Radnom Video Game Ideas
Radnom Video Game Ideas
Everyone has, at some point, had an idea for a game, that they know will probably never get made.
Post em here. I'm interested.
RPG/Beat-em-up
For X amount of time you can combo and do attacks freely (with the occasional "miss"), then after that all you can do is move around and the enemy gets their chance to do a similar attacks, but you can move to avoid them.
As you level up you move faster, gain more combos, etc.
It would appeal to Beat-Em-Up players cause they just have to bash buttons until the enemies die, and the RPG makers would be given strategy in the form of the inventory screen, of course, using items would waste time, but it would be useful for alot of stuff, like healing teamates.
Also- The teammates could be "programmed" into doing what you want, like item support, magic support, ranged, aggressive, etc. but characters are already set to their best setting, so beat-em-up players don't really HAVE to bother with it.
Speaking of magic support, magic would just be activated by doing a certain combo. (X, X, Y on thin air to heal an ally. etc.)
Post em here. I'm interested.
RPG/Beat-em-up
For X amount of time you can combo and do attacks freely (with the occasional "miss"), then after that all you can do is move around and the enemy gets their chance to do a similar attacks, but you can move to avoid them.
As you level up you move faster, gain more combos, etc.
It would appeal to Beat-Em-Up players cause they just have to bash buttons until the enemies die, and the RPG makers would be given strategy in the form of the inventory screen, of course, using items would waste time, but it would be useful for alot of stuff, like healing teamates.
Also- The teammates could be "programmed" into doing what you want, like item support, magic support, ranged, aggressive, etc. but characters are already set to their best setting, so beat-em-up players don't really HAVE to bother with it.
Speaking of magic support, magic would just be activated by doing a certain combo. (X, X, Y on thin air to heal an ally. etc.)
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BunnyWithStick
- Gramps, Jr.
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My ideal game:
Stickman Ragdoll Fighter (I hope Ragdoll Software does something like this soon…
)
Use the keyboard to move around and use precompiled basic moves, and activate slomo special move mode.
Use the mouse in slomo to do special moves.
Basically, you run around a level beating people up with extra ragdoll physics, if you're on the ground non-ragdoll physics is used unless you get hit hard enough or use a precompiled move. (Which turns ragdoll mode on for a split second, perhaps with restraints to keep you upright when you do a kick, unless you're attacked mid-move.)
If you're in the air, however, you're in ragdoll all the way (With the same minor restraints) and can still execute all the same precompiled moves, which will generally aim in a different direction depending on which way you're facing and whether or not you're upside down, it's all relative, it just puts force on some joints to make you kick/punch/whatever.
Wherever you are, you can do special moves by pressing the spacebar to go into slomo, in which case time moves very slow and you go into ragdoll mode, where you can drag your joints around with varying force, and then let go to watch the results, and possibly the cool pose that's done at the end, depending on what happens when ragdoll mode turns off. (Smoothly of course, first a restraint is placed to keep you upright, and possibly even help you strike a pose.)
P.S: Could be made in flash pretty easily, would also pwn in any other format.
Stickman Ragdoll Fighter (I hope Ragdoll Software does something like this soon…
Use the keyboard to move around and use precompiled basic moves, and activate slomo special move mode.
Use the mouse in slomo to do special moves.
Basically, you run around a level beating people up with extra ragdoll physics, if you're on the ground non-ragdoll physics is used unless you get hit hard enough or use a precompiled move. (Which turns ragdoll mode on for a split second, perhaps with restraints to keep you upright when you do a kick, unless you're attacked mid-move.)
If you're in the air, however, you're in ragdoll all the way (With the same minor restraints) and can still execute all the same precompiled moves, which will generally aim in a different direction depending on which way you're facing and whether or not you're upside down, it's all relative, it just puts force on some joints to make you kick/punch/whatever.
Wherever you are, you can do special moves by pressing the spacebar to go into slomo, in which case time moves very slow and you go into ragdoll mode, where you can drag your joints around with varying force, and then let go to watch the results, and possibly the cool pose that's done at the end, depending on what happens when ragdoll mode turns off. (Smoothly of course, first a restraint is placed to keep you upright, and possibly even help you strike a pose.)
P.S: Could be made in flash pretty easily, would also pwn in any other format.
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Ragdollmaster
- Posts: 2343
- Joined: Mon Jul 30, 2007 11:49 am
- Location: Island of Lugaru
BunnyWithStick wrote:My ideal game:
Stickman Ragdoll Fighter (I hope Ragdoll Software does something like this soon…)
Use the keyboard to move around and use precompiled basic moves, and activate slomo special move mode.
Use the mouse in slomo to do special moves.
Basically, you run around a level beating people up with extra ragdoll physics, if you're on the ground non-ragdoll physics is used unless you get hit hard enough or use a precompiled move. (Which turns ragdoll mode on for a split second, perhaps with restraints to keep you upright when you do a kick, unless you're attacked mid-move.)
If you're in the air, however, you're in ragdoll all the way (With the same minor restraints) and can still execute all the same precompiled moves, which will generally aim in a different direction depending on which way you're facing and whether or not you're upside down, it's all relative, it just puts force on some joints to make you kick/punch/whatever.
Wherever you are, you can do special moves by pressing the spacebar to go into slomo, in which case time moves very slow and you go into ragdoll mode, where you can drag your joints around with varying force, and then let go to watch the results, and possibly the cool pose that's done at the end, depending on what happens when ragdoll mode turns off. (Smoothly of course, first a restraint is placed to keep you upright, and possibly even help you strike a pose.)
P.S: Could be made in flash pretty easily, would also pwn in any other format.
That's kinda present in Ragdollmasters, but I get what you're talking about. The original that's out now is more of an arcade styled game. It would be pretty cool to make a platformer with that system of fighting though.
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nerodx
- confused couch potato
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ah, ragdollmasters, that was a party, i should play that again sometime
I've always liked the idea of a game that was smart enough to be able to hack itself. Like it could actually do hacks all by itself and make it gradually more difficult for the player, who is having to hack too just to give themselves a fighting chance. but they have to find out ways for themselves to hack. Oh, and itd probly be a shooter. Kinda weird, but idk always seemed kinda interesting to me.
I've always liked the idea of a game that was smart enough to be able to hack itself. Like it could actually do hacks all by itself and make it gradually more difficult for the player, who is having to hack too just to give themselves a fighting chance. but they have to find out ways for themselves to hack. Oh, and itd probly be a shooter. Kinda weird, but idk always seemed kinda interesting to me.
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rudel_ic
- official Wolfire heckler
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When I played ForumWarz (NSFW and not for kids, by the way, so don't search it, kiddo), I thought a game with some non-internet-troll-setting, but the same framework, like a detective story or a trading sim, would actually rule my socks off.
To save my reputation, I played ForumWarz for probably 20 minutes and never touched it again. It's just stupid shit. But you have to admire the work they put into it and how the game engine actually works pretty well.
Edit:
To save my reputation, I played ForumWarz for probably 20 minutes and never touched it again. It's just stupid shit. But you have to admire the work they put into it and how the game engine actually works pretty well.
Edit:
What do you mean, like self-modifying code? There are no game-y benefits from that in my opinion. Elaborate.I've always liked the idea of a game that was smart enough to be able to hack itself.
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nerodx
- confused couch potato
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i think so. like the game can generate new ideas on how to play and how to win, like take a fighting shooter like thing (im thinking crackdown so think of something like that) think like your in some kind of boss battle, and suddenly, the computer reaches into the ground, pulls up some kind of pipe or something, and breaks your spine with it. Or he slams you into a nearby building, thereby opening up and entirely new playing field that you couldnt access before. But it does that extremely rarely, like it keeps generating an infinite number of ideas, so you never know whats gonna hit you. It would probably be immensely hard to do something like that though.
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rudel_ic
- official Wolfire heckler
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It's not really clear to me what you want to say.
Verify / extend the following list:
- Goals are generated
- Gameplay features are generated (elaborate)
- Destructible environment
- Items can be hidden inside of things
- Items are generated (now how the funk do you want to pull that off
)
All else: See Crackdown
I've got a few things to say for now:
1. You don't need self-modifying code for that. You just need procedural generation, which is in its core fairly common in games, but the way you describe it has a few issues that are hard to address, for example an aura of genericness or possible lack of excitement.
2. The more elements you introduce to the game, the less you give control to the player and it becomes kind of an aquarium with the player looking into it and feeding the fish from time to time. That could be cool or it could be awful.
3. Generating convincing 3D models with all the features you'd expect in a current-generation title is out of the question.
4. Destruction is a very hard thing to program. I don't know of any game that "does it right". (Let's see how this new Battlefield thing turns out)
5. When you generate gameplay elements, you have to make sure they don't contradict themselves / make sense in every combination / are interesting.
6. Goals for the player have to be reachable and be somehow compelling.
I've got a couple more things I could say, but I don't want to kill the idea since it's pretty neat.
I don't see why it should be in a setting like Crackdown. Why not something like Patapon with those features? Or Frogger? Or Sim City?
Verify / extend the following list:
- Goals are generated
- Gameplay features are generated (elaborate)
- Destructible environment
- Items can be hidden inside of things
- Items are generated (now how the funk do you want to pull that off
All else: See Crackdown
I've got a few things to say for now:
1. You don't need self-modifying code for that. You just need procedural generation, which is in its core fairly common in games, but the way you describe it has a few issues that are hard to address, for example an aura of genericness or possible lack of excitement.
2. The more elements you introduce to the game, the less you give control to the player and it becomes kind of an aquarium with the player looking into it and feeding the fish from time to time. That could be cool or it could be awful.
3. Generating convincing 3D models with all the features you'd expect in a current-generation title is out of the question.
4. Destruction is a very hard thing to program. I don't know of any game that "does it right". (Let's see how this new Battlefield thing turns out)
5. When you generate gameplay elements, you have to make sure they don't contradict themselves / make sense in every combination / are interesting.
6. Goals for the player have to be reachable and be somehow compelling.
I've got a couple more things I could say, but I don't want to kill the idea since it's pretty neat.
I don't see why it should be in a setting like Crackdown. Why not something like Patapon with those features? Or Frogger? Or Sim City?
I thik what stair-falling-down-guy is trying to say is that it would be nice to see a game that sort of develops itself to increase the difficulty.
For example, say you're playing Oblivion. In Oblivion on the PC, you can type stuff in the console to give yourself uber items, 1337 stats, or even teleport around. Within the normal constraints of the game, it takes work to get these items/stats.
What I can gather nerodx is saying is, what if the NPCs started doing that? What if the game itself could actually procedurally 'cheat,' doing things that it could not possibly do within the normal bounds of the game.
Another example would be the wolves turning on map-edit mode in Lugaru. Suddenly the wolves are flying around at super-wolf speed, which would force you, the player, to also turn on map mode just to keep up. Ergo, cheating would be a vital and integral part of the game. As such, it would probably also need to be balanced, so things like invincibility would be temporary, and if the enemies turned on invincibility, you could turn on one-shot kill to put it all back to 'normal'.
For example, say you're playing Oblivion. In Oblivion on the PC, you can type stuff in the console to give yourself uber items, 1337 stats, or even teleport around. Within the normal constraints of the game, it takes work to get these items/stats.
What I can gather nerodx is saying is, what if the NPCs started doing that? What if the game itself could actually procedurally 'cheat,' doing things that it could not possibly do within the normal bounds of the game.
Another example would be the wolves turning on map-edit mode in Lugaru. Suddenly the wolves are flying around at super-wolf speed, which would force you, the player, to also turn on map mode just to keep up. Ergo, cheating would be a vital and integral part of the game. As such, it would probably also need to be balanced, so things like invincibility would be temporary, and if the enemies turned on invincibility, you could turn on one-shot kill to put it all back to 'normal'.
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BunnyWithStick
- Gramps, Jr.
- Posts: 4297
- Joined: Mon Dec 05, 2005 12:14 am
- Location: New Zealand
What, the ragdoll part? And the fighting part? That's pretty much all Ragdollmasters has that my idea has. It's very different once you understand the idea properly.Ragdollmaster wrote:That's kinda present in Ragdollmasters
Remember, a lot of games have ragdolls and fighting, saying that kind of stuff is kinda present in Ragdollmasters is like saying that kind of stuff is kinda present in Lugaru. One thing they have in common is they're all awesome, though.
I understand nerodx's idea, and I kinda like it.
Example so you understand-
Enemy 1 and 2 are fighting player, player is winning, enemy one activates infinite ammo cheat and unloads hell-buckets of minigun ammo at the player, so the player activates slo-mo and dodges the bullets, enemy 2 activates speed up so the game returns to normal speed, player then activates "giveall" and unloads a couple of rockets, killing enemy 1. Enemy 2 activates slo-mo and runs towards the player (because enemy 2 isn't effected since he activated it) enemy 2 tries to kill the player with a knife or sword or something, so player one activates slo-mo (so he isn't effected either) and then they have an epic sword fight.
Example so you understand-
Enemy 1 and 2 are fighting player, player is winning, enemy one activates infinite ammo cheat and unloads hell-buckets of minigun ammo at the player, so the player activates slo-mo and dodges the bullets, enemy 2 activates speed up so the game returns to normal speed, player then activates "giveall" and unloads a couple of rockets, killing enemy 1. Enemy 2 activates slo-mo and runs towards the player (because enemy 2 isn't effected since he activated it) enemy 2 tries to kill the player with a knife or sword or something, so player one activates slo-mo (so he isn't effected either) and then they have an epic sword fight.
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nerodx
- confused couch potato
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thats basically what im saying. and i didnt mean new ideas all the time, i meant like, a TON of possibilities so you can't prepare for it. For example i'll take the game Fable (idk why i just thought of it) At the end when your fighting Jack, he like has a pattern that repeats. I think it was send enemies at you, shoot fire, come down and beat you, then he repeats till you win. I'm saying there should be alot more posibilities, and using hacks is a great way, so instead, like when he comes to beat you and hes about to die, he turns on fast motion and kills you before you even notice. Or in like Halo or something, an enemy could turn on zero gravity, start flying wth a sniper, and you wont even know whats going on till your dead. It would make it very difficult not only to play but to create though, because the AI would have to be extremely smart to know to turn on something to counter your attack before it dies. Oh and stair falling down guy, loved that 
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BunnyWithStick
- Gramps, Jr.
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- Joined: Mon Dec 05, 2005 12:14 am
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There's probably have to be some kind of balance, like the enemies (and you) can only use 1 cheat at a time, and no invincibility (cause that would suck).
IDEA: Platformer RTS. I got the idea when watching that old super mario animation where everyone died at the end, there was one scene where hundreds of toads and mario attacked another army of goombas and koopas and stuff, I just want to see a game like that. Where the game keeps track of all the powerups your army has, and instead of like normal RTSs where it's just "Shoot till they die" or "sword till they die" the soldier AI will make it try to jump and land on them etc. etc.
IDEA: Platformer RTS. I got the idea when watching that old super mario animation where everyone died at the end, there was one scene where hundreds of toads and mario attacked another army of goombas and koopas and stuff, I just want to see a game like that. Where the game keeps track of all the powerups your army has, and instead of like normal RTSs where it's just "Shoot till they die" or "sword till they die" the soldier AI will make it try to jump and land on them etc. etc.