricting the player expansion rate. Urban sprawl I guess would be dealt with by having multiple servers, essentially creating an Archipelago of whatever construct you use. (planet/island/province) Adding new "islands" would be easy enough, and you just need to make sure each island is self-sustainable in resources to try and avoid too much weight in any server.
Anyways, my thoughts.
Last edited by Dentrala; 02-05-2012 at 09:38 PM.
I don't know if anyone has brought it up yet, but I'd really like a sequel to TWEWY. Or just another game set in that universe, because seriously TWEWY was amazing.
sig quotes I guess? (one of them)
Whoa, Dentrala's idea is pretty cool. One way to easily balance player expansion possibilities would be to set the game on a literal archipelago of islands. Most of the wilderness and questing areas would be underwater, or on uninhabitable volcanic/mountainous islands. Players could conceivably build or find rudimentary underwater shelters in the field, but real expansion and settlement would have to take place on land. The game world can be scaled and generated to complement the placement of stronghold-viable islands, imposing direct constraints on urban sprawl.
Alternatively (or additionally), the wilderness could feature huge boss instances that roam around and destroy public buildings. Those or other natural disasters would result in an equilibrium of construction, defense and repair that would keep a stronghold's operations running indefinitely. Destroyer behaviors or frequency could diminish as the game is updated, adding more high-level content for large strongholds and raising the bar for what to reach for. By putting AI in charge of sabotaging buildings, rather than players, you can dodge the griefing/pvp problem while maintaining a real and present threat for players to fight against.
man i have to stop reading this thread, i am getting depressed about all these sweet ideas that might never become things
ha ha what's all this old crap Past Me put in his signature, get that stuff outta there
Prototype where you can 'absorb' victims to take on their appearance.
Wait, yall already mentioned that
I want a game in which the first half of the game is spent conquering the land, and then the second half is playing as a hero who has to free the land from your aforementioned tyranny. This second half would be heavily affected by how you completed the first half.
Haven and Hearth?
You don't have to play it, it's pretty cool, but the combat system is so contrived that it makes you want to punch something, except that it takes forever to figure out how to punch something.
This is my ringtone.
Last edited by weirdguy; 02-05-2012 at 11:26 PM.