Posted March 05, 2014
tfishell
Remorse: The List, if you like FPS psych horror
tfishell Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Oct 2010
From United States
Schnuff
←This Way
Schnuff Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2012
From Germany
Posted March 05, 2014
With enough resources and skill of course it would be an JRPG like in the good old Nintendo times.
THESLITHERYDEE
Abattoir
THESLITHERYDEE Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2013
From United States
Posted March 05, 2014
I would make a firs person Clue game. Where a murder had taken place and clues are randomly generated throughout the mansion with each new game. You would be able to talk to the other guests but with a twist. There would be a countdown timer and at each interval the AI murderer would strike again, as few NPCs remain they will grow less trusting and once enough are killed you will enter frenzy mode where the survivors either run from or try to kill each other and you.
Then it would have a separate multi-player mode where one person is the designated killer. They have the special ability to see where everyone is on the map, so they can hunt more effectively, and have access to secret passages. So if you meet someone downstairs and they suddenly come down the stairs when you've been in front of them without passing you, be afraid.
In both modes you can accuse people of being the killer at any time, however making wrong guesses can turn them more and more hostile. While if you guess the killer correctly but give the wrong circumstances they will start hunting you and people won't believe you.
Needs a little ironing out, but if down with the right atmosphere this would be a great detective rogue like game.
Then it would have a separate multi-player mode where one person is the designated killer. They have the special ability to see where everyone is on the map, so they can hunt more effectively, and have access to secret passages. So if you meet someone downstairs and they suddenly come down the stairs when you've been in front of them without passing you, be afraid.
In both modes you can accuse people of being the killer at any time, however making wrong guesses can turn them more and more hostile. While if you guess the killer correctly but give the wrong circumstances they will start hunting you and people won't believe you.
Needs a little ironing out, but if down with the right atmosphere this would be a great detective rogue like game.
JinseiNGC224
Timelord Gamer
JinseiNGC224 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Oct 2012
From United States
Posted March 05, 2014
So many great ideas!
Kudos to creativity!
Kudos to creativity!
jefequeso
New User
jefequeso Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2010
From United States
Posted March 05, 2014
I have a few ideas that I can't really make work without money or resources (or other people who are actually skilled at things like animation and modeling). Most of them are just little snippets and vignettes that don't really relate to a concrete design. I do know that I'd love to make a straight up action FPS, with a focus on the sort of brutal feeling of destruction and impact seen in games like FEAR. On a completely opposite note, I do want to create something that deals with violence in a more realistic, visceral, emotionally weighty manner, as an integral part of the narrative rather than as entertainment. But I don't really think I could tackle that in a visual setting without realistic presentation to back it up.
HeDanny
Grumpy Old Man
HeDanny Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2009
From Australia
Posted March 05, 2014
Something that played like the "walking around" parts of games similar to Mass Effect. No combat at all. Just exploration, wonder etc. The main game would be about making connections with the NPCs in the game, building relationships etc.
The main thing I would like to see in this game however is that when you do bump into someone, they don't just drop everything they are doing to talk to you for however long you keep the conversation going. That always annoys me in these sort of situations. Accept for the actual points at which you are actively choosing a dialog option, there is always something going on, no matter how trivial or small, and no conversation lasts forever as people can't just stop everything and pander to your dialog menu OCD completionism. If you can only talk to someone while they are waiting for the bus. At which point you may have two options. Either say goodby, leaving some stuff unsaid (but can come back to if you find them again later in the game, is that particular stuff is still valid to be spoken about), or, get on the bus with them to continue the conversation.
The first option there will most likely allow you a lot more time to talk to that particular person. It would also "grow" your relationship with that person, as you would be spending more time with them. In particular if all the stuff you needed to talk to them about is done, but you are still on the bus with them, so you can then talk about less "plot" and more "personal" while waiting to get to your destination.
In the second option, You don't get on the bus, you don't get to finish talking, and your relationship with that person will not grow. The balance to this, of course, is that just around the corner there will be something else to do, someone else to talk to, etc.. plus if you wanted to you could always find the person from the bus later. Not getting on the bus does not "damage" anything, it simply postpones it until you decide to continue it, if you decide to continue it at all. Maybe the person on the bus is not related to the particular "plot" you are playing, so you may not want to peruse that avenue of possibilities at all, as the gardener around the corner has a lot more relevant input into what ever you are currently trying to achieve.
The main thing I would like to see in this game however is that when you do bump into someone, they don't just drop everything they are doing to talk to you for however long you keep the conversation going. That always annoys me in these sort of situations. Accept for the actual points at which you are actively choosing a dialog option, there is always something going on, no matter how trivial or small, and no conversation lasts forever as people can't just stop everything and pander to your dialog menu OCD completionism. If you can only talk to someone while they are waiting for the bus. At which point you may have two options. Either say goodby, leaving some stuff unsaid (but can come back to if you find them again later in the game, is that particular stuff is still valid to be spoken about), or, get on the bus with them to continue the conversation.
The first option there will most likely allow you a lot more time to talk to that particular person. It would also "grow" your relationship with that person, as you would be spending more time with them. In particular if all the stuff you needed to talk to them about is done, but you are still on the bus with them, so you can then talk about less "plot" and more "personal" while waiting to get to your destination.
In the second option, You don't get on the bus, you don't get to finish talking, and your relationship with that person will not grow. The balance to this, of course, is that just around the corner there will be something else to do, someone else to talk to, etc.. plus if you wanted to you could always find the person from the bus later. Not getting on the bus does not "damage" anything, it simply postpones it until you decide to continue it, if you decide to continue it at all. Maybe the person on the bus is not related to the particular "plot" you are playing, so you may not want to peruse that avenue of possibilities at all, as the gardener around the corner has a lot more relevant input into what ever you are currently trying to achieve.
cmdr_flashheart
smthing smthing
cmdr_flashheart Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2013
From United States
Posted March 05, 2014
LiquidOxygen80: Actually, myself and a few of the guys from this forum had an idea for a horror/sci-fi metroidvania lite game in the works. ...
That description has all the words which I like :] Do get back to it if you can. As for me, I would like to make a Transformers RPG with nonlinear storytelling and gameplay, and also character creation. Or maybe a Castlevania RPG.
Maighstir
THIS KNIGHT MISLIKES THESE HEIGHTS
Maighstir Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2008
From Sweden
Posted March 05, 2014
HeDanny: Something that played like the "walking around" parts of games similar to Mass Effect. No combat at all. Just exploration, wonder etc. The main game would be about making connections with the NPCs in the game, building relationships etc.
The main thing I would like to see in this game however is that when you do bump into someone, they don't just drop everything they are doing to talk to you for however long you keep the conversation going. That always annoys me in these sort of situations. Accept for the actual points at which you are actively choosing a dialog option, there is always something going on, no matter how trivial or small, and no conversation lasts forever as people can't just stop everything and pander to your dialog menu OCD completionism. If you can only talk to someone while they are waiting for the bus. At which point you may have two options. Either say goodby, leaving some stuff unsaid (but can come back to if you find them again later in the game, is that particular stuff is still valid to be spoken about), or, get on the bus with them to continue the conversation.
The first option there will most likely allow you a lot more time to talk to that particular person. It would also "grow" your relationship with that person, as you would be spending more time with them. In particular if all the stuff you needed to talk to them about is done, but you are still on the bus with them, so you can then talk about less "plot" and more "personal" while waiting to get to your destination.
In the second option, You don't get on the bus, you don't get to finish talking, and your relationship with that person will not grow. The balance to this, of course, is that just around the corner there will be something else to do, someone else to talk to, etc.. plus if you wanted to you could always find the person from the bus later. Not getting on the bus does not "damage" anything, it simply postpones it until you decide to continue it, if you decide to continue it at all. Maybe the person on the bus is not related to the particular "plot" you are playing, so you may not want to peruse that avenue of possibilities at all, as the gardener around the corner has a lot more relevant input into what ever you are currently trying to achieve.
I want to play this.The main thing I would like to see in this game however is that when you do bump into someone, they don't just drop everything they are doing to talk to you for however long you keep the conversation going. That always annoys me in these sort of situations. Accept for the actual points at which you are actively choosing a dialog option, there is always something going on, no matter how trivial or small, and no conversation lasts forever as people can't just stop everything and pander to your dialog menu OCD completionism. If you can only talk to someone while they are waiting for the bus. At which point you may have two options. Either say goodby, leaving some stuff unsaid (but can come back to if you find them again later in the game, is that particular stuff is still valid to be spoken about), or, get on the bus with them to continue the conversation.
The first option there will most likely allow you a lot more time to talk to that particular person. It would also "grow" your relationship with that person, as you would be spending more time with them. In particular if all the stuff you needed to talk to them about is done, but you are still on the bus with them, so you can then talk about less "plot" and more "personal" while waiting to get to your destination.
In the second option, You don't get on the bus, you don't get to finish talking, and your relationship with that person will not grow. The balance to this, of course, is that just around the corner there will be something else to do, someone else to talk to, etc.. plus if you wanted to you could always find the person from the bus later. Not getting on the bus does not "damage" anything, it simply postpones it until you decide to continue it, if you decide to continue it at all. Maybe the person on the bus is not related to the particular "plot" you are playing, so you may not want to peruse that avenue of possibilities at all, as the gardener around the corner has a lot more relevant input into what ever you are currently trying to achieve.
Niggles
MOMOSaysMAHAYO;)
Niggles Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2009
From Australia
Posted March 06, 2014
A proper Scifi Turned Based RPG (the spacey, technological type - not the plethora of post apocalyptic ones - which are great but not really same feel) with a great story and game mechanics
Hmmmmmm maybe also a modern version of a game like Rules of Engagement :D
As suggested by HeDanny above a game about exploration , making new discoveries but for me about aliens or wandering the galaxies finding new worlds etc... game centering around the exploration rather than combat. I
Hmmmmmm maybe also a modern version of a game like Rules of Engagement :D
As suggested by HeDanny above a game about exploration , making new discoveries but for me about aliens or wandering the galaxies finding new worlds etc... game centering around the exploration rather than combat. I
Mr.Frost
Noir Detective
Mr.Frost Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2012
From Spain
Posted March 06, 2014
Jack Keane V
blotunga
GrumpyOldGamers.CyringOutMiserably
blotunga Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2012
From Other
koima57
Old User
koima57 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2011
From France
Posted March 06, 2014
.. I would make either a VN or RPG, using Ren Py or RPG Maker. For the themes.. Contemporary VN and medieval RPG.
Mentalepsy
Game Elemental
Mentalepsy Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From Other
Posted March 06, 2014
I am working on one, insofar as I have the time and energy, but I haven't said much about it publicly. There's no guarantee that it will ever be finished, and I don't want to be another body on that pile. :/
That said, a big reason I started it was as a learning and skill-building experience. I'm a programmer, but my job offers me no challenge or learning opportunity, and my knowledge and skills have stagnated for a long time. So, even if I never finish this project, it will still have been worthwhile, because I've learned an enormous amount by doing it.
That said, a big reason I started it was as a learning and skill-building experience. I'm a programmer, but my job offers me no challenge or learning opportunity, and my knowledge and skills have stagnated for a long time. So, even if I never finish this project, it will still have been worthwhile, because I've learned an enormous amount by doing it.
MoP
Comfortably Gray
MoP Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2009
From Poland
Posted March 06, 2014
I'd resurrect the FMV craze with a Keeping Up Appearances adventure game.
It would have , [url=http://static.fjcdn.com/gifs/Whenever+my+roommate+drank+all+the+beer..+and+didn+t+resupply_2cad19_4044234.gif]consequences, maybe some driving sequences and plenty of those good ol' Aha! moments.
It would have , [url=http://static.fjcdn.com/gifs/Whenever+my+roommate+drank+all+the+beer..+and+didn+t+resupply_2cad19_4044234.gif]consequences, maybe some driving sequences and plenty of those good ol' Aha! moments.
Emob78
jack and coke plz
Emob78 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2012
From United States
Posted March 06, 2014
I've had a game in mind for several years, and actually wouldn't be too hard to develop. I just don't have the time and skills to implement it.
It's a board/card game style RPG/strategy game set in ancient Rome. You'd have character cards that would be used to cement alliances, marriages, fight wars, and challenge each other for power. You could have event cards, board game style, that would help or hurt your characters. You could even extend the time period to allow something more like a dynasty simulator like Crusader Kings. You could roleplay the game like Dungeons and Dragons, or use the cards on a traditional board and give some strategy like Risk. Really, the options are huge for a template like that.
Overall the art style and UI would be the most important, as there wouldn't be a need for a 3D engine. Recent 'choose your own adventure' type of games like Zafehouse Diaries and FTL certainly shows that games like that can be made pretty easily on the cheap.
It's a board/card game style RPG/strategy game set in ancient Rome. You'd have character cards that would be used to cement alliances, marriages, fight wars, and challenge each other for power. You could have event cards, board game style, that would help or hurt your characters. You could even extend the time period to allow something more like a dynasty simulator like Crusader Kings. You could roleplay the game like Dungeons and Dragons, or use the cards on a traditional board and give some strategy like Risk. Really, the options are huge for a template like that.
Overall the art style and UI would be the most important, as there wouldn't be a need for a 3D engine. Recent 'choose your own adventure' type of games like Zafehouse Diaries and FTL certainly shows that games like that can be made pretty easily on the cheap.